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The ADOM Version History
Here you can find a history of changes for ADOM - it's not yet complete but hopefully will be elaborated in
the future - one of the next versions will also be HTMLized. Since I didn't note all the changes in the past, any help on changes lists is welcome...
Here we go:
TECHNICAL STUFF'N'STATISTICS:
ADOM is entirely written in C and developed under Linux using Emacs,
GNU make and the GNU C compiler. Currently it takes about seven
minutes to build the game from scratch on a non-SCSI Pentium-90 with
16 MB RAM and nothing else to do (it takes about thrice as long under
DOS and more than one hour [!] with all optimizations turned on on
an Amiga 3000).
ADOM is available for DOS (a 386 computer is required), Linux and the
Amiga.
Development began on the 12th of July, 1994 and is still going strong...
Changes in 1.1.1 (completed 11/20/2002)
- Trolls sacrificing rocks no longer crash the game.
- Walk Mode now really stops before hitting an altar.
- Fixed a bug which attributed alignments to all kinds of items
instead of just corpses and living sacrifices (this was a
misguided attempt to fix bug #993 in ADOM 1.1.0).
- A bug in the drowning code has been fixed (if C were a bit more
exact in checking expressions this never could have happened...
*sigh*).
- A bug in the damage handling code has been fixed.
- The drakeling breath weapon no longer crashes the game.
- The various wealth-related talents no longer yield as much money.
- The various '... Skilled' talents no longer crash the game.
- 'Auto_Select_Doors' now works correctly.
- Monsters who decide to rage blindly no longer will attack themselves.
- The status line now is updated after wiping your face.
- Wiping your face and searching no longer helps to get rid of
confusion or stunning.
- When dropping items of unknown status, gold no longer is dropped.
- All the meta key kombinations did not work correctly with the
DOS version of ADOM.
- The 'Great Book Learner' talent now requires the 'Good Book Learner'
talent as a prerequisite.
- The final log file once more can be generated (I actually have no
idea why this stopped working and the relevant parts of the source code
show no changes for ages... strange... corruption seems to set in).
- Fixed a credit in the manual giving the wrong version number.
- Fixed the copyright notice in the manual.
- Increased the number of animated trees in the animated forest.
- To get the "Heir" talent you now also need to have the "Charming"
talent.
- "Unholy" and "holy" weapon prefixes have been changed to
"chaotic" and "lawful".
- Weight and height for female characters has been adjusted.
- Added a long-forgotten credit to the manual.
- Added yet another forgotten credit to the manual.
Changes in 1.1.0 (completed 11/03/2002)
- Quick-marking spells no longer crashes the game (bug #1937).
- Fixed a documentation problem in readme.1st (bug #1945).
- The key bar of text displays now is centered correctly. Also
the command keys are now highlighted correctly.
- The cute dog now is more capable of finding his beloved girl
(bug #1960).
- Pocket picking now yields a more violent reaction and no more
confusion from the picked victim (bugs #891, #1964).
- Fixed some unbalanced question results (bug #1965, #1966, #1967).
- The command line parameter "-g" to show the source code license
no longer exists because the source code will not be made
available (bug #1969).
- If you pay someone who isn't a shopkeeper you can retrieve your
complete money (bug #1971).
- "Fickle" weapons now can be correctly identified with Greater
Identify (bug #1972).
- Repeated quick-marking of skills no longer will crash the
game (bug #1974).
- Blup no longer teaches swimming skills when angry (bug #1983).
- Praying for vermin control no longer will result in a
"...remain unheard..." message (bug #1985).
- When trying to open or close doors (with "Auto_Select_Doors == true")
you no longer will need to enter a direction if no door is
around (bug #1988).
- The game now always displays the same number of skills, no matter
whether displaying or improving skills (bug #1991).
- The new bug place was available too soon.
- The items you can gain from the hero statues have been tuned down a bit.
- Section L of the online manual (and the corresponding piece in the
ascii manual) has been fixed as far as default names are
concerned (bug #1999).
- The player character will only notice the scroll of Rehetep if alive
(bug #2000).
- The player character now will be a lot more restricted in his actions
when stuck in a web (bug #2005).
- It's now a lot more difficult to create a scroll of education
(bug #2006).
- Will o'wisps now are immune to poison (bug #2008).
- Wizards and mindcrafters no longer receive "Find Weakness" as an
automatic skill (bug #2011).
- Blue armor really was meant to be red (bug #2022).
- Melting something away with your acid breath now yields a
message (bug #2040).
- Fixed a bug when identifying items that influenced amulets,
boots, gauntlets, girdles and cloaks (bug #2042).
- Catching fish now also works on the underwater stairway (bug #2043).
Additionally you now catch at least one piece of fish meat
(bug #2305).
- Fixed a *major* bug in the emergency save code (bug #2064).
- ADOM now uses the correct directory access mode for newly created
directories (bug #1939).
- Wielding a two-handed weapon in the left hand without any item in
the right hand no longer has any strange effects (bug #2019).
- Summoned djinni now are mentioned with the correct color (bug #265).
- Monsters killed by the effects of special effect prefixes and suffixes
now are reported with a special message. The fix to this bug also
fixed a couple of illegal memory read operations. (bug #2121).
- The short names for the new bug levels now always are correctly
displayed (bug #2125).
- Emperor molochs now also are able to destroy bugs (bug #2133).
- Tension rooms will no longer be created on cave levels (bug #2134).
- Monsters crushed by a trapped door no longer will generate a gibberish
message (and also won't make an illegal memory access anymore)
(bug #2142).
- The death message now reflects being killed by charged armor
(bug #2145).
- Mindcrafting named monsters no longer will display double colons
(bug #2148).
- Invisible monsters can't get invisible again by drinking a potion
of invisibility (bug #2161).
- After drinking a potion of visibility you now receive the correct
message when drinking a potion of invisibility (bug #2168).
- It is now possible to eat werewolf kings (bug #2179).
- Starting an RNG test after previously making the target file
write-proof no longer causes ADOM to crash. In the same
vein a lot of other nonsense calls to the wrong error
function have been replaced (bug #2180).
- Sacrificed monsters now also leave their gold behind (bug #2200).
- Tension rooms get alerted after the PC teleports into them
(bug #2228).
- You no longer can listen to your own heartbeat with a cursed
stethoscope (bug #2236).
- Drinking a potion of blindness while being blind now will yield
a message (bug #2246).
- Stone giant lords now are always male (bug #2263).
- Mud thrown in your face now really blinds you (bug #2285).
- The eye color for the cat lord now is consistent (bug #2298).
- The manual now mentions that druids receive the gardening skill
(bug #2309).
- Crystal daggers (and other items of the same color) no longer are
displayed black on black (bug #45).
- Auto-cursing items no longer can be identified by putting them
in the missile slot (bug #170).
- The display for DV, PV, H and P now also works for very large
scores in these values (bug #200).
- Shopkeepers irritated by a Chaos aura no longer will call the PC
a thief (bug #297).
- Telekinetic blasts now also yield a message without damaging
anything (bug #342).
- Identification skills and abilities now also work correctly in
the casino shop (bug #436).
- Greater Identify now also identifies the cursed...blessed status
for known item (bug #437).
- The "Your armor protects you" message for spear traps was
dependent on DV instead of PV (bug #468).
- Wand charges will be displayed after the PCs death, even if
the PC was not intelligent enough to know them (bug #475).
- Crystal tower shields now are white like all the other crystal
items (bug #491).
- You no longer can hear the grinding sound made by digging ants
if the ears are plugged (bug #509).
- Paralyzed monsters no longer follow the character over stairs
(bug #523).
- Doors on the arena entry and exit point now are handled correctly
(bug #536).
- Wands of digging are correctly identified when using them to dig
up graves (bug #538).
- When prevented from leaving the quickling tree the correct messages
now will be displayed (bug #592).
- A couple of priestly descriptions have been moved from the dark elven
princess to the dark elven priestes (bug #621).
- Kicking damage now also is affected by certain room effects (bug #656).
- When eating an invisible stalker while being able to see invisible a
reasonable message now will be displayed (bug #662).
- Eating a hydra corpse now always generates a message (bug #673).
- Killing a monster with a Burning Hands spell now generates a death
message (bug #676).
- Newly generated mimics no longer are displayed right away (bug #710).
- Wishing for an identified spellbook now also makes the identification
permanent knowledge (bug #738).
- You no longer can pick up arbitrary amounts of items when
overburdened (bug #766). Some other places also had to be adjusted
to prevent similar erroneous behaviour.
- You no longer can be affected by the eyes of an invisible dorn beast
if you can't perceive it (bug #777).
- Wands of trap creation now also can be used to trap doors (bug #841).
- So far the Healer special ability to use the Healing skill on others
had no actual effect. This has been changed (bug #881).
- Quest beasts killed by monstrous area attacks (e.g. vortices)
now also are noticed (bug #901).
- Weather changes will only be described while the PC is on the outside
(bug #921).
- The labyrinth level now has a intro message for blind PCs (bug #1037).
- Monster magic confusing the player will yield a message that
respects the visual capabilities of the PC (bug #1061).
- Auto-pickup now works when jumping backwards to escape a trap (bug
#1052).
- Items dropped into the piranha lake now have a light red color
(bug #1072).
- Greater undead vaults were lacking a vital monster (bug #1077).
- Stone block traps tripped by a monster now correctly check for
line of sight to the monster (bug #1082).
- Throwing Soaker now trains the Thrown Spears weapon skill
(bug #1090).
- If you die while taking off armor, you no longer will receive
a message about succesfully removing the armor (bug #1092).
- The black druid cave now really only will be noted as discovered
when the PC at least once entered it (bug #1094).
- You now can view the highscore from the start option screen
(bug #1104).
- The PCs standing with his/her deity now has one more level, which
hopefully will help to differentiate between "pious enough to
receive an artifact" and "pious enough to become a champion"
(bug #1122).
- Crowning gifts no longer can be rusty or broken (bug #1126).
- Shopkeepers being teleported from their shop no longer leave
doors on their last position in the shop (bug #1233).
- Doppleganger kings now also have the color of the PC (bug #1282).
- Chained errors now work correctly (Bug #2291, #2292).
- An error in the skill description for 'Necromancy' has been fixed
(Bug #2297).
- The name of the priest in the dwarven city now is correctly
displayed (Bug #2299).
- The everburning torch now also provides bonusses if wielded.
- Writing sets now can be equipped in the tool slot (bug #1525).
- When trying to write a yet unidentified scroll type the blank scroll
no longer will disappear (bug #1526).
- When you failed to harm a monster with a missile the monster always
was addressed as "it" (bug #1396).
- Wishing for dead uniques now yields better responses (Bug #1543).
- It is no longer possible to create multiple Filks (bug #426).
- Herb growth now also is checked on levels where you are the
first to plant any herbs (bug #1556).
- The altar in the dwarven city no longer will be destroyed by
molochs (fix to bug comment in bug report #1564).
- Fixed 62 typos (49 of them old ones) (among them bugs #1946, #1947,
#1957, #2020, #2021, #2051, #2108, #2110, #2112, #2124, #2126,
#2127, #2224, #2253, #2294, #346, #377, #494, #549, #583, #584,
#622, #679, #681, #722, #758, #774, #794, #894, #938, #961, #969,
#1062, #1076, #1085, #1849, #1853, #1514, #1516, #1555).
- The following more or less ancient bugs from the bug database got
fixed somewhere on the way to ADOM 1.0.1, but were forgotten
to be marked off - so there we go: #4, #171, #266, #276, #291,
#293, #333, #341, #387, #401, #425, #472, #489, #530, #647,
#825, #899, #959, #982, #1108, #1116, #1123, #1195, #1567, #1596.
- Added a talent system for player characters.
- The spell display now lists a lot of statistical details about the
spells.
- Brought techstat.doc up to date.
- Anybody now can use a holy symbol to turn undead. Doing this
abuses your piety if you do not posses the "turn undead"
class power. Additionally the strength of your piety now
affects turning attempts (RFE #1981).
- A new configuration variable "Show_Experience" has been added.
If you set it to true, ADOM will display all experience
amounts the PC gains (RFE #1980).
- Swimming through water now yields a message (RFE #2306).
- Internal error handling has been improved in several places
(RFE #2293).
- Trolls now get more nourishment from cursed hurthling cakes (similar
to dark elves and spider bread).
- Initial monster and item sorting now is done with quicksort
(RFE #2289, #2295).
- The helpers of shopkeepers no longer will attack the helpless
populace.
- Garth now will greet the PC only when the PC enters the hall
(RFE #1172).
- Added 11 new minstrel songs (RFE #1038, #1542).
- The manual section on restoring saved games has been reworked
(RFE #995).
- The gods now also frown upon receiving corpse sacrifices from
beings of their alignment (RFE #993).
- It's now possible to kick forges (RFE #955).
- Many monster "death messages" now make a difference between monsters
that are destroyed and monsters that are killed (RFE #951).
- Introduced a new death cause (RFE #942).
- Werewolfs have been recolored: werewolves now are light blue,
werewolf lords are light cyan and werewolf kings are cyan
(RFE #807).
- The "potion of speed" has been renamed to "potion of quickling blood"
(RFE #778).
- The damage of the drakeling breath weapon now is documented in the
manual (RFE #767).
- Wishes have been modified (RFE #739).
- Tame breeders now are extremely unlikely to reproduce (RFE #724).
- Explosions now have a chance to deafen the PC (RFE #650).
- (Giant) rats now can cause diseases (in rare cases) (RFE #576).
Additionally rats now are great swimmers (RFE #798).
- A variety of security checks has been added to temporary level files
in order to prevent tampering with them except for very intelligent
and persistent folks (RFE #529).
- The global statement in the "killed monsters" list has been
clarified (RFE #367).
- The concentration skill now also has a very minor effect on targetting
missiles (RFE #213).
- Day and night now influence the range of sight in the wilderness.
- You now can ambush monsters in the wilderness. The stealth and survival
skills are of great help in this (RFE #166). Invisibility can be
a great help for ambushes (RFE #1029).
- Pools drying up now have a better message (RFE #123).
- ADOM now is more concerned about the time of the day when giving
weather descriptions (RFE #80).
- Gems and rocks now are represented by different symbols in
Auto_Pickup configuration (use "*" for gems and "o" for all
kinds of rocks) (RFE #29).
- "Death's Final Touch" now is called "Serpent's Bite" (RFE #2154).
- Confused monsters now are marked as such when looked at (RFE #2159).
- Very slow characters no longer can collect insanely high amounts of
experience from faster monsters (RFE #2081) due to an imposed
cap for the gain.
- The PCs speed score now also is reported in the final PC reports
(RFE #2024).
- Water now affects the energy costs for movement of both the PC and
the monsters (RFE #2052).
- Some monsters may decide to fight to death instead of fleeing
(RFE #2027).
- You no longer can move onto altars if using the walk-mode (bug #1938).
- Now the occasional horde will try to ambush the player.
- Fiddled a bit with the cheat protection system of ADOM.
- Spellcasting abuses your mana score if you cast spells without sufficient
power points.
- A few room descriptions have been enhanced.
- The black unicorn glade features a new description (RFE #950).
- Attribute decreases due to abuse of the attribute now are more likely.
- Eating corpses no longer allows such wild attribute increases (RFE #1996).
- Various methods of atribute scumming have been stopped.
- Mana draining monsters have become more dangerous for spellcasters.
- All wyrms now are resistant to death rays.
- Wyrms now know some magic spells.
- Older dragons have become more powerful.
- Dragon treasures have been modified.
- Magic resistance for monsters now is more effective.
- Non-archers now are much worse at hitting with missiles.
- Teleportation no longer is possible on the cat lord level.
- The cat lord has been beefed up.
- Some monsters have been modified (partly inspired by e.g. RFE #1167).
- Frost giants, fire giants and titans have been beefed up.
- The assassin prince has become a bit more powerful (RFE #2089).
- The description of the sheriff has been tweaked slightly (RFE #2109).
- Fleeing and fighting monsters now are highly unlikely to pick up
missiles (RFE #733). Generally they are less likely to pick
up stuff to get away (RFE #709).
- Fiddled with a trap message (RFE #2223).
- A couple of tiny surprises have been added.
- High-level trolls now have less problems with sacrificing rocks
(RFE #1503).
- Added a lot more variety to the death messages for companions
(RFE #1505).
- Self-flagellation with whips of the snakes has become even more
dangerous (RFE #1548).
- The waning strength of atlas spell has become more noticeable due
to an added "(more)" prompt (RFE #1550).
- The "O"rder command can now be used by necromancers to command
slaves (RFE #1577).
- Added information about the ADOM Maintenance Support (e.g. help to
support ADOM by donating money).
- Spell information in the manual has been pulled together in one
section.
- 'Spell Effectiveness' has been renamed to 'Spell Power'. This was
done to add a short yet concise statistics block to the spell
screen (see the manul for details). In return the stat blocks
from the manual were removed to make sure that data will be
more consistent in the future.
- Rings of elemental mastery now also grant immunity to lightning.
- All rings of elemental mastery (minor and major) now offer
defense and protection abilities.
- Added 1 new armor prefix.
- Added 1 new item (RFE number withheld for the sake fo excitement).
- Added 7 new fortune cookies (RFE #2214, #948, #989).
Changes in 1.0.0 (completed 08/06/2001)
- You now can kick trees.
- Ratling master thieves now are chaotic.
- The skill check for cooking has been modified a bit.
- Trollish beastfighters no longer will start with an equipped heavy
club.
- ADOM now exits more gracefully in quite a number of non-critical error
situations.
- Continuous actions are aborted if the character gets confused.
- While in water (and swimming, not breathing water) you no longer
recover hitpoints.
- Cones of cold cast by monsters now freeze water.
- Trees have become more interesting.
- The missile stacking bug is fixed.
- Shield skill increases now occur after blocking a monster
attack.
- The amount of corruption required to transform a monster now
depends on the size of the monster. If enough corruption
has accumulated, there are more possible transformations.
- Torgall no longer likes being pushed around.
- First aid now also is helpful on high levels.
- Gauntlets now can be destroyed by monsters with acidic skin.
- Spell list commands and letters now also are highlighted.
- You now can mark spells by issueing the command ':Z'.
- Huge rocks now can fill in pits. Blankets now can be used to cover
pits.
- Identified and unidentified items (concerning the cursed...blessed status)
now show up in different colors in the inventory listing.
- Definition of a multitude of random item prefixes and suffixes with
various special effects. This makes for a huge number
of new items available in the game.
- Everburning torches now are tools instead of weapons (so that they
don't give away their unidentified nature).
- Disease now has long-term effects (compared to poison) and no
longer causes constant damage.
- Added a question mode for attribute generation. The mode can be controlled
by the 'Questioned_Attributes' environment variable.
- Added 10 new shopkeepers.
- Low intelligence, low-perception, low-concentration PCs now can
have problems counting their coins.
- Red dragons now can see in the dark.
- There is a new way to please the cute little girl and her puppy dog.
- The Emerald Dagger now is named.
- Bringing the raider lord to justice (and the sheriff) now yields a
visible reward.
- The arena master now knows some additional tricks.
- Aging now modifies your base speed.
- There now is a message for kicking water squares.
- All the elemental temples now forbid teleportation.
- The inhabitants of the temple of elemental earth now are a lot more
perceptive.
- The temple of elemental air now is charged quite a bit.
- The monsters in the elemental temples have been beefed up.
- The arena master no longer can be teleported around.
- Teleportation within the arena now is possible.
- Rooms now either have a one-shot special feature or a permanent special
feature, but not both.
- Starving characters now gradually loose their power instead of dropping
dead immediately.
- Added 2 wishes.
- Defeating the black druid now yields an alignment effect.
- 'Executor' now has a special "kill" message as has Vanquisher.
- Jharod now can teach you more effectively.
- Usage of a burning torch extinguishes that torch.
- Added 3 items.
- "M-l" now allows you to view the complete level map without items or
monsters.
- If ADOM discovers a locked highscore file it will report the location
of the highscore lock (in case the lock was left by a crashed game).
- Items you wish for never will be rusty or broken.
- Herbalism no is more effective.
- The village druid now also may teach you gardening.
- Healers now start with a tendency towards Law.
- Druids never will enrage animals when changing position with them.
- Added yet another solution for the "Linux termcap problem" that seems
to plague some systems.
- The sheriff now truly refuses bribes.
- Immunities no longer can be "enhanced by items". You either are
immune or you are not.
- The New Year's Eve gift is now identified right away.
- The new URL for bug reports is displayed throughout the game, should
this become necessary.
- The 'angry grizzly bear' encounter has been renamed to straighten out
thibngs for druids who don't encounter any angry animals.
- Disappointed pixies now generate a better message.
- Nonnak now is more dangerous.
- Secret doors could be created in unreasonable locations (e.g. in the
corner of a tunnel turn).
- The village druid now might reward the character with knowledge instead
of power.
- Rats occasionally have a tendency to transform in a very sudden manner.
- During initialization you can select the gender of your PC randomly
by pressing the '*' key.
- Removed yet another hobbit reference in the configuration files.
- Fire attacks no longer are very effective against opponents in the
fire tower.
- Giant raccoons now also can be pacified with fish meat.
- You now can choose your profession randomly.
- Configuration files have once more been reformatted.
- You now can define the color of items with a known status in the
configuration file.
- Wishing for potions of attribute no longer can cause an incomplete
message.
- Aborting an attempt to pick up something no longer uses up a turn.
- Monster equipping armor now need a lot more time to do that.
- Aborting actions with SPACE now once more works in all cases when
a Z is used to abort.
- Teleport control no longer will indicate not yet known doors by
changing the cursor when over such a tile. This bug seems to crop
up again and again in the history of ADOM. I found yet another
place to fix it :-} Never ever again would I use such a complicated
system for displaying the map as in ADOM... oh my.
- A missing bracket in the identification text for the missile damage
of rusted weapons (resulting from a scroll of great identify)
has been added.
- Marked skills now show both their mark and their letter in the correct
color (in the skill list display).
- Tracts of chaos and order now work as intended.
- The message you receive when refusing to pay the dwarven smith
now is readable.
- Smithing weapons to high levels was much too simple due to a bug.
- It's now possible to attack a Dorn Beast, even when wearing an
amulet of free action.
- Looking at the ground no longer will display descriptions twice if
that section of the ground is trapped.
- Pixie archers so far never used their missiles.
- On all selection screens the important keys now are highlighted.
- While the water dragon is alive, monsters no longer try to pick
up items on that level.
- Eternium plate mail was much too expensive.
- It's no longer possible to wish for shopkeepers.
- The mindcrafter power of "teleport other" didn't work at all.
- Greater earth elemental no longer shoot huge rocks at the player.
- Poison strengths have been beefed up for high-level monsters.
- Corruption traps corrupted chaos monsters and healed "normal" monsters.
This effect was meant to work vice versa.
- Shopkeepers no longer consider surrender an option, even when
hard-pressed.
- Ratling thieves now are chaotic.
- The survival skill yields different things in water.
- The teleportation problems from/to the arena have been fixed.
- Scurgari and boomerangs now yield decent prices in shops - but sales
prices no longer will be lower than buy prices (for the shopkeeper).
- Artifacts lost in the infinite dungeon no longer cause problems.
- Items in all places now are identified, not just the ones carried
around.
- Shopkeepers now get angry when being teleported around.
- Jharod no longer can provoke a crash by teaching you the Healing skill.
- Listening checks now always fail if the ears of the PC are plugged.
- Automatons, golems, etc. no longer are affected by the chaos aura of
the PC.
- The teleport color bug now has been fixed for the last time.
- First aid provided responses in a wrong order.
- Sacrificed monsters didn't count against the global kill count
which prevented the doggy quest from failing in a particularly
gruesome way.
- In rare cases ADOM tried to stun already dead monsters. This crashed
the game (especially noticable for monks doing a circular kick).
- The game crashed when a monster tried to pick up items out of a heap
with 10 or more items.
- If you told the tiny girl about slaughtering her puppy she still
went ballistic to get killed by other villagers.
- Friendly monsters no longer pick up items meant for the PC.
- The last skill in a skill list was not sorted correctly.
- The 'T'actics command no longer causes strange message effects.
- Twohanded weapons provided an invalid DV modifier at high weapon skill
levels.
- Special events (exhaustion, etc.) no longer get cleared from the
screen when starting the game.
- Fixed a mistake in the manual in the section on alignments.
- Sacrificed monsters now also count as being killed in the internal
statistics.
- Writing sets always were considered to be plural, even when only one set
was involved.
- When shrugging off an arrow from an arrow trap, the game referred to
a spear.
- Artifacts carried by monsters no longer get lost.
- Monster with an inventory getting transformed by a corruption trap
no longer will crash the game.
- In rare cases your power score could exceed your maximum power score.
- Unidentified waterproof blankets no longer will give you a traiterous
hint when used.
- Being silent in the library now has a more reasonable effect (and works
as intended).
- Scrolls of familiar summoning no longer can be read while in the
wilderness.
- Finally wielding a weapon in your left hand provides the character
with the correct bonusses. Additionally the manual section about
weapons has been expanded a bit to make the inner workings of
ADOM more understandable.
- Fixed 61 typos/grammatical problems (and I swear: most of them must
have been in the game for ages!).
- You now can kick trees.
- Wishing for potions of attribute no longer can cause an incomplete
message.
- Ratling master thieves now are chaotic.
- Aborting an attempt to pick up something no longer uses up a turn.
- Modified some question effects.
- The skill check for cooking has been modified a bit.
- Trollish beastfighters no longer will start with an equipped heavy
club.
- Monster equipping armor now need a lot more time to do that.
- Once more I believe to have fixed the "doors show up in brown when
teleporting into unknown territory" bug. I simply commented out
a small piece of code that pretty clearly showed the bug. It
was so easy to discover that I fear that I introduced another
bug by doing so, although for now I was unable to find any bad
consequences. Please look out for strange color effects related
to doors!
- ADOM now exits more gracefully in quite a number of non-critical error
situations.
- Aborting actions with SPACE now once more works in all cases when
a Z is used to abort.
- Monsters transformed into a writhing mass of chaos no longer
will cause duplicate monster inventory hook problems.
Inventory hooks now are managed correctly.
- Continuous actions are aborted if the character gets confused.
- You no longer recover hit points while swimming. You do
recover hitpoints if able to breath water.
- Latest drowning damage rates have once more been adjusted.
- You once more can pick up parts of an item stack that would
put your weight limit over overburdened if picked up completely.
- Aborting the skill list with ' ' and 'Z' once more works.
- Scrolls of familiar summoning no longer can be read while in the
wilderness.
- Finally wielding a weapon in your left hand provides the character
with the correct bonusses. Additionally the manual section about
weapons has been expanded a bit to make the inner workings of
ADOM more understandable.
- Configuration files have once more been reformatted.
- You now can define the color of items with a known status in the
configuration file.
- Once more items with an unknown status are displayed in light gray
color.
- River width no longer is dependent on whether the PC can swim or not.
- Corrected five spellings of the word "favour" (four in the game,
one in a comment).
- The dwarven trainer now stays where he belongs. Please keep
checking if some monsters move around when they shouldn't!
- Teleport control no longer will indicate not yet known doors by
changing the cursor when over such a tile. This bug seems to crop
up again and again in the history of ADOM. I found yet another
place to fix it :-} Never ever again would I use such a complicated
system for displaying the map as in ADOM... oh my.
- A missing bracket in the identification text for the missile damage
of rusted weapons (resulting from a scroll of great identify)
has been added.
- Everburning torches now are tools instead of weapons (so that they
don't give away their unidentified nature).
Version 0.9.9 Gamma 15 (completed 12/22/1999)
Changes
- Monsters now can pick up items and carry them around (they don't use
any items yet, though -- that's the main feature for Gamma 16).
This feature is also pretty incomplete right now: treasures still
are generated when a monster is killed and not when it is
generated (except for *some* artifact guardians). Also the 'Pick
Pockets' skill is not yet able to manipulate monster inventories.
Finally monster descriptions do not yet mirror the equipment they
might possess and companions are not able to pick up stuff (because
for now there is no command to take items from companions in a
peaceful way).
- Automatic piety loss has been lowered a lot. It's far more gradual
now.
- Removed the part from the manual that stated that weaponsmiths
can create new items. In real life they can, in ADOM they can't
(for now?), thus that part of the manual proved to be confusing.
- By using the keys 'F1' to 'F7' it is now possible to directly
set the tactics level for the PC.
- Merchants learn how to create new items at level 50 (as a spell).
- The Snake From Beyond now is more powerful.
- Rooms "filled with a deadly and chilling silence" now are a lot rarer.
- The cute dog now knows how to swim.
- Drowning now is a less deadly.
- In texts you now also can use the '/' key to scroll up one line. This
eases navigation through texts for everyone using american keyboards
since you can use the numberpad for complete navigation.
- The ogres in the ogre quest now are a lot more powerful.
- Cutting down trees now takes less time for skilled and/or strong
woodcrafters.
- Building bridges now takes less time for skilled and/or dexterous bridge
builders.
- Giving huge amounts of seeds to a farmer no longer will instantly raise
your alignment to unreasonable heights.
- Breeders once more reproduce more slowly. Let me know if the current rate
is more balanced.
- The swimming skill now is trained faster through practice.
- While the oracle is peaceful no other monsters will attack it.
- Added a 'quit' option to the main screen.
- Added 1 fortune cookie.
- The long bow of hunting now only works with full effects when used
against animals.
- Modified a pool effect.
- "Yrrigs' manual of bridge building" has been renamed to "manual of
bridge building" to remove some ugly texts.
- Removed YAHR (yet another hobbit reference).
- ADOM/Linux now accepts the '--help' command line option.
- Upon encountering an unknown command line option, ADOM now tries to
be a bit more helpful.
- Cooked items now weigh less (because you supposedly removed some of
the bones, etc.).
- Improved the messages gained by potions of education.
- Improved several messages throughout the game for readability.
- ADOM now reports the correct version level requirements when encountering
an incompatible save file version.
- A monster was able to see another monster even if blinded or standing
in a dark spot.
- In some cases attacked mimics did not change from their item form to
their monster form.
- When teleporting a monster with a wand of teleportation the monster
description afterwards no longer will state that the monster is able to
teleport as a new oberservation.
- If a monster is teleported onto a trap with the teleport spell, the
trap might get activated.
- The death message for dying in the labyrinth lacked a space character.
- Trolls no longer can increase their regeneration ability by drinking their
own blood.
- Everburning torches no longer mutilate fire-resistant monsters.
- Drinking from pools no longer will crash ADOM with an 'Trying to
retrieve an illegal item list entry' message.
- Fixed a couple of typos.
- When things on the ground rot away and the PC is in a position to see
this, he will get an appropiate message.
- You no longer can swap positions with the big casino guard.
- Blank scrolls now get used up when creating new scrolls.
- If a unique monster drained the PC of all strength or toughness points,
his death cause listed "was transformed into "
as the reason for his decease. Thus your death cause could be to
"be transformed into Andor Drakon, the Elder Chaos God". Oops :-)
- Bandages were marked to be an item for which always plural formulations
were to be used.
- If a group of items was annihilated by a monster the second part of the
message didn't use the plural form.
- It was possible to mutilate an opponent horribly with the everburning
torch even when not harming him.
- You no longer can use the 'Detect traps' skill at a distance if blinded.
- In several situations a continuous activity could be aborted without
any indication for the PC. This was especially obvious when eating
something that required but one turn to be eaten. The action was
aborted if the PC got disturbed in some way (e.g. attacked), without
any message for the PC. Now continuous actions of length 1 always
succeed, regardless of whether the PC is disturbed or not.
- Fixed a bug where an expiring strength of atlas spell could get you
stuck in some locations without a means for recovery.
- The use of wands of destructions did not infuriate the affected
monsters.
- The inhabitants of Terinyo and the dwarven village no longer will start
to fight each other if the PC starts a battle with them.
- The last skill gained in some cases was not correctly inserted into the
sorted skill list (it remained in the last place).
- When bumping into a door while blind you no longer will "give the door
a grim glance".
- Removed a potential crash situation with altar involvement.
- If a monster steps onto a teleportation trap, the PC no longer will
learn that the monster is able to teleport.
- The banshee room could occasionally be placed on odd screen
coordinates which in turn occasionally caused a wall to be filled
with secret doors.
- Wishing for "babes" or "immortality" yielded a stranger effect than
intended.
- Andor Drakon now insults the PC in a somewhat more differentiated
(and correct) way.
- Section VI.E of 'readme.1st' confused a couple of ADOM versions.
- The pit viper description mentioned red snakes (and pit vipers are
yellow).
- Wishes concerning the minotaur emperor now are handled differently if
the minotaur emperor already has been killed.
- ADOM now correctly handles blind characters trying to enter the minotaur
ruins.
- When trying to wield a heap of unusual items ADOM will inquire if you
want to wield a single item out of that heap and not the complete
heap.
- When using a pick axe on a spot occupied a monster that attempt will
be aborted before a lot of time has passed.
- The elemental gates no longer will be created in inaccessible locations.
- Amulets of life saving were not correctly destroyed upon entering the
Chaos plane.
- The final message asking the player wether he'd like to see the last
messages or not did not respect all possible victory conditions.
- Fixed an obscure bug in the code for handling monsters who travel through
the wilderness. Thus bug might have caused all kinds of weird crashes,
strange encounters and other unexplainable events... although probably
only in very rare circumstances.
Version 0.9.9 Gamma 14 (completed 6/13/1999)
Changes
- The Si no longer is especially valuable for human deities (besides
the usual artifact bonus you anyways get that is).
- Rings of the fish now are rustproof.
- Tracts now are less common. Wizards and priests no longer start out
with tracts.
- Priests now also only receive 'good' books during character creation.
- Several additional monsters now ignore water (eyes, shadow monsters
and most vortices).
- One type of wish has been limited (no spoilers about the details,
sorry).
- You no longer receive an insane score bonus for never saving the
game before completing it.
- Monsters no longer get angry when hit by a potion of stun recovery.
- Farmers no longer will call PC farmers "yer worship".
- The bonus dwarves receive from sacrificing gold has been reduced a bit.
- The carpenter dungeon no longer contains underground rivers.
- The maximum drowning damage per turn has been limited to
(40+2d10)% of the maximum PC hit points to give low level
characters at least a certain chance to cross rivers without
swimming.
- If an elemental/magical attack doesn't get through the PV value of a
monster, you get an informative message (this was the case with
Burning Hands spells that didn't see to cause any damage).
- After the detah of the PC the map of the current level in the infinity
dungeon (if you died there) is offered for display.
- The "adom -g" license comments the current state of the source code.
- The gradual piety decrease actually was far from gradual... it
prevented you to get anywhere.
- Armor got constantly damaged because I forgot to remove some debugging
code.
- The ancient ruins (the new settlement in the western part of the
map in the valley of the high king dungeon) are a dead end.
It is right now not possible to leave them! Thus you are highly
advised to not enter that map.
- The new room connection algorithm caused some levels to be messed
up seriously (e.g. some vault levels and the graveyard in the
Caverns of Chaos). It in fact is so broken that several levels
are unplayable.
- One of the new monsters - the wall beast - causes the game to crash
(recoverable).
- Vomitting will no longer make the PC less hungry under specific
circumstances.
- Occasionally fat worms (sold by ratling traders) could cost 0 gold
pieces per worm. The minimum now is 1 gold piece.
- Rings can be destroyed due to armor damaging hits in melee combat,
although you wear gauntlets.
- Monster breath attacks in certain cases could be painted outside
the actual map.
- It was impossible to use pick axes on the spot the PC was standing on.
- The hit location determination algorithm was completely nonsense.
- One of the new pool effects causes ADOM to crash fatally.
- The descriptions for horoscopes affecting the tactics skill in the
game were not adjusted to the new percentage system.
- Reading tracts yielded a useless debugging message in the message
display.
- After reading a tract ADOM neglected to check wether the PC survived
reading that tract.
- When the PC noticed that a piece of food rotted away, he nonetheless
got the "Your equipment seems to weigh less" message (even if
no item disappeared unnoticed).
- Directly after starting the game and using a meta-command, the
tile description for the current tile was displayed in the message
line which resulted in ugly displays like "Ancient Domains of Mystery
Version 0.9.9 Gamma 13 A road.".
- Armor could be destroyed while you were putting it on/removing it
(didn't I fix that ages ago?).
- Monsters confused with ventriloquism never got angry at the character
afterwards. Now they can look through the trick after some time.
- Throwing potions at monsters often yielded a hostile reaction, although
it shouldn't in the case of throwing useful/helpful potions.
- After a spellbook was read, the status line didn't get updated correctly.
- The message that you receive when a shopkeeper starts pelting you with
gold, has been fixed.
- Fixed a line wrap problem with the dis
- Hobbits again were mentioned in the manual... begone!
- Ice ball spells didn't freeze water.
- Non-rotting food (like e.g. iron rations) was tagged "(rotten)"
occasionally.
- The configuration variable 'Uncursed_String' didn't work.
- The configuration variable 'Random_PC' didn't work.
- Items lying on ice now can be kicked.
- Updated 'readme.1st' a bit more.
- The "[PRESS ENTER TO CONTINUE]" didn't wait for the next ENTER key
but simply for one character, which could cause problems.
- The casino level had been slowed down to a crawl due to some changes
for ADOM Deluxe. I am quite surprised that calles to time(NULL)
obviously eat up huge amounts of CPU time if done quite often.
- If a character who is chaotic reads a tract of chaos in the
wilderness, the game crashes with a "no altar on this level" message.
This could happen for other levels, too.
- The game crashed fatally when a seed was given to a farmer (that was
a case of division by zero).
- Many special encounters occasionally were placed on illegal terrain.
As a consequence the monster got deleted and instead of some excitement
the player received an error message. Luckily this so far was a very
rare event.
- The monster memory failed to correctly learn the exact description
of some monsters (e.g. it used the wrong sex and some other details).
- The "adom -b" license was not quite up to date.
- Fixed 6 bugs in the manual.
- Fixed 50 more typos and/or grammatical problems.
Version 0.9.9 Gamma 13 (completed 6/7/1999)
Changes
- Shopkeepers now are particularly fond of the chaos aura the PC
might pick up.
- The scroll of balance now works with more love for detail.
- When edible stuff slowly rots away, you get more information about
the item(s) involved.
- The introduction of the manual now also contains some information
on how to provide useful bug reports.
- Wizards, elementalists, mindcrafters and necromancers need twice as many
marks to raise the shield skill.
- The probability of dropping parts of a potion of raw chaos
on ones hand while dipping an item into it has been lowered.
- Added new fun stuff concerning molochs (no spoilers here, I just
love that surprise too much ;-)
- "Living trees" have been renamed to "animated trees".
- The Tactics skill once more has somewhat more effect upon your
combat bonusses (this actually seems to be very tricky to
balance now that percentages are involved).
- Liches now can see invisible.
- Armor-damaging melee attacks no longer are confined to the armor
itself but also might hit other locations.
- Necromancers now receive food preservation as a skill.
- An additional cheat protection has been added.
- The sheriff now has an opinion about being bribed.
- Solid tiles no longer can be enchanted with darkness.
- The eternal guardian no longer will leave his dungeon level.
- Djinnis now better cope with lack of space when summoned.
- Rocks used as a melee weapon no longer will break.
- Plain blankets (neither fire- nor waterproof) are now called
'plain blanket' in their identified state instead of just being
called blanket. The same now holds true to diferentiate plain
candy from unidentified gnomish candy.
- The room connection algorithm for ADOM has been rewritten to provide a
greater variety of maps. Now there can be maps drawn according to the
'old mode' (what you know by now -- long, straight tunnels mostly),
maps drawn according to the 'verbose mode' (many tunnels with many
turns in them) and maps drawn according to the 'short mode' (as
the verbose mode, but with fewer tunnels). Let me know what you think
about the new connection algorithm (it's actually not that different).
- The status of a statue (blessed...cursed) now affects your chance
to retrieve a wand from the broken statue.
- '%' signs now will be removed from the name of the PC.
- The sheriff initially won't be generated within a house (especially
not within the shop).
- You no longer can reap huge alignment benefits by giving large numbers
of seeds to farmers.
- The gods now are a lot more intelligent when granting intrinsics to
a new champion.
- A new wall type has been added.
- Mummies now use the 'Z' symbol to make room for the minotaur race
which now is placed under 'M'.
- Changed a few level details to make the game more challenging.
- Monsters scared of the the PC no longer will follow him across
dungeon levels.
- Added 13 new monsters.
- Added 2 new vault types.
- Added 1 new trap type.
- Added 22 new dungeon levels.
- The monster memory has been expanded.
- Secret doors unlocked with the Knock / Divine Key spell now simply
disappear.
- Ratling dealers now show a new reaction on haggling attempts.
- There have been some minor enhancements added to the god AI code.
- Potions of exchange no longer can create artifacts.
- Killing the dwarven priest no longer will cause the demented ratling
to seek revenge.
- The battle bunnies now have more punch and effectiveness.
- Now there is a useful description for PCs with negative PV.
- If you are confused you can fall into water without getting a chance
to avoid this fate.
- Newly created configuration files now contain the exact version number
of the game (including Gamma level and Deluxe Build number).
- You now can enscribe blank scrolls with magical runes to create
magical scrolls.
- Added 29 new items.
- 264 (!) monster descriptions have been enhanced with variant descriptions
or been replaced with new descriptions (ok, about 10 replacements) due
to a titanic writing effort by Ronald Neumann.
- The manual has a new section about religion, piety and sacrifices.
- Piety gained by sacrifices slowly decreases towards your starting
amount, if you fail to sacrifice often enough. This decrease is
very gradual and simply is meant to prevent folks from sacrificing
a lot once in the early gain and reap all the rewards throughout
the game without ever again visiting an altar.
- The gods now have particular preferences, dependent on their race.
- One way to get to the quickling bard has been removed.
- The ratling traders no longer grow hungry.
- Lawful ('innocent') monsters no longer yield heavy alignment
penalties when killed if they were hostile first.
- Fixed the message you get when trying to read something while being
confused.
- Improved some food messages.
- More means of interaction have been added to the tiny girl and
the arena master.
- Desolid monsters killed in walls no longer cause their drops
to disappear forever.
- Tactics effects no longer influence missile attacks as much.
- High burden levels inhibit the power of missile attacks.
- A whole new level of detail has been added to dungeon rooms. I won't
say more about this feature in this place lest the fun of
discovering all the new stuff would be taken away... let's just
say that I think that it's a feature I yet haven't seen in
any roguelike game I know and that it adds a whole new level
of room for strategies and exploration.
- The ':' 'd' screen now uses the appropriate color scheme. It now
also permits the use of the space character to abort the screen.
- Section B of the online manual has been renamed.
- The checksum test has been improved.
- The ghost librarian has learned some new reactions.
- You now can choose your meal from all items lying on the ground.
- Moving trees no longer can be sacrificed.
- Melee weapon damage caused by whips now is influenced by
dexterity instead of strength.
- Thieves now are less likely to be caught when trying to pick
pockets (especially high-level thieves).
- Spiders now produce fewer webs (especially so if tame).
- Added 6 new fortune cookies.
- Initially created items no longer will be particularly bad (e.g.
no more leather boots [+0, -4]).
- Fleeing monsters (if reasonably intelligent) are more likely to
stand and fight if their next move still keeps them in
melee distance to the source of their fear.
- All master thieves now move around, even if they don't have
a specific plan.
- Fixed some corrupt entries in the credits section of the manual.
- Beastfighters now are more likely to score citical hits when fighting
animals.
- Tame monsters now advance somewhat faster in levels.
- "Frozen Fury" has been renamed "Freezing Fury".
- The way to enter the assassins guild has been modified.
- The configuration file no longer may contain '-characters to mask
whitespaces. ' now are a character like any other. This also
allows auto-pickupo to use ' to find necklaces.
- The players' to-hit and to-damage bonusses now are lowered by
a certain percentage when facing monster hordes.
- Elementalists gain more powers at higher levels.
- Kicking has a new use.
- Werewolf lords have been improved in power.
- The message give when examining dark spots has been improved.
- There is a new use for whips.
- Some whipping messages have been improved.
- There now are underground rivers.
- Smithing has been tuned down.
- 1 new pool effect has been added.
- You now receive a chance to stop dropping stuff on an altar after
receiving a hostile response (with the ':' 'd' command and the
'C-d' command).
- The dwarves are now more willing to defend their city.
- Vortices no longer will be generated in the arena.
- Amulets now use the ' symbol, tools use the ] symbol.
- Attacks on casino guardians now invoke a general alarm.
- The effective range for thrown/shot rocks has been reduced.
- Tactical bonusses now are expressed as percentages to have a greater
effect at the later stages of the game.
- The fuzzy monster name code now works more efficiently for the
monster memory.
- When ambushed in the wilderness the monsters now will start out
much closer to the PC.
- Added 3 new special details for various game situations (again no
more explicit spoilers on this -- let yourself be surprised!).
- Some features in Terinyo now are more properly aligned.
- Artifacts now are slightly more common to be found.
- The sheriff now is more determined.
- The reproduction rate for breeders has been tuned down.
- Shopkeepers now have more money.
- Bards initially gain more instruments. Whistles now are rarer.
- Enhanced the danger of an abusive tactic (no more spoilers).
- The chance for monsters to score critical hits has been somewhat
reduced.
- Approaching monsters now disturb the PC while he is reading or
eating something (or engaging in some other continuous activity).
- Monsters more gradually become dangerous during the first 10 levels
of the life of the PC.
- Damage caused by vortices has been tuned down somewhat.
- The combat ability of merchants (in a very special case) has been
improved.
- Tension rooms no longer are generated on cave levels.
- Teleport traps no longer are generated in levels where teleportation
is impossible.
- Somewhat more randomness has been added to traps.
- Disarm traps spells now are less effective in the mana temple.
- Missile damage now slowly decreases with distance.
- Some monsters now are able to actively destroy webs.
- Praying occasionally is more verbose.
- Cursed melons now have a different taste.
- Water breathing is now more effective when facing water breath
attacks (that sounds weird but you hopefully get the message ;-).
- The internal mechanics for the melee and missile combat system have
been rewritten to use different mechanics: attacks no longer
need to surpass the DV of the opponent on a roll of 1d20 +
bonusses but rather 1d(20 + bonusses) is rolled to surpass the
DV value. This adds some randomness to combat (no longer will
there be automatic hits in all cases). Also monster hit bonusses
(at high levels) have been increased to counter the 'a DV of X
is enough -- you'll never need more' effect observed in recent
versions. Everyone still has a 5% chance to score an automatic hit
(actually the chance is slightly higher, especially for extremely
powerful monsters, but that's the baseline).
- Magical digging attempts now are commented, if they have no effect.
- The 'l'ook command now mentions special features under monsters and
items.
- The dynamic display has been enhanced to be able to show one of the
following things: passed turns, PC speed, energy cost of the last
action, gold carried or ammunition readied.
- A couple of new interactions were added.
- Monster statues now are heavier than corpses.
- Arrows and quarrels now are more resistant to damage.
- The level 50 power for archers has been reduced in effectiveness.
- No more paper items will be generated in the water dragon cave.
- Amulets of rapid healing have been vastly improved.
- Emperor molochs now have some more detail.
- There is a new use for huge rocks.
- Titans now are somewhat more fearsome.
- Panicking wilderness monsters now try to get away really fast.
- The configuration value
Auto_Select_Doors
now allows to turn on/off ADOM's attempts to automatically select the
correct door for your open/close commands.
- Praying no longer provides certain side effects only at very special
piety levels.
- Weapon attack energy costs have been adjusted.
- When teleport control fails, you will be teleported nonetheless.
- You no longer can wish for Moloch armor.
- Added 5 new wishes.
- Village inhabitants were a bit too lazy to fight against attackers.
- Improved the documentation for
Allow_Default_Names
- The automated bug report form is mentioned in
readme.1st. On the average all the bug reports
submitted with that form are a lot more helpful than the
manually generated ones (at least if the bugs come from
folks who submit a bug for the first time -- all the oldtimers
seem to know what they have to do to make me happy ;-)
- The level 40 paladin power was incorrectly described in the game.
- When you failed to wish for an item with a wand of wishing, no text
at all was displayed.
- Scrolls of great identify no longer have a means to lock up the computer.
- "adom -r" once more works.
- It still was possible to pick the pockets of other beings when stuck
in webs or in some pit.
- The comments in the configuration file now display the new
item symbols for necklaces and tools.
- With one more skill than fits the display, the (more) prompt
was missing in the skill display.
- The manual showed a wrong formula for the diameter of the Light
and Darkness spells.
- After a training round with carpenter it was possible to be less
hungry than before the training round.
- In some cases 'soft' errors (wrong user input, etc.) created an
error message prompting the user to send an error report to me.
- The starsigns no longer adjusted the tactics setting. The modifiers
granted by star signs also weren't appropriate for the new
tactics system.
- The dynamic display for the amount of gold carried lacked a colon.
- Mimics were able to show up on known spots of the map
immediately after entering a level, although that spot was
not visible while entering the level.
- In very rare cases the display of the miscellaneous item list could
be one line too long.
- Monsters killed by magic missiles (and some other ray attacks) usually
simply disappeared without any notice.
- An invisible spellcaster could attack monsters with combat spells
without being discovered.
- The hall of fame listed both ultra-lawful winners and
ultra-balanced winners as becoming avatars of Balance.
- It is no longer possible for Jharod to be created inside a door.
- Cursed oil of rust removal could be used to rust about anything.
- Wizards with a Mana and Perception score of 99 (using the highlight mode)
caused the screen to be redrawn incompletely, once a Farsight spell
expired (now that is an obscure bug!).
- Occasionally shops still were not connected to the rest of the map.
- Shopkeepers no longer enjoy being teleported around.
- In some cases shopkeepers offered a price of 0 gold pieces (for missile
weapons).
- The configuration variable 'Message_Buffer_Size' never was used by ADOM.
- There was a bug in the code for granting intrinsics to champions
resulting in an almost random intrinsic being granted.
- In addition to "Died..." and "Left..." there now are a few additional more
appropriate text fragments available for that part of the highscore.
- In *very* rare cases playing in the casino could yield an infinite
loop.
- Confused/stunned monsters were unable to move randomly into all
directions.
- Torches burning in the wilderness no longer will be able to reach a
negative burning time.
- Alertness now works correctly (the "You notice some motions..." message).
- When trying to swap positions with a hostile shopkeeper, there was
no message.
- Clean robes no longer are a hindrance to monks.
- Kicking attacks still used the old to-hit algorithm and thus were
the most precise attack mode starting with a certain level.
Now they also use the variable to-hit bonus.
- Brass knuckles where not considered in the 'W' command when fighting
unarmed.
- In the water dragon cave there no longer comes a warning message
if you try to pick up an item at a spot where nothing actually
is lying.
- The message buffer did not cope correctly with messages of exactly
80 characters length.
- When scoring an armor-defeating hit, ADOM now considers whether the
character actually is wearing any armor.
- Torgall no longer does business if he becomes hostile.
- In rare cases a map tile was not redrawn after auto-pickup.
- The monster memory now provides consistent monster descriptions
depending on the last specimen of a monster type you saw.
- Items glowing in black light no longer can be seen in dark areas.
- The spear trap armor message has been fixed.
- Ingesting multiple potions of poison now is more hazardous.
- Fixed a Y2K bug in the hiscore routines. The death date was given
as 100 instead of 00. Now we display the full year.
- Rotting items equipped no longer cause excessive messages.
- Wind instruments no longer can be used while under water.
- The message 'You notice some motions in the air in your vicinity'
was not quite appropriate for the water dragon lair.
- In some cases the online manual displayed a double '(more)' prompt.
- When using the various character dump commands an incorrect
filename was displayed on screen if the character name contained
non-alphanumeric characters.
- The Mad Minstrel no longer willingly accepts wanted stuff, if he
is engaged in a quarrel.
- The ghost librarian no longer accepts gifts when angered.
- Dopplegangers now always have the same sex as the character.
- God-given pick axes no are accompanied by the correct message.
- It no longer takes several turns to swing a pick-axe at empty air.
- Wall-walking monsters no longer use missiles if they are
standing in a usually-blocked place (like in a wall).
- It was possible to use wands while confused or stunned.
- The climbing set provided a bonus to a random skill. It should have
provided a bonus to climbing.
- The results of self-flagellation no longer can be cured by First Aid.
- Kicks no longer will move items into the unreachable regions of the map.
The same now is true for thrown items.
- The status line will always be correctly updated for level 50 thieves.
- Another attempt has been made to fix the annoying color bug plagueing
ADOM for some time now.
- Panicked companion still occasionally attacked the PC.
- 'Auto_Open_Doors' worked even when the character was blind.
- The acid breath of drakelings no longer can be used when they
are stunned or confused.
- Monstrous spellcasters can no longer curse gold pieces with their
spells.
- Most items providing attribute bonusses in g12 provided a bonus of +0.
Instead they were meant to keep the tendency (+ or -) of the
modifier.
- Random master thieves no longer will provide you with training.
- Warnings about trangressing the law will be given but once each turn.
- If the character is a barbarian who got is aged unnaturally, the memorial
file lists the wrong age as the age at which he left his tribe.
- Item filtering didn't work in the inventory when trying it for the
new item symbols for tools (]) and necklaces (').
- The C-x display for ranger powers at levels 32 and 50 was the wrong
way around.
- When trying to improve an item on your own in the dwarven village,
the item to be improved disappears if you don't have the money
to pay the fees or if you don't want to pay the fee.
- In the manual the "Beasts of Burden" section was not listed in the TOC.
- The quest of the white unicorn was no longer listed on the quest screen,
once the glade of the black unicorn was created without having the
PC talk to the black unicorn.
- There was a bug in the village defense code that caused villagers to
stand around without doind anything.
- The cute little dog will remain attached to the little girl, even
if it leaves the village for a while.
- 'Auto_Pickup' now works for amulets and tools.
- Error handling for the configuration file is a little less dramatic
in some places. Additionally a bug has been resolved with
overlong lines.
- Fewer monsters flee from chaotic champions.
- Since doors created by a wand of door creation in a dark spot are
visible nonetheless, wands of door creation now are identified
on any succesful use.
- When shooting rays at oneself, there were a potential crash situation
and a bug involved.
- A problem with the ultra-lawful endgame has been fixed.
- Barbarians no longer can use their special blow abilities while
stuck in a pit.
- The maximum range of sight for monsters has not been used correctly.
- Ratling trader prices went up instead of down when your charisma went up.
- Cursed scrolls of repair were able to damage artifacts.
- The game no longer reports an error when training skills theoretically.
- If you win the game without ever saving there no longer is a space
missing in the relevant message.
- When confused or stunned you no longer can gain time by trying to
read books.
- Pocketpicking no longer works with slaves.
- griff Bloodax now is spelled correctly in all places (even in the
comments).
- The message of the demented ratling no longer is garbled.
- The long bow of hunting no longer functions with all kinds of beings.
- It was possible to gain unlimited shield marks by fighting a single
monster.
- The greater black unicorn can now attack you at any position.
- Strength of Atlas now expires more correctly while in the wilderness.
- In primitive pick-up mode the PC will no longer be crushed without
a chance of stopping the task.
- The antennae corruption finally is bug-free.
- More typos have been fixed (mmh, the code consists of a finite number of
bytes, thus there should be a finite number of typos, but as hard as
you try... oh well).
Version 0.9.9 Gamma 12 (completed 11/22/1998)
Changes
- Feature descriptions no longer are repetitive.
- The crime lord now has less followers.
- Removed a means to cheat at some point in the game (no, no more
spoilers on that one).
- The color problem now really should be fixed.
- The game no longer crashes when no monster is visible while you
try to shoot a missile.
- Gremlins will no longer provide the layer with an unlimited supply
of items while in the underwater cave.
- Ceiling traps now also are identified correctly with the Detect Traps
skill.
- Fixed a few more typos.
Version 0.9.9 Gamma 11 (completed ??/??/????)
Changes
- All status lines will be correctly updated when the PC is paralyzed,
confused or something similar.
- It is no longer possible to lose money with the ':' 'd' command when
the shopkeeper runs out of money.
- The vengeful dwarven priest now disappears correctly.
- The antennae corruption once more works.
- A bug in monster conversations has been fixed (especially obvious
with Yggaz).
- Deserted shop messages now will be generated but once.
- Auto-Pickup now also works after switching levels.
- The dwarven elder no longer wants you to explore the living forest and
the areas beyond it, if you managed to get there before.
- Modifiers to attributes granted by items no longer can be completely
changed (from + to - or vice versa).
- The PC no longer can continue extended actions when being paralyzed or
after falling asleep.
- No longer will certain wishes yield multiple failure responses.
- Removed the duplicates among the spellbook names.
- It is now possible to use 'adom -v' in the root directory of
a Linux system.
- Armor could be destroyed while you were removing it which caused
the game to crash.
- It was possible for the player to be accidentally teleported
out of the arean before his victory could be acknowledged.
- It's now only unlawful to cut down trees in Terinyo.
- Some door traps activated by monsters remained activated.
- Monsters hit and killed by a flling door trap now will yield
a message if the PC could observe the action.
- You no longer can leave the infinite dungeon while under attack.
- Monsters killed while they were standing on a blocked place
no longer will generate items.
- Dipping gold coins into potions of raw chaos no longer makes the
game hang.
- The chaos god ending works once more.
- The ':' 'd' screen now is formatted more efficiently.
- A couple of memory holes have been removed.
- Rays fired with a wand of poison now are removed from the screen
after the shot.
- Monsters will no longer jerk in agony when being hit by elemental
attacks to which they are immune.
- Aborting a comand to be given to a companion now works correctly.
- A fatal bug in the monster AI code has been fixed (if you got
the "Invalid target in 'GetTargetData'" message you know
what I mean).
- The fighter class power for level 50 now is correctly described
on-screen.
- Monsters no longer are able to burrow through undiggable terrain
features.
- Thrown sling missiles now also are modified for strength (before
the strength modifier only was added in if a sling was used).
- The identify/enlightenment spell no longer will make ADOM crash
if you don't carry any items.
- Beings of True Chaos no longer will be able to corrupt other beings
of pure Chaos.
- Dropping wands while having the mana battery corruption didn't drain
the wands.
- Monsters no longer will annihilate items hidden under gauntlets.
- Do not use the default number given when picking up monster corpses
(or at least check it carefully). There is a calculation bug
which causes ADOM to offer more corpses than there actually might
be. This causes a crash.
- You no longer can find statues of statues.
- Cursed potions of rust removal tried to rust rusty items again.
- Potions of raw chaos displayed to much text when drunk.
- ADOM no longer will permit attempts to leave the screen.
- Metallurgy didn't work correctly.
- All known game-time color problems have been fixed (both when teleporting
and when losing LOS to a monster remaining on a door). Another
nasty vision related bug was fixed along (I slowly begin to
understand the LOS code I once wrote ;-). Now I wonder what new
problems might have been spawned by this.
- Stomacemptia herbs finally have been fixed completely. Nasty typo...
- A bug in flight goal generation made monsters flee in a lot more
stupid way than they were suposed to.
- It is no longer possible to kill yourself by repeatedly falling
into a pit the character is already stuck in (by using the C-t
command).
- In rare cases monster missiles could get stuck in dungeon walls (and
other solid obstacles).
- Targetting now works correctly (even when aborting a targetting
attempt on a peaceful monster).
- The attack energy costs for melee weapons in the manual do not confirm
to the values used in the game (the game formula currently is
1000 - wepon skill level * 20).
- The antennae corruption no longer works in the wilderness.
- It is no longer possible to 'create' artifacts by dipping items
into potions of Raw Chaos.
- If you fall into water due to breaking ice, walk mode will be
deactivated.
- Do not set
Auto_Lock_Doors = true. It crashes the
game.
- There are some color problems with certain Linux versions. Refer to
readme.1st and the Linux section for a fix. It's
a libc problem but I have no idea, by what it is
caused. Rumor has it that an upgrade to NCurses 4.2
will fix the problem. See the OS Blues
for more details.
Another solution is to upgrade to NCurses 4.2. After installing
the ncurses-base_4.2-1 package (which contains only the "linux"
terminfo entry and a few other common ones like "vt100", and no
libraries), ADOM g10 has the correct colors under Linux.
- Panicked monsters no longer flee.
- The Unholy Aura corruption causes many monsters to attack.
This bug was a consequence of the one mentioned above: monsters
were supposed to flee but always started to attack when you were
adjacent to them.
- A bug in the vortex handling code actually causes lots of misbehaviour
among the monsters. Sometimes monsters don't get angry when the
should (e.g. the bodyguards of Hotzenplotz should attack you when
you kill him), sometimes kills will be attributed to someone else.
- Smithing in the dwarven village doesn't affect your satiation level.
- The status lines at the bottom of the screen don't get updated when the
PC recovers from paralyzation.
- It still is impossible to define a configuration variable during the
game without inserting a space before the
= character.
- Clarification: The description for
Auto_Open_Doors
and for Auto_Lock_Doors seems to be a bit unclear.
ADOM always (since Gamma 10 that is) tries to find a
door near to you that will fit to the needs of the selected command
(open or close). The two configuration variables
mentioned above only determine whether ADOM allows you to automatically
lock or unlock the door in question, provided you have the
appropriate key.
Unexpected prompts asking whether to open a door (after closing it)
are a result of your trained fingers: you quickly pressed a direction
key (as learned in former versions), which causes ADOM to assume that
you again want to open the door (see
this note).
- Some message texts have been adjusted.
- A lot more typos have been fixed.
Version 0.9.9 (completed 04/30/1997)
Changes
- More than 20 new levels, 12 new fortune cookies, lots of new quests (I
can't remember the exact number), 31 new items, 30 new monsters, 2 new
intrinsics, 18 new topics for the old dwarf, 2 new skills, 3 new songs
for the mad minstrel, 2 new topic for the fool, 1 new prayer effect and
3 new things to wish for have been added.
- There have been countless adjustments to the existing quests.
- A speed system now handles asynchronous actions.
- Wilderness encounters now are possible.
- The movement code has been rewritten from scratch (more than 3000
lines of code). As a side effect monsters now act more according to
their intelligence (there can be very stupid monsters and very bright
monsters).
- A new magic system for monsters has been added.
- Weather effects have been added.
- Star signs and omens of birth have been implemented.
- Many of the skills have been revised (read that section in the manual
once more -- it's worth it!).
- Attributes now are limited due to your race.
- A new screen showing the most important pieces of data all at once
has been added.
- The longer you need to finish the game the faster you will be
corrupted.
- The manual has been extensively revised, updated and edited.
- Necromancer now gain more informations about their slaves (when
looking at them) and also are able to issue commands to them.
- You now can try to order companions around.
- The 'q' command now displays the status for all your quests.
- The formula for the final score has been modified.
- The crash prevention code has been improved -- you now should be a lot
less likely to loose a character to a program crash.
- Gaining chaos powers now is more random (you rarely will get the
same chaos power again after having it removed).
- The configuration variable 'Walk_Carefully' now controls whether the
walk-mode is aborted upon encountering a monster or not.
- The configuration variable 'Starvation_warning' controls whether you
will be warned in a loud way if you are going to starve soon.
- The configuration variable 'Compact_Kill_List' determines whether a
long or a short format will be used for the list of killed monsters
at the end of the game.
- The configuration variable 'Nice_Stuff' controls whether cursed and
blessed items in the inventory will be highlighted or not.
- The configuration variable 'Uncursed_String' allows to replace the
text 'uncursed' by something else.
- 'N' is now the category for Natural beasts.
- A couple of monsters have changed color or letter.
- Being attacked by many monsters at once now is detrimental to your
combat skills.
- Many small details have been added.
- The alignment system has been tuned again.
- The alchemy system has been revised.
- An alternative ending has been added.
- Sickness has been completely revised.
- Several corpse effects have been changed.
- The targetting code now ignores tamed beasts and gives more information
about targets.
- Monsters now have a more difficult time to disarm you if you are
good with your chosen weapon.
- Breeders have been tweaked once more.
- Absolute neutrality now is displayed as 'N='.
- High willpower now is useful in getting rid of confusion.
- Shopkeepers have been tweaked in some respects.
- Arena opponents now are slightly more balanced.
- The highscore now always shows your score at first (and not necessarily
the top 5 places).
- All known bugs have been fixed.
- A vast number of typos and grammatical mistakes has been fixed
(will there ever be an end to them?).
Version 0.9.4 (completed 11/29/1996)
Changes
- The Amiga version now finally is available!
- The alignment system was completely rewritten.
- The monster scheme has been completely revised (see section K of the
online manual).
- 16 new special areas, 23 new items, 19 new monsters, 3 new
corruptions, 6 new spells, 5 new skills, 6 new songs for the mad
minstrel, 28 new fortune cookies, 2 new psionic powers, 4 new
special powers for monsters and 1 new quest for the ancient dwarf have
been added.
- The code for throwing stuff has been completely revised.
- A new way to target monsters with missiles has been added.
- The walk mode has been completely revised. It's now also possible to
automatically round corners.
- It is now possible to 'g'ive items to monsters.
- The online help now is greatly restructured.
- Games can be now restored in a very easy way.
- It is now possible to page through the highscore.
- It is now possible to exchange positions with peaceful monsters.
- Items in your backpack are now sorted in a more reasonable way.
- ADOM now is able to issue a warning when your hitpoints are running low.
- All data files created by ADOM are now kept in under one directory
(the data directory in previous versions).
- Environment variables now can be set *during* the game with the ': ='
command.
- Weapon skill increases now also are dependent on the power of your
opponent.
- The weapon skills have been completely revised: it's now possible to
learn brawling and throwing axes. Skill with scurgari and boomerangs
now is one skill, as is throwing rocks and throwing clubs.
- A new 'fast-select' command has been added for skills (check 'A').
- Rays now bounce in a more realistic manner.
- Chaos corruptions and spells now also can be saved in the log files.
- A few minor changes were applied to chaos corruptions.
- The special effects experienced by eating some monsters have been altered
slightly.
- The code for inventory damage has been revised.
- It is now possible to rename your character.
- Extreme hunger is now displayed in a more colorful way.
- Error messages are now even clearer.
- Whenever a new ADOM version is installed a special message is displayed.
- Many spell details have been changed.
- Lawful characters now are more resistant to corruption while very
chaotic beings now are easier corrupted.
- The display for environment variables now is sorted.
- Some monsters now can be multi-colored.
- Shopkeepers have learned some new tricks.
- Monsters are now slightly more intelligent.
- Necromancy has been completely revised.
- Wands and their charges are now handled in a different way.
- The direction selection in the game now makes use of your keybindings.
- Before leaving the main map there is an additional security check.
- Confusion now has some more effects.
- All color and display problems in the dungeons should be fixed.
- The 'l'ook command now also descrobes the relative power level of monsters.
- Companions now need more experience to advance.
- Some arena opponents are now more powerful.
- Unfair critical hits now are less likely.
- A number of minor changes have been applied to the prayer system.
- Several more menu screen sare now colored.
- Many quests have been sightly adjusted.
- The space key now longer is the default 'wait' command.
- Farmers are now less likely to starve and also come with better equipment.
- Some nice surprises for special times have been added to ADOM.
- Rusting now is handled in a slightly different way.
- Several traps have been altered slightly.
- Pools now are more likely to disappear.
- The save files now are slightly smaller.
- A new random number generator is used.
- The text in [.]adom.kbd is now a lot more verbose.
- All the documents have been updated (especially the main manual).
- All known bugs have been fixed.
- All spells now are capitalized.
- A few game messages have been altered.
- Many typos have been fixed.
- Under Linux GCC 2.7.2 and NCurses 1.9.9e are now used. The Linux version
now also is available in ELF format.
Version 0.9.3 (completed 8/31/1996)
Changes
- It's now possible to filter the stuff list to display only those items
of a certain type.
- 4 new monsters have been added.
- 4 new songs have been added to the repertoire of the Mad Minstrel.
- A new inhabitant entered the bandit village.
- It's now once more possible to receive the 'extremely close' message
when sacrificing stuff to the gods.
- There has been another number of fixes and changes to the code used to
handle sacrifices.
- The system for granting marks to weapon skills has been somewhat
adjusted (you e.g. no longer receive marks when fighting too
defensively).
- Aborting the 'throw' command now longer costs one move.
- It's now possible to rustproof items.
- Paralyzation resistance now always works correctly.
- If you gain pretrification resistance this is correctly displayed at
the end of the game.
- The configuration variable 'Message_Buffer_Size' now allows to control
the size of the internal message buffer.
- The configuration variable 'Fast_More' allows to actiavte the permission
for using all keys at the (more) prompt right away.
- The file with the configuration variables now also lists the version
of ADOM by which it was created.
- Alchemical recepts have been slightly adjusted.
- Throwing potions of exchange at monsters now works correctly.
- The startup screen now also is colored.
- It's no longer possible to eat from the floor in the water dragon cave.
- Wizards and farmers now need less experience points.
- Chaotic characters now also have a means to learn the Healing skill.
- The gods are now more verbose as far as warnings are concerned.
- Throwing up now has negative effects on your hunger status.
- Eternium now is also considered to be a metal.
- Lots of typos have been fixed.
- Cursed climbing sets now can be dangerous.
- The various text files have been extended somewhat.
- A new extension has been added to the ': d' command (drop all).
- Lots of stuff for the Amiga has been added and fixed (real soon now it
will be out).
- Artifact guardians are now handled correctly.
- Shopkeepers now have more resources and also are more resourceful.
- A remaining bug in the color code has been fixed.
- The display of the highscore now should work correctly in all cases.
- The healer no longer will be killed by traps.
- After making Blup happy the reward will show up much sooner.
- One new pool effect was added.
- The priest in the dwarven village now is more talkative.
- Yet another bug in the walk-mode has been fixed.
- All menus now should be colored.
- All known bugs have been fixed.
- The source code has become a lot more portable (once more).
Version 0.9.2 (completed 8/14/1996)
Changes
- ADOM now allows to train your weapon skills (try 'C-w' and read the
manual).
- You now can create screen schots and log files about your current game.
- After dying (or winning) it's also possible to create a logfile as a
memory about your character.
- The code for sacrificing and alignment changes has been completely revised.
- The initial alignment now is dependent on your race.
- 3 new items and 2 new fortune cookies have been added.
- 'Bloated' has been added as a satiation level.
- You now also can displace your pet in small tunnels.
- All the fighting classes now need more experience, since they are easier
to play.
- Many menues are now colored (as is the '@' character for the PC).
- One new special level has been added to the game.
- After becoming an champion in the arena, the opponents get a lot
tougher.
- You now can display the current name of your deity with ': g'.
- The 'line-of-sight' algorithm has been rewritten completely and should be
a lot faster.
- Missile weapons other than bows and slings work once more.
- Greater vaults now should be more common.
- Monsters no longer will leave the arena by teleportation.
- The level structure of the main dungeon has been somewhat revised.
- You now can throw gold at monsters.
- You no longer can starve in the wilderness.
- Artifacts guardians now are more powerful.
- Barbarians now also enjoy raw meat.
- In the beginning items in your backpack no longer will be cursed.
- Wizards are guaranteed to not receive any useless rings.
- Dying by attribute drain no longer causes problems.
- If ADOM aborts with an error message, it waits for you to press ENTER, so
that you can always read it.
- The '-l' parameter now works under Linux.
- Troll mindcrafters now can be played correctly.
- Assassins initially receive more throwing daggers.
- The eternal guardian now is more difficult to trick.
- ': c' will now also show your companions on dungeon levels.
- Books now only are useful for training skills when you can read.
- Monsters in the arena no longer will leave it by teleporting.
- Some items have been revised.
- Some shop problems have been fixed.
- The 'Mind Wave' power now works correctly.
- The default keymap for DOS now works.
- Food lying on the floor no longer will rot, while you are eating it.
- ADOM's highscore locking mechanism has been revised.
- Most monsters now longer will shoot at an invisible character.
- To use necromancy makes you lean towards Chaos.
- You no longer can starve while training with Yrrigs or while using
the Fletchery skill.
- Merchants are now more likely to find a shop.
- There is a new use for the mystic healer.
- The master thief now behaves correctly.
- More interaction with beggars is possible.
- All dwarven quests finally work.
- You now can pray for light.
- The dwarven city no longer features chaotic altars.
- There are now even more rewards for champions.
- Many items no can't be used in the wilderness.
- Light traps no longer will cause permanent blindness.
- "Crushing door" traps now are more tricky.
- All known bugs shold be fixed.
- Some messages during the game have been altered.
- Many typos have been fixed.
- Lots of other (unknown) bugs have been fixed.
Version 0.9.1 (completed 7/30/1996)
Changes
- 'l' now activates a more useful 'Look' command (the old 'Look' command
is available by pressing 'C-l').
- 4 new items and 1 new monster have been added.
- Killing monsters now once more yields more experience.
- Monsters now use breath weapons more effectively.
- Monsters killed by mindcraft are now correctly registered.
- Artifact guardians have become more powerful.
- Companions now suffer damage in the tower of eternal flames.
- Companions now longer will cause ADOM to crash in some situations.
- Some twists have been added to the Mad Carpenter quest.
- You now can play beastfighters.
- You now also can train skills for which you need an item.
- In the village dungeon you now won't encounter any karmic beings.
- The command line option '-l' now allows to directly load a game.
- Potions of education now work.
- Books other than spellbooks now are correctly identified.
- Inscriptions on graves are now easier to read.
- Monsters are now correctly when a teleportation spell is used on them.
- The graphics in the tower of eternal flames have been slightly revised.
- Being teleported while eating food, which lies on the floor, now longer
results in a crash.
- Beastfighters now enjoy raw flesh.
- All levels are now accessible.
- You now can move on bridges.
- The 'Look' commands now also will display the weight of an item stack.
- The game will no longer hang while trying to create a new level (which
could happen in ADOM 0.9.0).
- Hobbit archers now use slings.
- The skills section and the credits section in the manual were expanded.
- Some messages in the game have been altered.
- The forest quest now is also registered as completed when you use the
shortcut.
- Swimming/drowning now works correctly.
- The burden levels and the weight of the carried items now is displayed
correctly.
- Monsters with missile weapons now more often drop their equipment.
- Discovering a secret door won't yield an open door anymore.
- The 'manual of bridge building' no longer will dissolve
if the player is disturbed while reading it.
- The third quest granted by the ancient dwarf now can be solved.
- The purse of a shopkeeper now is handled correctly.
- Scrolls of treasure creation now work correctly.
- Scrolls of charging no longer will charge wands of wishes.
- Merchants specialized in potions now also know a little alchemy.
- Merchants specialized in scrolls and maps now longer will cause ADOM to
crash.
- Some monsters now offer more possible reactions when you talk to them.
- The skill routines now also work when you know _all_ skills available in
the game.
- When an altar changes alignment, the change in color is correctly
displayed.
- The 'Explore' command has been altered.
- Collecting logs now works correctly.
- Building bridges has become somewhat easier.
- 'C-\' no longer will abort the game.
- Continuous search now also works correctly when you stand on an item
heap.
- Lots of typos have been fixed.
Version 0.9.0 (completed 7/21/1996)
Changes
- ADOM now stands for 'Ancient Domains of Mystery'
(instead of '...Dungeons...').
- A surface world and multiple dungeons and villages have been added.
- 25 new (and mostly special) levels have been added and the whole dungeon
structure has been revised.
- 7 new classes, 79 new items, 37 new monsters, one new intrinsic and 2
new fortune cookies have been added to the game.
- The skill system was completely revised (initial skills are now dependent
on class and race) and 18 new skills have been added.
- There are now a lot more quests (and not all of them are important for
your final goal).
- It's now possible to eat food lying on the floor (if it's lying in a heap
you only can eat it if it's located at the top).
- The 'M' command now allows to display the characters statistics for
missile weapons (old messages now are displayed with ': m').
- The 'w s' command allows to search for more than one step (the exact number
of steps is governed by the environment variable 'Persistence').
- The 'C-e' command allows to display the time which has passed in the
game world since you started to play.
- The ': b' command displays statistics about the various burden levels.
- The ': c' command allows to display a list of your companions.
- The environment variable 'Sorted_Skills' controls whether the skill list
will be sorted alphabetically or not.
- You now need more experience points to rise in levels.
- A second symbol list (for the surface world) has been added.
- The 'Look' command now works in areas lit by a torch.
- A bug in the 'W' command has been fixed (it didn't work with a shield in
the right hand and an empty left hand).
- Shopkeepers now only have a limited purse.
- The final game summary displayed new information.
- At the start you no longer will receive broken or rusty items.
- Bard companions are now less powerful.
- Being drunk now really means something.
- A bug in the pool code has been fixed (which prevented 26 from possible
43 effects to happen >:-( ). Also one new pool effect was added.
- Invisible characters are no longer attacked with missiles.
- Many creatures now have something interesting to say.
- When you kill an invisible monster with a missile you receive a complete
message.
- You no longer can be teleported by chance into the arena (also monsters
won't be teleported by chance into the arena).
- A bug in price calculation for shops has been fixed which could lead to
totally nonsense prices.
- Many details and new uses for items have been added to the game.
- Some game texts have been changed.
- The 'Ctrl-C' key now is caught under DOS and Linux.
- The various documents in the distribution have been revised and updated.
- Added a revised title screen for the game.
Version 0.8.4 (completed 5/20/1996)
Changes
- It's now possible to see the list of symbols used in the game with
'?'-'S'.
- The start procedure has been changed to allow for optimal name selection.
- The 'l'ook command now also displays the weight of single items.
- It's now possible to turn auto-pickup on/off (try C-'a').
- The minimal score entry is now 0 (no longer 2) and the player now
also can see, whether he managed to achieve a negative highscore.
- Monsters killed by the PC with poison are now correctly registered.
- The configuration variables 'Fated_Gender' and 'Allow_Default_Names'
now work correctly.
- Dwarves no longer will get angry at the character if a monster blasts
them with a breath weapon.
- The number of moves no longer can be negative.
- All the keypad keys now work once more under DOS.
- The cursor will now be positioned correctly under DOS.
- The 'Summon Monsters' spell works once more.
- ' characters now can be used in names.
- A new version of the FAQ is included.
- The manual has been slightly altered.
- The internals of the 'Smithing' skill have been altered (class and level
now influence the chance of success).
- All known bugs have been fixed.
- The source code has been once more streamlined for greater portability.
Version 0.8.3 (completed 5/12/1996)
Changes
- 25 new items, 6 new traps, 8 new fortune cookies, 3 new vault maps and 4
new alignment degrees have been added.
- Identified items are now displayed in a more convenient way.
- Spells are now displayed in a sorted order.
- Spell names between wizard and priest spells are now different (not all but
many).
- The inventory screens list item weights.
- The 'K' key allows to display the kick damage.
- Traps are now colored according to their type.
- Item status is now only identified when dropping an item on an altar
of your alignment.
- Armor now is less prone to damage.
- Shopkeepers in large shops are now even more powerful.
- The shopkeeper on the casino level no longer identifies items.
- The casino is now more colorful.
- The 'Quitters_Allowed' configuration variable controls whether the scores
of games ended by quitting are allowed to enter the highscore or not.
- The 'Fast_Missile_Readying' configuration variable forces ADOM to ask
whether a missile, which you are picking up at that moment, is to be
put into your missile slot (very useful for the unique artifact missiles).
- There is now a configuration variable 'Auto_Pickup', which allows to set
the item types which are always to be picked up.
- Four new alignment levels have been added.
- The configuration variable 'Verbose_Level_Messages' controls whether
special level messages appear always or but once.
- The 'Fated_Gender' configuration variable allows to control whether the
characters gender is chosen randomly or by the player.
- The 'Allow_Default_Names' configuration variable controls whether ADOM
forces you to enter a name for your character or not.
- When a fight in the arena ends you are now immediately teleported out of
the arena.
- Configuration strings are now enclosed by ''s (and no longer by ""s).
- C-'t' allows to willingly activate a trap.
- C-'k' allows to pass (more) prompts much faster.
- Your spell knowledge now also influences the final score.
- No more karmic... monsters will appear as arena opponents.
- Casting many spells helps to increase your mana attribute.
- ADOM considers the effects of killing monsters on alignment more carefully.
- Unpaid potions no longer can be used for dipping.
- Unpaid items no longer can be kicked.
- Monsters dying of blood loss now can be attributed to the player.
- The inhabitants of the dwarven village no longer attack the palyer if the
daemon in the 'daemon quest' kills a villager.
- Greater vaults now are somewhat more common.
- The graveyard level has been redesigned slightly.
- Shopkeepers now take care of traps popping up in their shops.
- Altars no longer appear on some special levels.
- Monsters dying of poison now leave poisonous corpes.
- Angry monsters now happily slay companions of the character, if this helps
to get closer to the character.
- Stealing from shops now has a negative influence on your alignment.
- Hair types and baldness are now correctly covered on the startup-screen.
- Age reversal now works correctly.
- The arena master is now not very happy about people trying to cheat in
arena fights (e.g. by teleporting).
- Gremlins are now effected by light.
- If the walk-mode is used to heal hitpoints, it stops when all hitpoints
have been regenerated.
- The walk-mode is interrupted if you discover a secret door or are
teleported.
- Sacrificing monsters has become more difficult.
- The frequencies for some items have been changed.
- Before the 'Strength of Atlas' spell ends, you will be warned.
- Shopkeepers are now less likely to be tricked by invisibility (only on
low levels anyways).
- Casting an improved fireball now is more costly.
- There are no more color bugs.
- All known bugs have been fixed.
- Some text files have been expanded and changed.
- Several more typos have been fixed.
- The code has been ported to DJGPP 2.0, PD-Curses and to the SAS/C-Compiler
for Amiga systems.
- The code has been partially restructured to make it easier in the future
to port ADOM to other systems.
Version 0.8.2 (completed 4/23/1996)
Changes
- 7 new items, 6 new monsters and 1 new special ability for monsters have
been added.
- Armor now is less likely to be damaged. Small monsters no longer are
able to damage armor.
- C-'p' now can be used to comfortably pick up larger numbers of items.
- The ';' command (primitive-pickup) works again.
- Shopkeepers now restock their shops in irregular intervals.
- It now has more severe alignment consequences when you attack friendly
monsters.
- Killing many monsters of one species yields less and less experience
points.
- Attacks are now less likely to stun the characater.
- Monsters with an acidic skin are now also dangerous when they are kicked.
- Chaos mutations are now really removed when the appropriate scroll
is read.
- Bards now are able to calm down animals with their music.
- The configuration variable 'Display_Key_Code' now controls whether
pressed key sequences are displayed on the screen or not.
- It's more costly now to raise your attributes by training with the
dwarven weaponmaster.
- A breath weapon bug with chaos lizards has been fixed.
- Breath weapons consisting of lightning blasts now can bounce.
- Some more items are automatically identified when used succesfully.
- 3 new fortune cookies have been added.
- The minimal highscore now is 1. It's also once more possible to
create an empty highscore. When killed only the eight places around
your score in the highscore list are displayed.
- Wizards are guaranteed to get one offensive spell.
- When the character dies the status line is updated one last time.
- Troll weaponsmiths no longer start wielding a one-handed and a
two-handed weapon.
- If the character is blind and tries to wait on the spot, this now
works.
- 'Check_Items_in_Hand' now ignores torches.
- Cursed items no longer can be indentified by throwing them.
- Gems now are less rare.
- The bug in random number generation (which at times generated numbers
vastly out of the specificied range) now should be fixed.
- Mimics are more dangerous.
- The various texts have been checked once more for mistakes.
- Stun removal now has a very low priority when you pray.
- Some minor bugs have been fixed.
Version 0.8.1 (completed 4/15/1996)
Changes
- It is now possible to redefine the key bindings used by ADOM.
- The masks for items are no longer fixed (at least as far as most
rings, wands, scrolls, potions, spellbooks, cloaks, girdles and
boots are concerned).
- 35 new monsters, 24 new items, 2 new corruptions and 7 new spells have
been added.
- 7 new special powers for monsters have been added.
- Overall the danger level for monsters has been beefed up once more.
- A major bug has been fixed, which made chaos corruptions appear less
harmful than they are. The endgame now should be more exciting.
- Most of the y/n questions now offer a default answer (which can be
activated by pressing the space bar and ENTER).
- A 'look' command has been implemented (just try 'l').
- A new more luxurious drop command (C-'d') makes it much simpler and faster
to drop large amounts of items.
- The extended drop command (':'-'d') now also allows for dropping gems.
- The ';' command now also allows to pick up everything at once.
- Using a skill is now faster for experienced players.
- The routine for sorting identified items has been changed.
- A first step has been taken to make save files independent of the game
version (at least as long there are no truly major changes to the game).
- Shopkeepers now tend to identify sold items.
- A configuration variable ('Auto_Open_Doors') controls whether you receive
a prompt asking whether to open a door, if you directly run into a door.
- Powerful attacks have a chance to stun the character.
- Particularly succesful attacks now might damage your armor.
- You receive less experience for sacrificing monsters.
- The number of hitpoints you gain for advancing a level has been reduced.
- A high perception value leaves more missiles lying around.
- Breath attacks are now more effective.
- The code for donatin at altars has been somewhat revised to close some
loopholes.
- The initial text (when creating the character) now also lists the
characters complexion and hair and eye color.
- Vault monsters now are more dangerous.
- ADOM now creates a default configuration file if there is none.
- The routines for calculating the final score have been somewhat changed.
- A configuration variable ('Check_Item_In_Hand') can be used to add a
security check before wielding a potentially cursed non-weapon in one of
your character's hands.
- It's no longer possible to have two or more missile weapons in the
'Missile weapon' inventory slot.
- Smithing is now less powerful.
- It's now a little harder to raise skills.
- The prayer code has been changed, so that some prayers now might work
in a different way.
- Some spell parameters have changed.
- The text files have been expanded.
- The code has been cleaned up somewhat.
- 2 new fortune cookies have been added.
- 1 new greater vault, 1 new pit type and 6 new vault populations have
been added.
- Pools are now slightly less dangerous.
- Some corruptions are now more dangerous.
- One opponent in the arena has been exchanged.
- When a familiar is generated by reading a 'scroll of familiar summoning'
the game takes more care to generate a monster, that fits to the current
dungeon level.
- Graves are now diggable.
- The final opponent is much more dangerous now.
- The deeper a shop is located the higher the prices will be.
- The shop inventory is now handled correctly in all cases.
- The highscore routines now use some sanity checks to avoid integer over-
flows and similar stuff.
- All known bugs are fixed.
- Several typos have been corrected.
Version 0.8.0 (completed 3/22/1996)
Changes
- 23 new items, 37 new monsters and 7 new spells have been added.
- 9 new defensive and 3 new offensive powers for monsters have been added.
- 4 new intrinsics for the player have been added.
- Some major bugs in item identification have been fixed.
- The 'C-w' command allows you to examine the wound status of a monster.
- The 'L' displays whether the character knows how to read and write or
not.
- 'C-r' is now to be used for redrawing the screen.
- 'q' now also displays the exact type of quest.
- The extended-drop-command (':'-'d') now also provides a means to drop all
cursed items.
- Removing/wearing armor now takes some turns.
- Eating food takes some time now.
- Monsters can now be male and female (or have no sex).
- Monsters are now able to use missiles.
- Monsters can now use their breath weapons at range.
- Summoned monsters now appear closer to the character.
- It's no longer possible for monsters to summon endless hordes of
servants.
- Shopkeepers have become more dangerous.
- The shopkeeper in the dwarven city now enters fights.
- Experience points for monsters are calculated in a new way.
- Experience point awards have been reduced.
- Appropriate missiles are added to the missile slot when picked up.
- The spell screen has been changed in appearance.
- The spell-, stuff- and skill-screen are no longer unnecessarily redrawn
when '+' or '-' is hit.
- The item screens now page correctly forward and backward.
- Some monsters are able to disarm the character.
- Sixteen new backgrounds for your character history have been added for a
total of 4096 combinations.
- Wands initially have at least one charge.
- After being killed on a normal dungeon level, you can view the complete
map.
- At the end of the game the names of all generated artifacts are displayed.
- Monks have been downgraded.
- Thick gauntlets now isolate the effects of poisonous hands.
- Only true missiles are identified when fired/thrown.
- The tactical DV modifier is now always included in the DV.
- The colors for items have been reworked.
- Pools now do have a separate color.
- The Alchemy skill now works.
- Successfully using the Disarm Traps skills now results in experience point
awards.
- Gods are now more willing to cure poison.
- Donating at an altar will no longer change your alignment.
- The price calculation for items has been altered.
- Six new fortune cookies have been added.
- Two new topics for the old dwarf have been added.
- Items can now be kicked.
- A lot of monster texts have been changed.
- One new vault map has been added.
- The final level has been slightly modified.
- Some vault monsters have been exchanged.
- Some text files have been renamed.
- Many typos have been removed.
- Wishes for more than one item are now handled in a more reasonable
way.
- The final opponents for championship are now always male.
- The golden gladius is initially never cursed.
- When you run out of money in the casino, ADOM no longer crashes.
- Shopkeepers now care about the stuff in their shop and identify them
at certain time intervals.
- All items in shops are initially identified.
- The banshee has been modified.
- A color problem for some DOS systems has been fixed.
- Some timing routines have been changed.
- Several more major and many minor bugs have been fixed.
- The Exploration-Mode is no longer available.
- Highscore-locking has been improved.
- Some more keys can be used in the Linux version when XFree is started
(although this needs still more work).
- When smashing a bee hive at least one portion of bee wax is generated.
- ADOM no longer aborts with an error message when you try to eat stone
snakes.
- The forest level has been changed.
- Shops and bills now should work correctly.
- Torches now work correctly.
- Many item values have been altered.
- The credits in the manual have been extended and changed.
- Some text parts have been altered.
- Dozens of very minor changes have been applied.
Version 0.7.1 (completed 2/22/1996)
Changes
- ADOM now has a new start screen.
- The command line parameter '-m' starts ADOM in monochrome mode.
- The layout for the casino level has been slightly altered.
- You no longer can win 0 gold pieces on the casino level.
- The amounts won on the casino level are correctly displayed.
- The Chaos Gate now changes its colors during each turn.
- Attacking a monster while invisible makes the monster counter-attack.
- Attacking with thorn hands no longer crashes ADOM under DOS.
- The 'W'-command now displays correct data.
- Attacking with two weapons and thorn hands or with a two-handed weapon and
thorn hands now works correctly.
- A typo in the winning message has been removed.
- Some superfluous repaints of the screen have been removed.
- The screen no longer is erringly inverted when repainting it.
- Drinking a blessed potion of blindness now works correctly.
- Eating chaos rats no longer causes ADOM to abort with an error message.
- The '#'-character no longer appears in some messages where it was out
of place.
- The '\'-command now also generates an output, when the player is not yet
corrupted.
- After handling the inventory the line of sight is recalculated.
- If the game is over you no longer can be randomly teleported (in theory
this could have happened).
- Putting on an item no longer makes the screen blink under DOS.
- Items immune to a certain kind of damage are also immune, if they are
cursed or rusty.
- Some minor typos have been fixed.
- Brass rings are now declared correctly, which removes a fatal bug in the
DOS version while wishing for items.
- Some item names have been corrected.
- A bug in the mimic handling routines has been removed.
- Some error messages now are more elaborate.
- Killing invisible monsters with poison no longer causes the DOS version
of ADOM to crash.
- The amounts of experience for killing monsters on deep levels have been
greatly reduced.
- If you are blind and pick up an item the current position is no longer
updated.
- Torches are now more useful.
- Some color bugs in the display (while being blind) have been fixed.
- Items granting invisibility cause hunger very quickly.
- The readme.{dos|linux} files now sport a 'Known Bugs'-section.
- The Linux version of ADOM now can be installed globally.
- ADOM no longer crashes if an artifact is generated in a shop (again only
a serious bug in the DOS version).
- You no longer can sell an item for more than it costs in a shop.
- Deaf characters no longer can talk to other monsters.
- The names for the lawful and the chaotic gods were exchanged.
- Monsters avoiding a ray only generate a message, if they are visible.
- Several bugs in the color routines have been fixed.
Version 0.7.0 (completed 1/28/1996)
Changes
- ADOM now supports colors.
- Items now can grant intrinsics when worn.
- 45 new items have been implemented.
- 19 new monsters and seven new special powers for monsters have been added.
- Monsters now can collect experience and can get much more powerful.
- Monsters now move more intelligently and companions are now very good
at finding the player character.
- Monsters now try to avoid visible traps.
- Shields now work differently (the now increase DV much more than PV).
- Prayers now allow many more potential uses.
- One new vault map and two new vault types have been added.
- One new minor quest is available.
- One new chaos power has been added.
- Wishes now can create spellbooks and summon monsters.
- When digging you now can find ore.
- When being teleported out of the arena monsters and companions no longer
disappear mysteriously.
- The code for the arena has been greatly reworked.
- Error messages under DOS and Linux are now formatted for lines with
80 characters.
- The command line option '-d' displays alls the directory paths used by
ADOM.
- The highscore displayed with the '-s' command line option is now more
beautiful.
- ADOM generates a startup message.
- All the documents have been heavily extended since ADOM now for the first
time is available to the public. The manual now is much more complete.
- New slaying powers for weapons have been added.
- Weapons now can be poisoned.
- It is now possible to display information about the weapon being currently
used by the 'W' command.
- When monsters are fighting each other you receive a more detailed
description.
- Bards now never erringly attack their companions.
- Monsters now also can be changed by chaos energies.
- Several of the files used by ADOM have been renamed.
- Five new fortune cookies have been added.
- At the end of the game more information about the game and the powers of
the player is displayed.
- Some highscore messages have been fixed.
- The algorithm for calculating the final score has been changed once more.
- The number of generated artifacts now is counted correctly.
- Bees now honor invisible characters.
- Destroyed vaults no longer generate the 'You feel excited' message.
- The effects of eating some monster corpses have been changed.
- Configuration variables now are displayed by pressing '='.
- A more primitive pick-up command is availble via ';' (this command is
faster than ',' on slow machines).
- Keys and locks for doors have been introduced (you can examine locks with
the 'l' command).
- You now can dip items into potions.
- The 'Explore'-command ('?'-'E') now is much more comfortable.
- The online help has been extended.
- All shopkeepers now have different names.
- Hobbits need somewhat less experience, orcs and gnomes need more
experience.
- All bards now receive a 'wand of light'.
- Rings no longer can be removed while wearing gauntlets.
- Three new special powers for items have been defined.
- Some bugs in the 'walk-mode' have been fixed. The default number of steps
taken now is 50.
- The special powers for several items have been changed.
- The license has been extended.
- Tame monsters no longer attack friendly monsters.
- Summoned monsters now appear much closer to the point of summoning.
- The random number generator has been modified once more.
- The line-of-sight-algorithm has been redone once more (but still needs
some fixing).
- Rooms are now somewhat larger and there are more of them.
- There no longer can be endless numbers of duplicating monsters on a level.
- ADOM now works with Windows 95.
- A bug in the usage of two weapons has been fixed.
- Artifacts now are immune to rust.
- A bug in the display of the highscore has been fixed.
- Several dozen major and minor bugs and typos have been fixed (this really
was a major clean-up).
Version 0.6.3
Changes
- An internal consistency check has been added.
- Some parts of the code have been changed to introduce some major new
features in version 0.7.0.
- The internal monster structure has been reorganized to allow for more
flexibility and special powers.
- A major bug in the routines for gaining chaos powers has been fixed.
- Some error messages have been modified.
- The magic powers for the 'Chaos Wyrm' have finally been implemented.
- A bug in the update routines for the player character symbol has been
fixed.
- The winner story now takes into account, whether the character has been
severely changed by the forces of Chaos.
- New debugging routines have been added.
- Vaults are now somewhat more rare. Greater vaults are somewhat more
common.
- Two previously missing temple maps have been added (this prevented the
player from being able to win the game).
- Altars have been added to all temples.
- The looks of the fire temple have been modified.
- Drowning now causes less damage.
- Random teleports are somewhat more rare.
- An additional function has been added to the exploration mode.
- A major bug in the routines responsible for handling damage caused to
the inventory has been fixed.
- Most items equipped as missiles now are not identified automatically.
- It is now possible to wish for items. A section about this has been added
to the manual.
- A bug in the calculation routines of the value of items has been fixed.
- Spellbooks now appear more often when playing a wizard or priest.
- Some more typos have been fixed.
- The graveyard level now is somewhat more difficult.
- A massive bug in the endgame has been fixed.
- The symbol for daemons has been changed.
- A major bug in the banshee level routines has been fixed.
- Iron golems are now slightly less resistant to damage.
- The Chaos Wyrm now is somewhat less dangerous.
- The symbol for fire grues has been changed.
- A bug in the treasure treatment for the Great Stone Beast has been fixed.
- 31 new effects for magical pools have been added.
- Some more cases now consider the player characaters ability to see
invisible monsters.
- The rewards for peticularly religious characters have been slightly
extended.
- One more prayer effect has been added.
- One new item has been added.
- The usage of the Chaos Orb of Elemental Air now is without bugs.
Version 0.6.2
Changes
- The line-of-sight algorithm has been changed once more. It's still
nearly as fast as in 0.6.1, but now allows for a more realistic line
of sight.
- The toughness of opponents in the arena is now much more dependent on
the level of the pc.
- The different final opponents in the arena all use different names.
- The spell knowledge potentially deteriorates somewhat faster.
- The influence of Chaos in the deeper dungeon levels is slightly weaker.
- Breath attacks and magical attacks now are less likely to damage the
equipment.
- Blessed weapons now also work very well against demonic beings.
- Greater vaults are now not quite as rare as before.
- Some messages have been changed.
- Several bugs in the display of the map, items and monsters have been fixed.
- A bug in the exploration mode has been fixed.
- Dwarves and orcs now need more experience while hobbits need slightly
less experience.
- Everburning torches now can be temporarily extinguished to allow to
store them in the miscellaneous stuff.
- The '/' now sorts all identified items in alphabetical order.
- It no longer costs one turn to use the '$'-command or to abort a 'd'-
command.
- Certain intrinsics and resistances now lower the chance of the equipment
being damaged by magical attacks.
- Frequencies and prices for several items have been changed.
- One new item and one new monster have been added.
- Random artifacts now also can be generated on special levels.
- Some more typos in the manual have been corrected.
- Forges are now somewhat more common.
- Dwarves and orcs now have a much better range of vision.
- Ogre magi are now less likely to make themselves invisible.
- Waiting monsters are no longer to teleport around. They have to wait
till they are activated.
- A major bug in the code for creating monster hordes has been fixed. Too
many monsters were generated.
- All spiders now are able to create webs.
- Some monsters have been made less dangerous for game balance reasons.
- Mighty monsters might drop artifacts if defeated.
- Artifacts now cause less hunger.
- Changes to the pcs hitpoints are shown immediately and not at the next
time the player is allowed to make an input (particularly annoying when
you were paralyzed or sleeping).
- Several bugs in the use of the 'smithing' skill have been fixed.
- Typos in this document have been fixed.
- Several bugs in altar treatment and sacrifice treatment have been fixed.
- It's now easier to become the champion of ones god.
- Trying to use an anvil now also generates a meaningful message.
- The inhabitants of vaults are now more dangerous when encountered on deep
levels.
- In some places the code has been simplified.
Version 0.6.1
Changes
- A new visibility algorithm is being used (since nobody obviously
noticed that monster size influences your line of sight I removed that
part). The new algorithm responsible for calculating map updates while
moving is at least twice as fast as the old one, which makes ADOM now
comfortably playable on 386DX-25 machines.
- In several places the screen update routines where optimized (this was
long due).
- On higher levels all classes get more hitpoints.
- Some command line switches have been renamed ('-h' and '-?' have been
changed to '-s' and '-h' respectively.
- A bug in treating '-c' and '-n' switches was removed.
- An invalid name for a configuration file now immediately results in an
error message.
- After winning the game no useless dungeon level is entered into the
highscore.
- In case you do not manage to enter the highscore ADOM tells you, how
much points you would have needed to enter it.
- The details for some food items have been changed.
- Some more typos have been corrected.
- A major bug in item treatment when dropping items on altars was removed.
- A minor problem in arena creation was fixed.
- A minor bug in walk mode was removed.
- The manual has been updated.
- Bugs in treatment of paralyzed and sleeping monsters have been fixed.
- At several places invisibility as not taken into account when displaying
messages.
- A minor shopping bug was removed (an annoying warning is now much rarer).
- The 'You sense a certain tension' message is now somewhat rarer.
- When displaying spells some more information is available.
- When using up tinderboxes or flint and steel ADOM says so.
Version 0.6.0
Changes
- Chaos powers have been implemented.
- The endgame has been completely rewritten.
- Six new major special levels have been implemented.
- Special levels are now fixed to a certain level range.
- Vaults (medium-sized caves with many monsters) and greater vaults
(really large caves with many dangerous monsters and valuable items)
can now appear throughout the dungeon.
- Extended commands (activated by pressing ':' and another key) are now
available to pay for stuff, drop items and use a specific item.
- Implementation of a 'tool' slot in the inventory.
- The DOS-version of ADOM now is compiled with GCC 2.6.3 for DOS.
- 52 new monsters have been implemented.
- 33 new items have been added.
- Many more typos have been removed from the game and all documents.
- Three new command line options (-n, -c, -o) have been added.
- The output of command line options is now formatted for a 23x77
screen size.
- Opponents in the arena are now tougher for certain character types and
they are chosen from a list of possible opponents.
- If you are already very experienced when entering the arena the opponents
also are much tougher.
- Some minor internal bugs have been removed.
- 'Disarm trap' spells now also work with normal traps.
- Almost all commands now can be aborted without giving a free move to the
monsters.
- Unique monsters now have a better chance to hit the pc.
- Torches have been implemented.
- On the first dungeon levels the chances for critical hits by monsters have
been greatly reduced.
- Now only melee weapons are identified when used as a weapon (improvised
weapons like wands are no longer identified).
- Protection from fire and cold now also helps against breath weapons.
- Monsters can now be hit somewhat more often.
- The toughness attribute now can't raise your PV-value by more than 20.
- Rusted weapons might cause blood poisoning.
- Critical hits by monsters now cause less damage.
- Monks no longer gain their special DV bonus when sleeping or paralyzed.
- The DV bonus granted by DX is no longer available if the pc can't move.
- Bug in missile treatment removed (missiles could land within a wall).
- ADOM now memorizes the command line options used to compile it.
- The formula used to calculate the final score now refers to several more
influencing factors.
- The final output now is correctly formatted.
- Many more details about the character are available at the end of the
game (a list of killed monsters, comments about piety, etc.).
- The highscore now also saves the dungeon level a character died on.
- The first status line at the bottom of the screen has been reformatted.
- Hitpoints now are always correctly displayed.
- If the last status line at the bottom line of the screen is getting
too long, short forms for the various points are used.
- Generally invisibility of monsters and of the pc is checked in many more
situations.
- Bugs in potion treatment have been removed.
- Many effects caused by eating corpses have been changed.
- A major bug in food treatment has been removed (eating herbs at times
caused ADOM to abort with an error message).
- 33 new messages for fortune cookies have been added.
- New commands have been added to the exploration mode and some old commands
have been improved.
- A major bug in shop treatment has been removed.
- Doors now can be easier kicked open.
- Secret doors now also can appear in tunnels.
- The walk-mode now works if you are overloaded with stuff but try to just
walk on the spot.
- A bug in one of the minor quests was removed.
- The 'q' key now displays the current minor quest status.
- Some commands previously omitted have been added to the keyboard map
description.
- The highscore now is formatted in a slightly different manner.
- Certain character types now gain some additional items at the start.
- The number of experience points required for very high levels has been
once more slightly lowered.
- Healers now regenerate much faster.
- If you can't remove your armor because of a cursed girdle, the status
of the girdle now will be displayed.
- The effects of 'rings of fire' and 'rings of ice' have been greatly
enhanced. A major bug in the treatment of these items also has been
removed.
- Now gloves no longer can be removed if you are carrying a cursed weapon.
- The skill 'food preservation' now is more effective.
- The inventory screen now takes care that very long item names no longer
disrupt the format of the display.
- Named items are only displayed together with their name if they have been
identified.
- Several more items are now automatically identified when readied.
- The formula for item value calculation has been modified once more.
- Spellbooks appear more often than before for wizard and priest characters.
- Cursed or blessed potions of water now are called 'holy water' or
'unholy' water.
- The remaining 'color herbs' now have more sensible names.
- Many new item abilities have been added (items e.g. now can increase
attribute values).
- Item names are displayed differently than in 0.5.0.
- Spellbooks no longer are stacked.
- Spellbooks now disappear after a limited number of uses.
- A major bug in charge treatment of stacked wands has been removed.
- The rarity of many items has been decreased.
- The random number generator has been modified.
- The manual has been extended.
- The routines responsible for digging tunnels have been modified.
- A 'water' tile has been added.
- Many new features are available in the dungeon.
- Invisible monsters no longer restrict the line of sight.
- A bug in the determination of monster damage has been fixed.
- Several monsters now appear more or less often.
- The magic resistance of monsters now is weaker if the character is
very experienced.
- Monsters now have an increased chance to hit.
- The regeneration special power for monsters now works.
- Many new special abilities for monsters have been added.
- One new monster sound has been added.
- Monsters now have less hitpoints.
- Undead no longer can be confused.
- A bug in the routine responsible for summoning new monsters has been
fixed.
- Monsters are now more intelligent when using their teleportation and
summoning powers.
- When advancing more than one level ADOM checks for possible attribute
increases for each advance.
- Some special levels have been slightly modified.
- Advanced in level now also help your piety score.
- If your learning score is 9 or higher and the pc somehow looses his
literacy, it is gained back the next time the learning score is
increased.
- The deadliness of poison has been somewhat lowered.
- When the pc got sick, he received a wrong message on each step.
- One new intrinsic for the pc has been added.
- Artifacts now need more time to cause hunger.
- One new effect for magical pools has been added.
- Many of the minor quests have been modified and some bugs have been
removed.
- The routines for loading and saving games have been modified.
- It's now more dangerous to attack shopkeepers.
- Learning spells gets much easier if the pc is very experienced.
- Artifacts now are highly valuable sacrifices.
- The value of sacrifices has been fine-tuned.
- A bug in piety reward handling has been removed.
- It's now simpler to convert an altar.
- The pc can receive artifacts from his deity. The pc also can become
a champion of his religion.
- A bug in prayer treatment was removed (when the pcs piety was very low
ADOM crashed at times).
- If the piety score of the pc is very low, the deity will only exert
punishment (if at all appropriate) when the piety level changes.
- Traps have been somewhat modified.
- The 'u' command has been changed.
- Healers no can use a stethoscope without using up a move.
- One new possible wish has been implemented.
- The wand of light now works again.
- A major bug in wand treatment has been removed which made several
wands unusable.
Version 0.5.0
Changes
- ADOM now is a shortcut for 'Ancient Domains of Mystery'.
- A large number of typos have been corrected. Many texts have been
changed to achieve better effects.
- ADOM now understands command line options (try 'adom -?').
- One new spell is available.
- Dorn Beasts no longer are that vulnerable to kicks.
- Many new monster abilities are available.
- Thrown artifacts now also are indestructible.
- Missile attacks now can be aborted.
- Wielded potions now break upon impact.
- Missile weapons wielded as melee weapons now cause less damage.
They are also prone to breakage.
- The highscore file now contains 100 entries.
- Four new intrinsics for the pc have been added.
- The death messages now also states whether the pc was literate.
- The algorithm used for the calculation of the final score has been
rewritten.
- Dynamic debugging now is possible.
- The update of attribute values no longer leaves any garbage on the
screen.
- A bug in the display routines was corrected.
- Generally ADOM now checks for errors when loading or saving data.
- The death messages also stop if the screen is full.
- Three new special levels have been added.
- Monster pits have been implemented.
- Now there are more methods to become literate (and loose literacy).
- Potions of poisons now are more dangerous.
- Orcish potions of booze now have positive effects on orcs.
- Starving pcs eat more than they normally would.
- Lots of new food has been added.
- 45 new fortune cookies are available.
- Several new commands have been added to the exploration mode.
- Web handling has been debugged.
- Several new commands are available (offering, praying, listing identified
items).
- The algorithm for breaking/opening doors has been altered.
- Bugs in the walk mode have been removed.
- A list containing the identified items now is available.
- The help screen now allows to scroll by line.
- The manual has been updated and expanded.
- Dark elven paladins now get boots.
- Many more items are right away identified when you equip them.
- Monks now need more experience.
- Almost all items (with _one_ exception) that belong to the starting
equipment are identified and either uncursed or blessed.
- The use of artifacts causes hunger.
- It's now possible to remove and put on gauntlets even if you have
equipped a cursed shield.
- A bug in gold treatment was fixed.
- If you equip a missile weapon and then want to equip missiles, only
missiles are shown for selection.
- A new material for items is available (eternium).
- Some shop bugs (pretty bad bugs) were fixed.
- Some update problems with the status lines have been changed.
- On the banshee-level nothing can rot.
- Some probabilities for items have been changed.
- Special artifacts have been added, which are randomly distributed in
the dungeon.
- 80 (!) new items have been added.
- Some prices have been changed.
- Some problems with weapon damage have been fixed.
- Some new item abilities have been fixed.
- Some herbs have been renamed (although more good names are needed).
- Unpaid items now also list their price tag.
- The random number generator was changed slightly in an attempt to
generate less regular number sequences.
- The complete game manual is now available during the game.
- An 'AutoMore'-mode is now available (by pressing enter at the more
prompt), which speeds up flipping through very long messages.
- Treasure rooms now contain more treasures.
- Altars are slightly more common right now.
- The 'D_ANGBAND' display mode was debugged and altered for clarity.
- New map features have been added.
- A bug in the visibility algorithm was removed, which caused items and
stuff to be displayed, which no longer was visible.
- A tavern has been added to the dwarven city.
- Killing priests now is very bad for your piety.
- Experience rewards for monsters are now much more generous (especially
in the deeper levels, which makes advancement easier).
- 26 new monsters have been added to the game.
- Killing certain monsters now slightly alters the pcs alignment.
- If the pc is invisible, monsters no longer track him with as much
persistance as before.
- Four new special abilities for monsters have been added.
- Monsters now can be stunned.
- Monster confusion now is handled correctly.
- The routine for monster movement has been greatly optimized. Monster
movement should now be about a hundred times as fast as in the last
version.
- Alignment now influences the attitude of monsters towards the pc.
- Priests are no longer just priests of the dwarven race.
- The source code has been somewhat reorganized and streamlined.
- A very bad bug when picking up items (possible result: program crash)
was removed.
- Attribute improvement is now somewhat simpler.
- Some skills have been modified slightly.
- If the pc falls into a hole his sight range is decreased.
- Four new effects for magical pools have been added.
- Some quests have been implemented (right now four with more to follow).
- A really bad bug in the load and save routines was removed.
- After a program crash the remains of the previous game in the 's_adom'
directly no longer cause the program to crash.
- Shopkeepers now more often call for help.
- It is no longer possible to waste a skill increase slot on a skills that
already have a 100% score.
- If all skills are maxed out, your attributes start to increase faster.
- Attribute training with the dwarven weaponmaster has been changed.
- A lot of stuff concerning altars, piety and the various gods has been
implemented.
- Wands with very special ray effects are now available.
- Dozens of effects of items have been slightly modified.
- Many minor bugs have been removed.
Version 0.4.2
Changes
- Herbs now only grow on levels three and deeper.
- Added one new artifact.
- Artifacts no longer can be broken or rusty.
- The time it takes for a tamed monster to go wild now depends on
the charisma of the pc.
- Attack damage values for hydras have been slightly changed.
- It's now much easier to pick up items.
- Alignment now only can be in a limited range.
- Prices for items in shops have been changed.
- A bug in price calculation has been fixed (you could owe negative
amounts of money :-( ).
- Some messages have been altered, some have been added.
Version 0.4.1
Changes
- ADOM now also is available for the AMIGA.
- The DOS version now uses new output routines as default.
- Slight changes in the effects of the 'Fireball'-spell
- Potions now are destroyed, when they are thrown.
- Generally the alignment of the pc is considered with certain actions.
- Rusty weapons now are dangerous in a very special way (blood
poisoning!).
- Several messages have been restructured.
- the calculation of the final score takes into account some more factors.
- If the character is bleeding, this is shown in the status line.
- Potions of poison now can be used in a very offensive way.
- After failing to drink something when stunned, the screen was not
redrawn correctly.
- The 'Recovery' environment variable now will be correctly interpreted.
- Now only common monsters (not the unique ones) can be named.
- Certain special messages were printed when entering levels, where they
had no meaning.
- The online help now features descriptions for the keyboard bindings.
- Implementation of two new items.
- Implementation of two new monsters, one new monster sound and one new
special ability for monsters.
- One new special level has been added.
- Pools now only appear in rooms.
- Healers now get more hitpoints.
- Bards now get to increase more skills than everyone else when rising
in level.
- When zapping something, only the visible part of the ray causes a
delay.
- Several parts of the program (mainly the line-of-sight-algorithm and
associated parts have been optimizied to work _much_ faster).
- One bug was removed, which made the program display useless characters
on the screen when using the Angband-display-style.
- Several more internal bugs have been fixed.
- The manual has been expanded.
Version 0.4.0
Changes
- The spell screen again features the correct key descriptions.
- ADOM now can be customized via a configuration file.
- ADOM won't run on screens too small to display the special levels.
- Bug in creation of light/darkness removed.
- Several bugs when using spells where removed.
- Monsters now can be named.
- Spell knowledge deterioates faster.
- Mute pcs no longer can cast spells (confused or stunned ones neither).
- Many texts have been altered / improved / corrected.
- One new spell added.
- The details of several spells have been changed.
- Combat between monsters has been enhanced.
- The dungeon is now smaller (only 50 levels instead of 100).
- When calculating the pcs score the gathered intrinsics are considered.
- The status line has been slightly cleaned up.
- The whole dungeon is now one line larger from north to south.
- Finally shops (and shopkeepers ;-) are available.
- The order of special levels has been changed.
- Implementation of one new special level (the dwarven city).
- Throughout the dungeons you now can find magical vegetation.
- Magical pools are available on some levels.
- A temple (although not very functional right now) is available on
one level.
- Several potions now work differently (a potion of exchange finally works).
- The eating habits of some races have been slightly changed.
- Several new intrinsics have been added.
- Many new commands are available (take a look at the manual).
- The walk mode now can be used to walk on one spot thus enabling the
player to utilize a safer form of healing a character without moving.
- Bards have become more powerful, as they now have a mighty companion.
- Monsters now are able to ignore the limits of one dungeon level and
can follow the pc via stairs.
- Bee hives can now be kicked.
- The walk mode generally exhibits even more care to prevent a casual trip
into a trap.
- Drakelings finally can make use of their breath weapon.
- The interface has been enhanced (using item is now somewhat simpler).
- Monsters now can be named.
- Some insider jokes have been implemented.
- The start screen has been slightly changed.
- Hobbits are now somewhat lighter.
- Some classes / races get additional starting equipment.
- New default name for male gnomes added.
- Drakelings need somewhat more experience to advance.
- Gloves now can be removed after wearing them (if they are not cursed that
is).
- A bug in inventory handling was hopefully removed, so that the program no
longer crashes in rare situations.
- Implementation of 30 new items.
- The value of items now considers more factors (status, rust condition,
etc.).
- Some probabilities in item distribution have been adjusted.
- You no longer will find broken shields and armor.
- On Linux systems rays are now better visible.
- The manual has been updated.
- The game now can be completed (there was a bug in the endgame which
caused the program to crash).
- Implementation of 18 new monsters.
- Tamed monsters move with more intelligence (and generally are more
helpful to the character).
- Bug in monster movement removed, which could make the program crash.
- On one special level (the ice-covered one) there are no longer any
monsters.
- Experience awards have been dramatically raised for the tougher
monsters.
- Monsters now really are invisible on the screen when they should be.
- Every pc race now has a complexion.
- Bugs in the teleportation algorithm have been fixed.
- When your pc starts to starve you now get a message on every step.
- The chance to increase attributes is no longer static but depends on
the characters current attribute value and his learning score.
- Attributes now have an upper limit (99!).
- When using an uncursed scroll of identify you no longer have to enter
a cryptic character.
- Bug in the 'pick locks'-routine removed.
- Implementation of three new skills: alchemy, athletics and herbalism
- Typos in this document have been fixed.
- In the beginning some traps now are less dangerous to lower the
mortality rate of beginning characters.
- More wishes are possible.
- When zapping wands the characters status is checked in more detail.
- Many small bugs have been fixed.
Version 0.3.1
Changes
- Major bug in combat routines removed, which caused the program to hang
at times
- A debug note, which was still visible to the players, was removed.
- During the game a lot of background information about the pc is
available.
- Chatting with monsters is now possible in a limited way.
- More detail about the pc (hair color, eye color, height, weight, etc.) is
now available.
- During gameplay the pc is getting more messages, that might hint at hidden
features of a level.
Version 0.3.0
Changes
- Speed optimizations.
- The source code was cleaned up.
- The DOS version allows to utilize several special keys.
- The eating habits of several races have changed.
- Exploration mode is now only available, if you know the magic word. As a
compensation many more commands are possible.
- The keyboard bindings have undergone some major changes (read the manual!).
- Some background texts have been changed.
- Now you also can see the weight of the stuff you are carrying, when you
examine the miscellaneous stuff.
- When a heap of items is damaged, it is possible that only some of the
items are destroyed.
- Implementation of 5 new items.
- The order of the items in inventory has been slightly modified.
- Scrolls now are more originally named when not identified.
- The game manual has been expanded.
- The symbols for stairs have been switched to be compatible to Nethack.
- Implementation of 25 new monsters.
- Monsters now can be tamed.
- Many new special abilities for monsters have been implemented.
- Monsters now can suffer from many more external influences.
- Monsters now can fight each other.
- Seven new intrinsics for the pc have been added.
- PCs now can be mute or might fall asleep.
- Introduction of upper limits for hitpoints and power.
- Sight restrictions for trolls have been eased.
- Improvements in the user interface:
- The inventory interface now is much easier to use.
- Implementation of a 'walk mode' to speed up movement.
- Whenever you can quit something by pressing 'Z', SPACE is also a valid
option.
- For various functions only a part of the stuff will be presented to the
player (only potions when using 'd'rink, etc.).
- Wishing now is possible.
- Now a pc not only is affected by good luck but also by bad luck.
- Several large bugs have been fixed.
- Many small bugs have been fixed
Version 0.2.0
- First alpha version available for testing to some chosen :-)
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Thomas Biskup recommends: The Universal Principles of Design
"A great book about design principles, no matter whether you are designing games, software or tools. I like the two-page structure: First the design principle is explained and then you get real world examples of how the principle can be applied. Combined with clear writing, a crisp layout and streamlined editing this makes for great reading!"
More details about this item can be found here:
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Germany.
Please support this website by going to Amazon through one of the links on this website
(if you want to shop at Amazon at all that is ;-). It doesn't
cost you any surcharge, but provides me with ADOM-related income. Thanks!
A complete list of my reading recommendations is available here.
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