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Old May 1, 2020, 15:59   #301
backwardsEric
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Quote:
Originally Posted by matronboy View Post
I'm trying to play through Terminal on my Mac using the version downloaded with Homebrew, but I'm crashing and getting a message after the title screen saying: "angband: Broken savefile - probably from a development version"

I've tried deleting and reinstalling and stuff like that but to no avail! Wondered if there was an easy fix for this? The download version works fine, so it's no bother, I just like having it all neat and tidy in my console.

Thanks in advance!
With homebrew's configuration for Angband, the savefile should be in .angband/Angband/save in your home directory (so something like /Users/somebody/.angband/Angband/save ). Checking what's there could help.
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Old May 2, 2020, 01:15   #302
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I think the easiest fix for things that are consumed is to call *_object_for_use() with no message, and then print a specific message in use_aux() after knowledge is updated.
OK. After spending way too much of my life on this, I have determined that I was in fact correct here, and that my plan of reverting backwardsEric's fix and rewriting everything was very bad.

I now have a fix which I think works in all circumstances (really this time) which will get pushed soonish.
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Old May 2, 2020, 08:40   #303
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New builds are up on the nightlies page and angband.live (source is here) with a raft of fixes and improvements:
  • Messages for learning objects by use are fixed
  • Cheat options are no longer maintained on at birth (#4363)
  • Nan and Gilim resist the relevant things
  • Mushrooms of Purging can appear in the general store
  • Player can no longer leave a web without clearing it by running (#4368)
  • No more crashes when looking and hitting 'g' or 'p' (#4371)
  • Objects with an unknown rune are never ignored (#4379)
  • Thrown damage is shown for shots and pebbles (#4367)
  • Patch to make mouse movement work in GCU port added (#4329 - thanks nicm)
  • Several things from backwardsEric:
    • Resistance grid for home added (#2953, #4035, and #4234)
    • 'U' can't activate items that are not worn (#4372)
    • Digging works if there are a stack of the best digger in the pack (#4338)
    • Brands work properly against vulnerabilities (#4198)
    • Updates to the new character sheet system
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Old May 2, 2020, 15:05   #304
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Wow! Lots of good stuff in there! Thanks Nick and Eric!
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Old May 2, 2020, 15:58   #305
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Good job! Thanks fellas!
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Old May 4, 2020, 01:08   #306
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Have Iron Shots intentionally gone from 1 AU to 3?
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Old May 4, 2020, 02:12   #307
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Have Iron Shots intentionally gone from 1 AU to 3?
I guess that's because they've acquired the THROWING flag.
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Old May 4, 2020, 14:30   #308
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Quaffed a potion of surprise and probably changed into a bat. At least that's the message log says. Cool. A couple of notes though.

1. Is there some place where I can see that I have the bat form? Other than the message log. Status bar would be the obvious place. I'm playing with the Gervais set and it would be quite cool, if the character tile actually changed into a bat. EDIT: Doh, it says "Bat" right there in the upper left corner.
2. The character now has Stea, Infra, Speed, Dark and S.Inv on @ column in the character sheet. The message says that the character has learned the runes, but doesn't @ column mean innate abilities that don't grant knowledge on runes? Unless something has changed of course, I haven't played nightly versions for a while.

EDIT: 3. @ is a warrior and 'm' does not allow @ to change back to human form. Then again I'm not sure what key should work with a warrior. Trying to read a scroll triggers a dialog that allows @ to change back to human form. Or maybe the bat-form should last for a limited time, but in that case reading a scroll should not trigger the change back dialog.

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Old May 4, 2020, 20:51   #309
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Possibly an unintended consequence of the recent fixes to (a) Messages for learning objects by use, and/or (b) Objects with an unknown rune are never ignored (#4379); ignored objects no longer disappear until @ walks over them. It's a damned if you do, damned if you don't situation. If an ignored object usually disappeared automatically on sight, but then didn't, @ would get "leaked" information that the item was cursed. But, not having it disappear on sight also unravels a lot of the ease that ID by use was supposed to provide, bringing back the pain in the ass of having to walk over every object.
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Old May 4, 2020, 21:57   #310
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Originally Posted by Ingwe Ingweron View Post
Possibly an unintended consequence of the recent fixes to (a) Messages for learning objects by use, and/or (b) Objects with an unknown rune are never ignored (#4379); ignored objects no longer disappear until @ walks over them. It's a damned if you do, damned if you don't situation. If an ignored object usually disappeared automatically on sight, but then didn't, @ would get "leaked" information that the item was cursed. But, not having it disappear on sight also unravels a lot of the ease that ID by use was supposed to provide, bringing back the pain in the ass of having to walk over every object.
Which ignored items are affected? I assume things like scrolls aren't, and weapons etc never did, so - rings and amulets?
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