Tweak FAQ.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7995 c06c8d41-db1a-0410-9941-cceddc491573
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if (eq == EQ_NONE)
return (true);
if (eq == EQ_STAFF)
eq = EQ_WEAPON;
else if (eq >= EQ_RINGS && eq <= EQ_RINGS_PLUS2)
eq = EQ_LEFT_RING;
const int transform = you.attribute[ATTR_TRANSFORMATION];
// Clouds cannot wear anything.
if (transform == TRAN_AIR)
return (false);
// Everybody else can wear at least some type of armour.
if (eq == EQ_ALL_ARMOUR)
return (true);
"Better" depends on a number of factors, such as your weapon skills, whether
it's one or two-handed, the randart properties, the weapon brand, and the
monsters you're about to face. In general, switching from a weapon type you
are already highly skilled with to another one that you have no skill in is
a waste of time. The brands may greatly differ in damage output but you can
get a good idea by bashing a few comparatively harmless monsters with each
and comparing the results. Of the enchantments, damage is usually more
important unless you hardly ever manage to hit with a weapon.
"Better" depends on a number of factors, such as your weapon skills,
whether it's one or two-handed, the randart properties, the weapon brand,
and the monsters you're about to face. In general, switching from a weapon
type you are already highly skilled with to another one that you have no
skill in is a waste of time. The brands may greatly differ in damage output
but you can get a good idea by bashing a few comparatively harmless monsters
with each and comparing the results. Of the enchantments, damage is usually
more important unless you hardly ever manage to hit with a weapon.
No, there isn't. On the plus side, once a ghost has been loaded onto a level,
it won't be loaded again - unless you happen to die on that level. Keep in
mind that you don't absolutely have to fight every monster you meet, and with
ghosts it's even easier: they cannot leave the level they were created on.
No, there isn't. On the plus side, once a ghost has been loaded onto a
level, it won't be loaded again - unless you happen to die on that level.
Keep in mind that you don't absolutely have to fight every monster you meet,
and with ghosts it's even easier: they cannot leave the level they were
created on.
* randart: a random artefact, usually a weapon or type of armour with random properties such as conferring resistances or abilities
* unrandart: an artefact that looks like a randart but is really predefined. There's no further difference except that players "in the know" can recognize such an item by its special description and/or colour.
* fixed art: an artefact that does not use the random artefact properties but instead has unique hardcoded effects and descriptions.
* randart: a random artefact, usually a weapon or type of armour with
random properties such as conferring resistances or abilities
* unrandart: an artefact that looks like a randart but is really
predefined. There's no further difference except that players "in the know"
can recognize such an item by its special description and/or colour.
* fixedart: an artefact that does not use the random artefact properties but
instead has unique hardcoded effects and descriptions.
No. Oklob plants provide an interesting challenge. Resist to urge to kill
them at once. Also use your resources. A hint: they cannot see invisible.
No. We think that Oklob plants provide an interesting challenge.
Resist the urge to kill them at once. If you absolutely need to bypass them
use your resources wisely. A hint: They cannot see invisible.
Probably not. While your death might be an ill-placed vault (this would be
a bug), it is generally just really bad luck. We believe that a game is more
fun if the risk of death is real. This means that such instant deaths cannot
be fully avoided, as Crawl relies on randomness for posing challenges. It is
important to realise that for really good players, the margin of such deaths
is really slim...
Probably not. While your death might be due to an ill-placed vault (this
would be a bug), it is generally just really bad luck. We believe that a
game is more fun if the risk of death is real. This means that such instant
deaths cannot be fully avoided as Crawl relies on randomness for posing
challenges. It is important to realize that for highly skilled players, the
margin of such deaths is really slim...
No, you can't. All of the devteam members submitted a number of code-intensive
patches and/or took over responsibility over an important side project before
joining. Once you've become indispensible to the team and we start wondering
how we ever got along without you, we _may_ ask you to join you, but don't
hold your breath.
No, you can't. All of the devteam members submitted a number of code
intensive patches and/or took over responsibility over an important side
project before joining. Once you've become indispensible to the team and we
start wondering how we ever got along without you, we _may_ ask you to join
you, but don't hold your breath.
If you are logged in to Sourceforge when submitting your feature request, or
choose to "Monitor" the resulting thread while logged in, you will get an
email any time someone replies to (or fiddles with) this thread. Once a thread
has been closed, you can still access it by setting the Status to closed and
then clicking Browse, thus searching for all closed requests.
If you are logged in to Sourceforge when submitting your feature request,
or choose to "Monitor" the resulting thread while logged in, you will get
an email any time someone replies to (or fiddles with) this thread. Once a
thread has been closed, you can still access it by setting the Status to
closed and then clicking Browse, thus searching for all closed requests.