Introduction

Roguelike Games: ADOM

The ADOM Background


History in Motion

The Past

The Present

The Future

Version History

The Diary


Bugs

Show Open Bugs

Show Fixed Bugs

Show Open RFEs

Show Closed RFEs

Search for a Bug

Submit a Bug Report

OS Blues


Support

Archive

Download

Links

The FAQ

rec.games.roguelike.adom


Media Coverage

Read This!

ADOM in the Spotlight


Miscellaneous

Licensing ADOM

The Postcard Quest

readme.1st

Voting

The Myth of Creation

The Gallery


Air Water

© Copyright 1994-2014 by Thomas Biskup. All Rights Reserved.

Fire

"Those who guard artifacts are deadly enemies."
(Fortune Cookie of the Day)

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Earth

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

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

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 :-)

Dungeons & Dragons: V.3.5 Core Rulebook Set Thomas Biskup recommends: Dungeons & Dragons: V.3.5 Core Rulebook Set
"Here you get all the Dungeons & Dragons V3.5 Core Rulebooks in one set. I really love those books and have found my perfect fantasy system with these rules and the new Unearthed Arcana rulebook issued by Wizards of the Coast. This is so close to what ADOM RPG should have been that I will provide D20 rules for ADOM RPG based on these three books and some extra supplements. Character generation has become very flexible, the D20 rules system is pretty elegant and you can have a lot of fun with the wide range of possibilities these books offer."

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