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Old June 12, 2016, 13:05   #21
wobbly
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Parse error in \lib\customize\sound.prf line 448 column 1: MST_BR_ELEC: undefined directive

I'm assuming I can just ignore that?
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Old June 12, 2016, 13:42   #22
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Quote:
Originally Posted by wobbly View Post
Parse error in \lib\customize\sound.prf line 448 column 1: MST_BR_ELEC: undefined directive

I'm assuming I can just ignore that?
If the game continues, sure.

Is it a clean new version, and what operating system?
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Old June 12, 2016, 14:03   #23
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I'm probably way too late on this, but I've recently thought that the whole idea of having curses on items is the wrong way to do it. Either they are sticky in which case they are incredibly annoying and break id by use or they aren't in which case they are pointless.

Curses should be on your character and not on equipment and be cast on you by monsters or through traps.
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Old June 12, 2016, 14:05   #24
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Yep. Windows 7 Nividia. Had a crash to desktop on saving. Tried opening the save, crash to desktop.
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Old June 12, 2016, 15:15   #25
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Also on Windows 7, I've twice had a sort of pseudo-crash on exiting the game: the program seems to close quite happily with no visible issues, but then a moment later Windows pops up the "angband.exe has stopped working" message box. I've had it happen once after a character death and once just doing a standard save and exit during an ongoing game, but can't reliably reproduce it with either the same or different save files.
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Old June 12, 2016, 15:25   #26
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Yep. Windows 7 Nividia. Had a crash to desktop on saving. Tried opening the save, crash to desktop.
OK, seems like I failed to test randarts at all

Looks like there's something horribly broken with them. There'll be a fix when I have a fix...
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Old June 12, 2016, 21:52   #27
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Quote:
Originally Posted by TJS View Post
I'm probably way too late on this, but I've recently thought that the whole idea of having curses on items is the wrong way to do it. Either they are sticky in which case they are incredibly annoying and break id by use or they aren't in which case they are pointless.

Curses should be on your character and not on equipment and be cast on you by monsters or through traps.
Monsters already "curse" the character, but only for raw damage. There should be D&D-like curses, which are simply the reverse of the "bless" status... so your character suffers AC and to-hit penalties for a short duration.
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Old June 13, 2016, 01:17   #28
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Fix to randarts is up, Windows build and OS X build. Savefiles from the crashing version should now work fine.
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Old June 17, 2016, 00:00   #29
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Quote:
Originally Posted by TJS View Post
I'm probably way too late on this, but I've recently thought that the whole idea of having curses on items is the wrong way to do it. Either they are sticky in which case they are incredibly annoying and break id by use or they aren't in which case they are pointless.
As implemented, they create interesting player choices in two main ways:
  1. Is this item worth using, even if it's cursed?
  2. If yes, and the first attempt at removing the curse fails, is it worth trying again at the risk of destroying the item?
There's also the discovery aspect of finding new curses. Note that there is still a single basic sticky curse (currently one of 25), which I think is rare enough and simple enough to deal with that it doesn't break ID by use.

Anyone have any comments on the branch so far?
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Old June 17, 2016, 00:37   #30
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f.r. Topi Ylinen's ancient foul curse of Morgoth
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