Knights 014 and Map Editor 001 released

The first beta release of the map editor is now available. Download from here: This is a Windows only release currently. There are also not any proper instructions yet, but this blog post (and the previous one) will give you the basics of how to use the editor.

There is also a new release of Knights. You will need to install this before you can use the map editor, as the older versions of Knights are not compatible with the editor.

To use the editor, first download and unzip it. Then run knights_editor.exe.

Before you can start using the editor properly, you have to tell it where Knights is installed. To do this go to File -> Settings and fill in the “knights_data directory” and “Knights exe location” fields. These will usually be set to “C:\Program Files\Knights\knights_data” and “C:\Program Files\Knights\Knights.exe”, unless you have installed Knights to a different location. The program saves these settings so you only have to do this once.

You are now ready to start editing. To load the standard Knights rooms file, go to File -> Open and open the file “knights_rooms.txt” in your knights_data directory. (It is a good idea to make a backup copy of this file first, in case you break anything.) The standard Knights dungeon “segments” will appear on the left hand side of the window. Double click any one to open it for editing.

To place tiles you can click one of the tiles at the bottom of the window and then use the mouse to “paint” this tile onto the map area. You can use either the left or right mouse button to paint (i.e. you can have two different tiles selected at once, one on the left and one on the right button). You can also ctrl-click any tile on the map to select that tile (this may be faster than going down to the palette at the bottom all the time).

In the tile palette you will notice certain tiles have letters attached. The “P” indicates a “live” pentagram (the other pentagram tile without a “P” represents a “dead” pentagram that has no effect when stepped on). The “G” and “N” represent the gnome book and the Necronomicon respectively. “S” indicates the special pentagram, used for destroy book with wand quests (as opposed to a normal pentagram). “L” indicates doors which are “permanently locked” and can only be opened by means of a switch.

By clicking “Switches” you can cause actions to be triggered when a knight walks onto a certain tile or presses a switch. Double click the map to place a switch, or right-click to remove an existing switch. The switch actions have to be entered using a special scripting language which will be the subject of a future blog post.

By clicking “Rooms” you can set the locations of the individual map rooms which make up the segment, or view the existing rooms. Note that the actual dungeon rooms extend one square further in all directions than what is visible in the map editor (so that the rooms overlap by one square in the game itself). To place rooms, drag out a rectangle while holding the left mouse button. The right mouse button is used to delete existing rooms. Note that all rooms must be set properly before the segment can be used — if this is not done properly, the game is likely to crash.

On the File menu you have the usual New, Open, Save options. I recommend saving your work regularly since this is still beta quality software and it could crash at any time 🙂

The map editor has Undo and Redo features, available on the Edit menu (or by pressing Ctrl+Z or Ctrl+Y).

On the Segment menu you can add and delete segments to/from the current file. Each segment can be given a name (by editing the box on the right-hand side of the main window); this is not used in the game but is useful for keeping track of segments in the map editor. The segment “category” can also be set; this should be left blank for most segments, but can be set to “gnome_room”, “liche_tomb”, “guarded_exit” or “special_pentagram” for the special mission types. (See the segments at the bottom of the standard knights_rooms.txt file — the ones with names beginning “Z” — for examples of these.)

Last, but not least, there is also a feature where you can test your creations in the actual game. To do this, double click the segment you want to test, then go to Segment -> Test. Assuming you set your Knights exe location correctly, this will start a copy of Knights and put you into your chosen segment. After you’ve finished testing you can either close the Knights window or press ESC – Q to quit in the usual way.

If anyone does give this a try, please send me feedback – both as to any bugs you may find (I’m sure there are plenty) and also any suggested new features or improvements. Also, if anyone wants to send me dungeon rooms they have made, then I would be happy to put them into a future version of Knights!

11 thoughts on “Knights 014 and Map Editor 001 released”

  1. OK, it’s fixed now. Since there are no server side changes in this release, I kept the server at version 013, but patched it so that it can accept connections from either 013 or 014.

  2. Excellent news! Congratulations on your pace, by the way. Things are really moving along.

  3. Hi got a lot og segments done but dont know how the switches works(
    pls need a basic cimmands for open shoot etc
    Can i make a whole map of castle?

  4. Sorry about the delay — I have posted some info about the switches now. Hopefully this will make things a bit clearer.

    > Can i make a whole map of castle?

    Currently you can only edit one segment at a time although I could change this in future. What do you have in mind exactly?

  5. like i can set a segments as well as rooms ..castle like whole think- living area ,and dungeon is usually a bit separated maybe by secret doors or special corridor also a castle can be set as a one big trap to make a single player find a solution (book ) after you ll pass you get another one .hm?

  6. Well, you can’t really do stuff like that at the moment. It would need changes to the game code itself (the dungeon generator would need to be changed to be able to lay out the rooms in the right way).

  7. For switches, it would be intuitive if you could select the first block you wish to do the triggering, then select blocks after that with menus for each action possible to have triggered on that block (e.g. if it is a skull that you select for the second block, then have a hovering over the block with the option shoot, and then a submenu of shoot that has the directions, projectile type, and finally sounds that are triggered -or- e.g. select a wooden-covered tile and the menu of TeleportTo or Activate pops up) If you decide to do this, make sure stacking of options still works, and there is an option to add no new trigger functions, at which point the user is prompted for sounds. Fairly hard to implement, but it would make the switch interface unbelievably simple for the user.

  8. You could also possibly host a page for the best modified knights_rooms files and have certain games on your servers that run those files

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