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Old January 26, 2019, 19:24   #71
mrfy
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Quote:
Originally Posted by Darin View Post
I get a crash on launch for the monster/feature build, but none for the latest 4.1.3 master from the nightlies page. I am using Mac OS X 10.14.3 (Mojave), so the Console app no longer seems to give proper CrashReporter logs, but by running Console while the Angband app crashes I noticed a few interesting error messages related to possible Sandbox violations.
I had to create a new save file and start character over. perhaps the save files aren't compatible between versions of the branch?
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Old January 26, 2019, 22:24   #72
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Quote:
Originally Posted by Darin View Post
I get a crash on launch for the monster/feature build, but none for the latest 4.1.3 master from the nightlies page. I am using Mac OS X 10.14.3 (Mojave), so the Console app no longer seems to give proper CrashReporter logs, but by running Console while the Angband app crashes I noticed a few interesting error messages related to possible Sandbox violations.
The first thing I would try is moving your lore.txt file (should be in Documents/Angband) aside and see if it now opens. Also, as mrfy says, use a new savefiles - savefiles are definitely not compatible between feature/monster and master.

Thanks for including the crash info - running into sandbox issues on macOS at some point isn't out of the question.
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Old January 26, 2019, 23:12   #73
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Originally Posted by Nick View Post
The first thing I would try is moving your lore.txt file (should be in Documents/Angband) aside and see if it now opens. Also, as mrfy says, use a new savefiles - savefiles are definitely not compatible between feature/monster and master.

Thanks for including the crash info - running into sandbox issues on macOS at some point isn't out of the question.
I wasn't even getting to choose a save file. I had tried removing all save files, with no luck. Then I tried removing the entire Angband folder from the Documents folder, and that worked. Thanks for the help!
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Old January 27, 2019, 00:08   #74
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I have 2 shovels, both 1d2 +0,+0 6lb
One of them is standard and clears granite in 100 turns.
The other one is cursed (airswing) and has the ??? tag. It clears granite in 29 turns.
I have tunnelled with both... am I missing something here?

EDIT: I now know all about it. The ??? was for treacherous weapon curse. But it still clears granite three times faster than a standard shovel, for some reason...

Last edited by MattB; January 27, 2019 at 00:34.
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Old January 27, 2019, 00:37   #75
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Originally Posted by MattB View Post
I have 2 shovels, both 1d2 +0,+0 6lb
One of them is standard and clears granite in 100 turns.
The other one is cursed (airswing) and has the ??? tag. It clears granite in 29 turns.
I have tunnelled with both... am I missing something here?

EDIT: I now know all about it. The ??? was for treacherous weapon curse. But it still clears granite three times faster than a standard shovel, for some reason...
That is weird. Do you have a savefile?
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Old January 27, 2019, 11:05   #76
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Sure. Here you go.
I still have the cursed shovel that clears granite in 29 turns.
I dropped the standard one, but if you look at the general store you can see that a normal shovel clears granite in 100 turns.
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Old January 27, 2019, 13:38   #77
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Sure. Here you go.
I still have the cursed shovel that clears granite in 29 turns.
I dropped the standard one, but if you look at the general store you can see that a normal shovel clears granite in 100 turns.
Which build was that? It isn't opening for me in my latest dev version.
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Old January 27, 2019, 19:38   #78
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Hi Nick,

It's the one you posted below (post63).
4.1.3-300-g9ce38b40e
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Old January 27, 2019, 20:29   #79
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Wow, I'm very impressed by the gameplay in new Angband. I just had a wonderful losing battle against a rabble of orcs and some giants. Between the layout of the dungeon with new/improved rooms during my battle and the more menacing nature of the updated enemies, I have to say splendid!

That last outing makes me sorta retract my feelings that the shield bash was a bit overpowered. I guess it isn't when the enemies are much more interested in seeing @ die.

I love how these enemies don't insta kill you, but slowly wear you down! Makes them seem smart and organized, but not more than such oafish opponents ought to be. Case in point:

https://youtu.be/LQZu1r6mCek#t=3m38s

But basically, I got into trouble with giants and orcs, and because they were coming from all angles, I was never able to stabilize. I very nearly did succeed, and if I had taken the whole situation a little more seriously I may have, but whenever I'd escape to what I thought was a safe corridor to take on a giant, an orc would come from the other way, and then I'd phase into another giant! Then I'd =escape up a room with limited shelter along its walls and get harassed by wolves. It all seemed like it was a carefully choreographed fight scene in a movie, quite honestly, which is damn impressive for a randomized-generated game!! And it wasn't quite so dangerous that I didn't feel like I couldn't win the battle, so when I had opportunities to escape, I didn't.

For me that last outing was a quintessential case in point of how to make the game fun through legitimate challenges and danger, without it feeling in the least bit unfair. Now that is quite the feat! This is the sorta gameplay I relish and why I enjoy the early game more than the late game (and even more so, now with these latest changes!). But I have yet to make it to the late game in newfangled Angband, so we'll see if I enjoy it more as well, when (if) I do!
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Old January 27, 2019, 21:32   #80
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I'm on level 98 now enjoying the new dragons/wyrms and demons. Love it! Wyrm of Annihilation for instance, why didn't we have that before? Demons with passwall are both fun (e.g. Fury) and quite dangerous. However, this shifts the balance of classes to reward the ones with access to ?Destruction as as spell. However, tele other and vaults are also useful tactics.
Also lot's of new and modified high end bosses, all more [and sometimes much more] badass than before!
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