I have been tempted back to ADOM after someone mentioned the steam release on the Bay12 forums... I don't have Steam, or any expectation of managing to set up Steam in the future, but I do now have ADOM r60 on my computer.
So whats new since 1.1.1? It is going to take me a fair while to get used to ADOM again - I have been crawling a lot. A lot. But I just killed off an awesome HEIE, dead to my own conjured ball lightnings in Crypt, and it felt like an appropriate time to see how many suicides I can rack up in ADOM.
Can I still win ADOM if I do everything I did in 1.1.1, but without the horrible careless mistakes? Or has too much changed?
You can still do fine following the same dungeon path as before. Mostly the new stuff is just additional content so if you do everything you'll be even stronger by D50. Some significant things were fixed like uberjackals and crashing from eating certain corpses, along with some key gameplay changes you might hit without realizing it (
casino slots give corruption even though they're still only 1 turn
, and you'll have trouble if you try to generate a wish engine).
A major change would be that you can no longer push potentials with anything that trains stats (garth, herbs etc). I'm not sure I like this, but I think something in the middle needs to be found between how it works now and how it worked before.
EDIT: Some important changes off the top of my head:
* Lots of nerfing: Teleportation cost increases with danger level; Invisibility is nearly useless (has this been fixed?); Several exploits removed (gremlin bombing, RoDS dipping and many more); 7 league boots are slower; HP casting abuses stats
* Some new races and classes
* There are special statues and named minor boss encounters randomly in the dungeons.
Last edited by Laukku; 11-23-2015 at 09:55 AM.
You hit Andor Drakon, the ElDeR cHaOs GoD, and severely wound him.
The greater balor summons some help!
The ratling duelist disarms you. You drop your blessed Trident of the Red Rooster (+36, 6d12+18) [+12, +12]. It flies to the west.
Andor Drakon, the ElDeR cHaOs GoD, picks up the blessed Trident of the Red Rooster (+36, 6d12+18) [+12, +12].
Andor Drakon, the ElDeR cHaOs GoD, wields the blessed Trident of the Red Rooster (+36, 6d12+18) [+12, +12].
The statues are a really interesting new addition. You can interact with different ones in different ways, and some are grossly positive or negative, while others are there just to add a bit of flavour.
Shame to hear about the boots though.
Other changes:
I noticed the Casino thing as well! Sat on the same switch for ~80k gold and I gained a full corruption.
Darkforge is also a lot more dangerous for a PC with controlled teleportitis, now. I was trying to slowly lure the mobs upstairs and kill them one-by-one, severely underlevelled, and suddenly found myself in the centre of the Forge because the dwarven artificer now wrenches control of your teleportation! I survived- just. It doesn't go off every single time, probably something to do with intrinsic invisibility, sight line and/or stealth level.
Originally Posted by auricbond
A major change would be that you can no longer push potentials with anything that trains stats (garth, herbs etc). I'm not sure I like this, but I think something in the middle needs to be found between how it works now and how it worked before.
Agreed. I think it'd be nice to push potentials a little way, but not too far. Maybe having a hard limit a couple of points above whatever the current potential sits at that then needs magical support to surpass (PoGAs and so on).
I think it'd be nice to push potentials a little way, but not too far. Maybe having a hard limit a couple of points above whatever the current potential sits at that then needs magical support to surpass (PoGAs and so on).
This sounds okay I principle, but the specifics are messy. What you're actually asking is for the game to track a secondary, semi-hidden stat potential that's harder to get to - effectively giving you two stat potentials, one with harsher requirements. It'd be a lot simpler to just set one stat potential where you want it to be... Which is probably where it already is.
If we'd never had the old functionality this change would have little appeal. I think this one is best left as-is.
My two solutions would be (either/or):
1. Give starting potentials a significant boost. I'm not sure if anything was changed on this front. The reason the change was proposed in the first place was to prevent uniformity in stats (for a time, at least).
2. Give some in-game guaranteed or semi-guaranteed potential potions. For instance one of Thrundaar's quests could award 1d2 potential toughness potions if your potential score is below 15.
I have been tempted back to ADOM after someone mentioned the steam release on the Bay12 forums... I don't have Steam, or any expectation of managing to set up Steam in the future, but I do now have ADOM r60 on my computer.
So whats new since 1.1.1? It is going to take me a fair while to get used to ADOM again - I have been crawling a lot. A lot. But I just killed off an awesome HEIE, dead to my own conjured ball lightnings in Crypt, and it felt like an appropriate time to see how many suicides I can rack up in ADOM.
Can I still win ADOM if I do everything I did in 1.1.1, but without the horrible careless mistakes? Or has too much changed?
And what happened to the lemon chiffon?
Lemon chiffon was replaced by full spoiler tags.
Significant changes I can think of...
-Stat potential stuff that already been mentioned
-Darkness and invisibility have been nerfed. They're still pretty useful, but much more circumstantial.
-The Maze is worth doing. Very, very worth doing, especially in r60. (It's been nerfed in r62, apparently).
-Eating the Orb Guardian corpses is fairly worthwhile.
-Base corruption rate is much lower. SoCR are borderline useless unless you're planning on eating all of the orb guardian corpses. Or if you go passed day 180.
-New areas, races, classes, added. Duelists are powerful but be sure you understand their restrictions. Chaos knights are... interesting and quirky to play. Ratlings are kind of lame. Mist elves have a lot of stuff going on, but their HP is startlingly low. Ice Queen area is well worth visiting, though there is one section that can easily result in death if you don't know what you're doing.
-Gardening is awesome now. You can pick herb seeds from full plants. First aid is also quite good and well worth training and using regularly.
-A bunch of new corruptions added. Some pretty fun. Some really annoying.
-Some new artifacts added, and all of the former "crowning-only" artifacts are now accessible to all characters.
-Thunderstroke and True Aim are top-tier artifacts.
-Candle starsign has been nerfed a bit. It's still decent, but not godly.
-Thrown potions and disablers have been nerfed a bit. They still do okay, but some monsters are resistant to some types of potions now.
-Darkforge raid is a bit trickier.
-Bug temple raid is a bit trickier.
-XP stuff related to slow monster/invis have been nerfed. No 8 million xp AKWs anymore.
-XP curve is more sensible for endgame characters. Early game you won't notice much difference, but you'll hit ToEF a bit higher and won't get 10 levels at a time in the endgame.
-There's a new room that's like a great treasure vault, except it holds an artifact. Very, very rare though.
-Two guaranteed greater vaults. One is on D:45-6, but corruption is toned down enough that you can actually clear it in melee without ruining your character. Greater giant vault is a bit tougher.
-Monster generation has been altered a bit. Expect fewer goblins in the lower CoC.
-A few new items added, nothing too exciting except for the epic Chaos Knight only crowning gifts.
-Most of the old scumming techniques have been nerfed.
-The game won't crash if you drop an ingot!
-HPCasting is much more brutal.
-Pickpocketting is a bit less rewarding
-Andor Drakon is a bit tougher.
-Thrundarr 1st quest is now much easier
-A bunch of nice stuff from Sage is now part of the game proper, such as repeat last action command ('), teleport to stairs, colored prompts, and auto-explore.
-Game autosaves every 1000 turns. Look for PCname.bak in the event of a crash.
-Player ghosts have been added. They can be turned off in the config file if they get too annoying.
Oh yeah, there's music and graphics now, if you want.
Last edited by JellySlayer; 11-23-2015 at 11:10 PM.
Hoping to win with every class, doomed. Archer, Barbarian, Bard, Beastfighter, Druid, Elementalist, Farmer, Fighter, Monk, and ULE Priest down.
Lemon chiffon was replaced by full spoiler tags.
Oh yeah, there's music and graphics now, if you want.
Thanks JellySlayer, that seems like quite a lot of nerfs... I couldn't kick rob a shop a few days ago, or do dragon gold doubling - money less free than before .
I did successfully please Yergis by invis robbing the black market though, so invis still seems fairly legit?
My main shock has been just how unforgiving ADOM is in comparison to Crawl I had forgotten how many early deaths there are... and HP regen, oh my god, its so slooooow.
So far my best dude in r60 did the dwarven quests, cleared the pyramid, and was then slain by a mimic hivemind in an unnecessary trip thorugh DH, I totally forgot how dangerous those dudes are... definitely died a lot to own stupidity, not just acid traps :0.