# DungeonCraft language file: English (reference language) # Format: key = text Placeholders: {0}, {1}, ... Lines starting with # are comments. # To add a language: copy this file, translate the texts and register it in src/i18n.rs. lang.name = English # ---- units unit.worker = Pit Imp unit.kobold = Kobold unit.spider = Cave Spider unit.mage = Shadow Mage unit.ogre = Stone Ogre unit.knight = Knight unit.archer = Archer unit.priest = Priest unit.dwarf = Dwarf Miner unit.paladin = Paladin of Light # ---- rooms room.treasury = Treasury room.lair = Lair room.farm = Mushroom Garden room.training = Training Hall room.library = Library # ---- jobs job.none = Thinking job.dig = Digging job.claim = Claiming ground job.deliver = Carrying gold to the treasury job.wander = Wandering job.sleep_go = Going to sleep job.sleep = Sleeping job.eat = Eating job.train = Training job.study = Studying job.fight = Fighting job.core_attack = Attacking the Soul Core job.core_march = Marching to the Soul Core job.leave = Leaving the realm job.gate_attack = Attacking the Hero Gate job.rally = Following the attack flag # ---- messages msg.welcome1 = Welcome, ruler of the underworld! Protect your Soul Core and destroy the Hero Gate. msg.welcome2 = Mark earth and gold veins with the Dig tool (key 1). Your Pit Imps do the rest. msg.welcome3 = Dig through to the portal and claim it. Creatures need a lair and a mushroom garden. msg.welcome4 = Use the attack flag (key 9) to send your creatures into battle, even against the Hero Gate. msg.wave_warn = Scouts report: hero wave {0} reaches the gate in 30 seconds! msg.defeat = Your Soul Core has shattered. The underworld is lost. msg.victory = The Hero Gate is destroyed. The underworld is yours! msg.creature_arrived = A {0} came through the portal. msg.payday_partial = Payday! {0} creatures paid ({1} gold), {2} got nothing and are angry! msg.payday = Payday! {0} creatures received {1} gold. msg.wave_boss = Wave {0}: a Paladin of Light leads {1} heroes into your realm! msg.wave = Wave {0}: {1} heroes break through the gate! msg.gate_boss = The gate is crumbling! The Gate Warden appears with {0} defenders! msg.gate_defenders = The gate summons {0} defenders! msg.level_up = {0} reaches level {1}. msg.hero_slain = {0} defeated! Loot: {1} gold. msg.creature_died = Your {0} has fallen. msg.portal_claimed = The portal is yours! It attracts creatures. msg.flag_removed = Attack flag removed. Your creatures return. msg.flag_set = Attack flag set! Battle-ready creatures gather there. msg.creature_leaves = An unhappy {0} leaves your realm! msg.no_gold = Not enough gold! msg.sold = Rooms sold: +{0} gold. msg.no_mana_bolt = Not enough mana for Lightning. msg.no_mana_heal = Not enough mana for Heal. msg.no_mana_cost = Not enough mana ({0} needed). # ---- hints (shown at most every 30 seconds) hint.portal_no_lair = The portal is open, but without a lair no creatures will come. hint.no_farm = Creatures want to eat: build a mushroom garden. hint.lair_full = All beds in the lair are taken. Enlarge your lair. hint.gate_attack = Your creatures are attacking the Hero Gate! hint.treasury_full = Your treasuries are full! Build more treasury tiles. hint.flag_unreachable = Your creatures cannot reach the attack flag. hint.flag_ground = The flag must be placed on walkable ground. hint.no_beds = Creatures have to sleep on bare ground. Enlarge your lair! hint.hungry = Your creatures are starving! Enlarge the mushroom garden. hint.core_attacked = Your Soul Core is under attack! hint.build_where = Rooms can only be built on claimed, empty floor tiles. hint.hand_full = Your hand is full (max. 8). Right-click drops units. hint.drop_where = Units can only be dropped on your own territory. hint.summon_where = Pit Imps can only be summoned on your own territory. # ---- tools (label = short text under the button) tool.dig.label = Dig tool.dig.name = Dig tool.dig.desc = Mark earth and gold. Drag for a rectangle; starting on a marked tile removes the marks. tool.hand.label = Hand tool.hand.name = Hand tool.hand.desc = Pick up one of your units (max. 8). Right-click drops it on your own territory. tool.treasury.label = Treasury tool.treasury.desc = Stores gold: +500 capacity per tile. tool.lair.label = Lair tool.lair.desc = One bed per tile. Determines how many creatures come. tool.farm.label = Mushrooms tool.farm.desc = Food for creatures. With 6 tiles or more, cave spiders come. tool.training.label = Training tool.training.desc = Creatures gain levels (costs gold). With 9 tiles or more, stone ogres come. tool.library.label = Library tool.library.desc = Creatures generate mana. With 6 tiles or more, shadow mages come. tool.sell.label = Sell tool.sell.name = Sell tool.sell.desc = Turn rooms back into floor (50% refund). tool.flag.label = Flag tool.flag.name = Attack Flag tool.flag.desc = Battle-ready creatures gather here. Near the Hero Gate they attack it. Click again to remove it. tool.lightning.label = Lightning tool.lightning.name = Lightning tool.lightning.desc = 55 damage to heroes in the area. tool.heal.label = Heal tool.heal.name = Heal tool.heal.desc = Heals your units in the area by 50%. tool.summon.label = Imp tool.summon.name = Summon Pit Imp tool.summon.desc = Creates a new Pit Imp on your own territory. cost.gold_tile = {0} gold/tile cost.mana = {0} mana ui.cost = Cost: {0} ui.key = Key: {0} # ---- HUD hud.gold = Gold hud.mana = Mana hud.core = Core hud.gate = Gate hud.creatures = Creatures hud.workers = Imps hud.wave = Wave {0} hud.army = Army hud.off = off hud.hand = Hand hud.empty = empty ui.map = Map ui.pause = PAUSE ui.pause_hint = P: continue # ---- help help.goal = Goal: destroy the Hero Gate and protect your Soul Core. help.k_left = Left click Use tool (dig/rooms: drag a rectangle) help.k_right = Right click Drop a unit (prisoners: also into the torture chamber) help.k_slap = Shift+Left Hand: backhand own units, punch heroes on your ground help.k_pan = Right drag Move the map (also WASD/arrows, screen edge) help.k_rot = Middle drag Rotate and tilt the camera (also Q/E, R/F) help.k_zoom = Mouse wheel Zoom help.k_tools = 1-9,0,X,V,K,J,B,C,T,U,Y Select tool help.k_misc = P / Space Pause M Sound on/off +/- Volume help.k_misc2 = G Tile outlines on/off H This help help.s1 = 1. Dig to the portal and let your Pit Imps claim it. help.s2 = 2. Build a lair, a mushroom garden and a treasury. help.s3 = 3. Train your creatures and pay their wages on time. help.s4 = 4. Fend off the hero waves. They adapt to your army. help.s5 = 5. Place the attack flag near the gate and attack! help.font = Font: DINOBYTE by mby (CC BY 4.0) help.start = Click to start # ---- end screen end.victory = VICTORY! end.defeat = DEFEAT end.victory_sub = The Hero Gate has fallen. end.defeat_sub = Your Soul Core has shattered. end.stats = Time {0} Waves {1} Army {2} end.new = New Game (N) # ---- info panel info.level = {0} (level {1}) info.hp = HP {0}/{1} info.guard = Gate Warden info.intruder = Intruder info.needs = Energy {0}% Hunger {1}% info.mood = Mood: {0} mood.happy = content mood.grumpy = grumpy mood.angry = angry info.wage = Wage: {0} gold info.carries = Carries {0} gold tile.rock = Rock tile.indestructible = indestructible tile.earth = Earth tile.gold = Gold Vein tile.gold_amount = Worth {0} gold tile.floor = Floor owner.player = claimed owner.hero = hero territory owner.none = neutral tile.core = Soul Core tile.portal = Portal portal.claimed = claimed portal.neutral = neutral: imps can claim it tile.gate = Hero Gate farm.food = {0} mushrooms lair.taken = Bed taken lair.free = Bed free tile.marked = marked for digging # ---- language selection langsel.title = Language langsel.hint = Click a language. You can change it later in the settings. # ---- menus menu.subtitle = Dig. Build. Defend. Conquer. menu.continue = Continue menu.new = New Game menu.load = Load Game menu.save = Save Game menu.settings = Settings menu.help = Help menu.resume = Resume menu.main = Main Menu menu.back = Back menu.paused = Paused menu.drop_hint = Tip: you can also drop a .dcsave file onto the game window to load it. # ---- settings set.tab.sound = Language & Sound set.tab.camera = Camera set.tab.graphics = Graphics set.tab.game = Game set.tab.keys = Keys set.language = Language set.volume = Sound volume set.music = Music volume set.mute = Mute set.rotate_speed = Rotation speed set.zoom_speed = Zoom speed set.edge_scroll = Screen edge scrolling set.invert = Invert mouse rotation set.outlines = Tile outlines set.wall_detail = Wall detail set.lights = Light sources set.ui_scale = Interface size set.game_speed = Game speed set.hints = Hints set.keys_hint = Click an action and press a key. Keys already in use are swapped. set.press_key = Press a key for: {0} set.esc_cancel = Esc cancels set.reset_keys = Reset keys val.on = On val.off = Off val.low = Low val.medium = Medium val.high = High val.normal = Normal val.large = Large # ---- key binding names key.cam_forward = Camera forward key.cam_back = Camera back key.cam_left = Camera left key.cam_right = Camera right key.rotate_left = Rotate left key.rotate_right = Rotate right key.tilt_up = Tilt up key.tilt_down = Tilt down key.pause = Pause key.mute = Sound on/off key.volume_up = Volume up key.volume_down = Volume down key.outlines = Tile outlines key.help = Help # ---- savegames save.saved = Game saved: {0} save.loaded = Game loaded. save.err_invalid = This file is not a valid DungeonCraft savegame. save.err_version = This savegame comes from a newer version of DungeonCraft. save.choose = Choose a savegame file ... # ---- new game newgame.width = Map width newgame.height = Map height newgame.start = Start newgame.info = {0} portal(s), {1} guarded treasure cave(s) # ---- walls, towers, torture job.reinforce = Reinforcing a wall tile.reinforced = Reinforced wall tile.reinforced_info = heroes can hardly break through room.torture = Torture Chamber room.temple = Temple tool.torture.label = Torture tool.torture.desc = Holds one prisoner per 2 tiles. Defeated heroes are carried here and tortured until they die or defect. From 6 tiles on, Jailers come. tool.temple.label = Temple tool.temple.desc = Creatures pray here: more mana than studying, and it lifts their mood. From 6 tiles on, Flame Priestesses come. tool.arrow.label = Arrows tool.arrow.name = Arrow Tower tool.arrow.desc = Cheap and fast. Arrows pierce up to two more heroes behind the target. Click your tower with this tool to upgrade it. tool.cannon.label = Cannon tool.cannon.name = Cannon Tower tool.cannon.desc = Slow, long range, splash damage that knocks heroes back. Cannot hit targets right next to it. tool.magic.label = Magic tool.magic.name = Magic Tower tool.magic.desc = Uses mana per shot. Never misses, slows the target and jumps to a second hero. tower.arrow = Arrow Tower tower.cannon = Cannon Tower tower.magic = Magic Tower cost.tower = {0} gold (upgrades {1} / {2}) cost.per_shot = , {0} mana per shot info.tower = {0} (level {1}) info.tower_stats = Damage {0} Range {1} info.tower_upgrade = Upgrade: {0} gold msg.tower_upgraded = {0} upgraded to level {1}. msg.tower_destroyed = Your {0} was destroyed! hint.tower_other = There is already another kind of tower here. hint.tower_max = This tower is fully upgraded. hint.tower_where = Towers can only be built on claimed, empty floor tiles. hint.tower_mana = Your magic towers have run out of mana. job.repair = Repairing a tower job.attack_tower = Attacking a tower unit.jailer = Jailer unit.priestess = Flame Priestess msg.hero_captured = {0} knocked out and taken prisoner! Loot: {1} gold. msg.defected = {0} has defected to your side! msg.prisoner_died = {0} died under torture. job.carry = Carrying a prisoner job.pray = Praying job.heal_core = Healing the Soul Core info.unconscious = unconscious info.carried = being carried to the torture chamber info.tortured = being tortured info.prison = Prisoners: {0}/{1} msg.wave_warn_dir = Scouts report: hero wave {0} reaches the gate in 30 seconds! They plan to break in from the {1}. msg.wave_warn_two = Scouts report: hero wave {0} reaches the gate in 30 seconds! They split up and break in from the {1} and the {2}. dir.n = north dir.ne = north-east dir.e = east dir.se = south-east dir.s = south dir.sw = south-west dir.w = west dir.nw = north-west val.auto = Auto ({0}x) set.render_scale = 3D resolution hint.pickup_prisoner_where = Prisoners can only be picked up on your own territory. hint.punch_where = The hand can only punch heroes on your own territory. unit.chainbreaker = Chainbreaker hint.chainbreaker_restless = The Chainbreaker is restless: it wants something to fight! # savegames on the server saves.name = Name: saves.new = Save as new saves.default_name = Wave {0} - {1} saves.overwrite = Overwrite saves.load = Load saves.delete = Delete saves.sure = Sure? saves.meta = {3} UTC, wave {0}, map {1}, played {2} saves.empty = No savegames on the server yet. saves.loading = Loading the list ... saves.wait = Please wait ... saves.file_save = Download as file saves.file_load = Load from file cloud.deleted = Savegame deleted. cloud.err_net = The savegame server cannot be reached. cloud.err_large = The savegame is too large for the server. cloud.err_rate = Too many requests - please wait a moment. cloud.err_full = The savegame server is full. cloud.err_missing = This savegame no longer exists. cloud.err = The savegame server reported an error. # touch interface set.touch_ui = Touch interface val.auto_state = Auto ({0}) cat.dig = Dig cat.hand = Hand cat.rooms = Rooms cat.towers = Towers cat.spells = Spells cat.orders = Orders cat.menu = Menu help.t_tap = Tap: use the tool (hand: pick up a unit; spells, flag, towers: at that spot) help.t_drag = Drag: dig, rooms and sell mark a rectangle; with other tools it moves the map help.t_two = Two fingers: move the map, pinch to zoom, twist to rotate the camera help.t_long = Long press: information about the spot; hand: drop the units there help.t_double = Double tap with the hand: backhand own units, punch heroes on your ground help.t_tools = Toolbar: categories open a row of tools; the menu button opens the pause menu help.start_touch = Tap to start # rivers and bridges tool.bridge.label = Bridge tool.bridge.name = Build Bridge tool.bridge.desc = Builds a bridge over water or lava. Drag from your own ground across the river; the bridge grows tile by tile from your territory. cost.bridge = {0} gold/tile over water, {1} over lava hint.bridge_where = Bridges must start at your own ground: drag from your territory across the river. hint.bridge_river = Bridges can only be built over water or lava. msg.hero_burned = A {0} fell into the lava! +{1} gold. msg.creature_burned = Your {0} fell into the lava. tile.water = Underground river tile.water_info = Nobody can wade through it. Build a bridge. tile.lava = Lava tile.lava_info = Whatever falls in burns. Stone bridges cross it. tile.bridge = Wooden bridge tile.lavabridge = Stone bridge tile.shard = Shard of your soul core tile.shard_info = Claim this chamber to take the shard back. # treasures and payday tile.silver = Silver vein tile.ruby = Ruby vein tile.diamond = Diamond vein res.gold = gold res.silver = silver res.ruby = rubies res.diamond = diamonds treasury.content = Holds {0} worth of {1} hud.payday = Payday msg.payday_soon = Payday in {0} seconds: your creatures want {1} gold. hint.payday_short = There is not enough gold for the coming payday. Unpaid creatures get angry! # knight fortresses msg.enemy_tower_destroyed = A knight {0} has fallen! msg.vault_taken = Knight vault taken: {0} worth of treasure is yours. msg.shard_taken = A shard of your soul core is back in your hands! msg.bridge_torn = The knights have torn down one of your bridges! job.tear_bridge = Tearing down a bridge job.patrol = On patrol job.guard = On guard # campaign msg.mission_start = Mission: {0} msg.mission_won = Mission accomplished! msg.time_up = Time is up - the knights have secured their treasures. hud.time_left = Time msg.tool_locked = This is not available yet in this mission. # campaign menu and goals menu.campaign = Campaign menu.goals = Briefing camp.goals_panel = Goals (click: briefing) camp.title = The Broken Core camp.locked = ??? camp.progress = {0} of {1} missions accomplished camp.mission_title = Mission {0}: {1} camp.goals = Goals camp.time_limit = Time limit: {0} camp.new_tools = New: {0} camp.carry = Coming along from the last mission: {0} creatures and {1} gold. camp.start = Start goal.shards = Take back the shards goal.heart = Destroy the gate of the order goal.killall = Defeat all knights goal.loot = Take {0} from the knight vaults goal.towers = Raze all knight towers goal.survive = Beat {0} waves goal.left = ({0} left) end.mission_won = Mission accomplished! end.mission_won_sub = Crookfinger nods approvingly. Your strongest creatures and a fifth of the gold come along into the next mission. end.mission_lost = Mission failed end.mission_lost_sub = The knights are celebrating. Crookfinger suggests you try again - he has already sharpened the shovel. end.again = Try again end.next = Next mission end.campaign = Campaign end.to_campaign = Back to the campaign # campaign story: told by old Crookfinger, the imp advisor (" | " starts a new paragraph) camp.m01.title = A Shard in the Dark camp.m01.story = Wake up, master. Yes, you. A hundred years ago the Order of the Lightwatch smashed your soul core and carried the shards off like trophies. What is left of you fits into one small cave, four imps and me - old Crookfinger. | The knights keep the first shard in a little outpost to the east, guarded by recruits who still believe in polished boots. Dig a way there and let your imps claim the shard chamber. Knight ground takes them a while to claim, and not while knights stand next to it. camp.m02.title = The Border Brook camp.m02.story = A brook! Underground! The knights think a bit of water keeps us out. Charming. | Build a bridge across it - wood is cheap, knight pride is not. The watch post on the far bank holds the next shard, and this time it has an arrow tower. Towers do not chase you: stay out of range or let your creatures tear them down. camp.m03.title = The Guardhouse camp.m03.story = The Lightwatch keeps a guardhouse here where young knights learn to march in circles. They call it patrolling. We call it a timetable. | Learn it, strike when they turn their backs, and wipe out the whole garrison. A training room is finally yours - training makes creatures stronger, but the bill comes on payday. camp.m04.title = The Order Strikes Back camp.m04.story = Well, that got their attention. The Order sends wave after wave from its gate to put out the little fire in the dark - us. | Four waves, then they run out of volunteers, or at least of enthusiasm. Build arrow towers, keep the lightning ready and do not let them touch the core. camp.m05.title = The Gold Chambers of Hellwatch camp.m05.story = Hellwatch is where the Order keeps its pay chests, which explains why the knights here are so cheerful: they get paid. | Their vaults hold gold, silver and even gems. Claim the vault chambers and the treasure is yours. Six thousand should cover our expenses. And our hurt feelings. camp.m06.title = The Bridge of the Lightwatch camp.m06.story = The Lightwatch built a bridge over the great river and put a gate at its end, with a banner that has a sun on it. Of course it has a sun on it. | Destroy the gate of the order and the outpost collapses into polite panic. They brought cannons, by the way. Cannons push your creatures around - keep them close together. camp.m07.title = Lava Ground camp.m07.story = Lava ground. Warm, cosy, a bit too bright. Wooden bridges would burn here, so you build stone ones: dearer, but fireproof. | Whatever is pushed into the lava is gone for good, knights included. Especially knights. The shard lies in the fortress beyond the glow. And a torture chamber is open to you now - some prisoners can be persuaded to change sides. camp.m08.title = The Raid camp.m08.story = A raid! No shard today, just cash. Two vault keeps, stuffed with the tithes of the Order. | You have fifteen minutes before they bring their treasure to safety, and a few hired thugs to get going. Take eight thousand worth from their vaults. Quickly, master - Crookfinger has debts. camp.m09.title = The Twin Keeps camp.m09.story = Two keeps on both banks of a river, each guarding a shard. The knights call them the Brothers. One brother fusses about his boots, the other about his hair. | Take both shards. The river has knight bridges: claim them, or the knights will use them to visit you. camp.m10.title = The Siege camp.m10.story = The Order is angry. Properly angry, with trumpets. Six waves will march against your halls. | The temple and the magic tower are ready - pray, pay and hold. If the core still glows after the sixth wave, they will need a new recruiting song. camp.m11.title = Patrol Paths camp.m11.story = This fortress runs like clockwork: four patrols march around the courtyard, and every corner has a tower looking at it. | Study their rounds, cut them off one by one, and when nothing in silver armour moves any more, the place is ours. camp.m12.title = Fire and Water camp.m12.story = Fire on one side, water on the other, and in between a fortress with a shard and a gate. The knights built it to show off. | Cross both rivers, destroy the gate of the order and take the shard. And mind which bridge you are standing on. camp.m13.title = The Treasure House of the Order camp.m13.story = The treasure house of the Order: thirteen thousand worth in the vaults - their whole retirement plan. | Claiming vaults makes noise, so the garrison will come running. Plan accordingly. Or do not, and enjoy the fireworks. camp.m14.title = The Ring of Towers camp.m14.story = Eight towers in a ring, upgraded to the very top. The commander here believes in walls and arrows the way imps believe in lunch. | Raze every single tower. Your creatures attack towers they can reach - send them with the flag and keep the healing spell handy. camp.m15.title = Beneath the Current camp.m15.story = No portal down here. No new recruits. Just what you brought, what I could hire, and a fortress across a cold, fast river. | Defeat every knight with the army you have. Every creature counts - keep them fed, paid and angry. camp.m16.title = Counterstrike camp.m16.story = Beyond the lava the gate of the order keeps sending waves, and it will not stop until the gate falls. | Hold your line, then push. Break the gate and their counterattack dies with it. camp.m17.title = The Bridge Town camp.m17.story = A whole town on bridges: three rivers, two keeps, two shards and plenty of treasure. Knights love bridges - they tear down yours and keep their own. | Take both shards and six thousand from their vaults. camp.m18.title = The Marshal's Lava Citadel camp.m18.story = Marshal Gerold the Unbending sits in his lava citadel, a paladin who has never bent anything - not his knee, not his opinion. | His gate guards the road to the Grand Master. Break it. Gerold will try to break you first. camp.m19.title = The Last Watch camp.m19.story = Three keeps hold the last shards before the citadel. The Order has thrown everything it has left into them, including its last good mood. | Take all three shards. After this, only one old man in shiny armour stands between you and your core. camp.m20.title = The Grand Master camp.m20.story = Grand Master Valerian Brightshield waits in his citadel beyond the great river, with the last shard and the gate of the order. He has prayed, polished and prepared for a hundred years. | Destroy his gate, take back the shard and make your core whole again. I will be right behind you. Well behind you. camp.epilogue = The last shard sinks into the core, and the darkness breathes again. Somewhere above, the Order of the Lightwatch is writing a very long report. | Crookfinger has made tea. You are whole, master. The underworld is yours. lair.arrivals = {0} free beds: new creatures arrive at {1}% speed job.help = Helping # ranks (levels 1-10) info.rank = Rank: {0} rank.1 = Recruit rank.2 = Private rank.3 = Lance Corporal rank.4 = Corporal rank.5 = Sergeant rank.6 = Staff Sergeant rank.7 = Master Sergeant rank.8 = Captain rank.9 = Colonel rank.10 = Warlord # aerie and flying creatures tool.aerie.label = Aerie tool.aerie.desc = Perches and nests for flying creatures. 4+ tiles attract giant bats; with a torture chamber chain gargoyles, with a library arcane owls; a big aerie (16+) and treasury (16+) may lure an ember wyrm. Flyers cross water and lava. room.aerie = Aerie unit.bat = Giant Bat unit.gargoyle = Chain Gargoyle unit.owl = Arcane Owl unit.wyrm = Ember Wyrm job.rest = Recovering in the aerie job.torment = Working on a prisoner