PDA

View Full Version : List of must fixes



SirTheta
01-19-2014, 11:01 PM
I'd like to keep a running list of things that we think "must" be fixed in future versions, and possibly a link to related issues.

I'll start us off with:

Add 'scroll of chaos resistance' as an alias for 'scroll of corruption removal (http://www.adom.de/forums/project.php?issueid=1761)
Make Thrundarr's first quest much more possible (http://www.adom.de/forums/project.php?issueid=1880)
Readd drops to all summons but gremlins (http://www.adom.de/forums/project.php?issueid=2085)
Allow some method of TP in DFG so it can be used as a shortcut (not quite what I'd go for, but http://www.adom.de/forums/project.php?issueid=2080)

What've you guys got?

Dogbreath
01-19-2014, 11:47 PM
I figure this will go easiest if we just start off with bugs we've posted ourselves, and then link to others. So:

Demented Ratling refusing to accept any artifact gauntlets, from any class (http://www.adom.de/forums/project.php?issueid=1822)
Buff potions of potential stat (http://www.adom.de/forums/project.php?issueid=1863) (this issue is halfway fixed, but still needs work)
Hotzenplotz doesn't assign quests logically (http://www.adom.de/forums/project.php?issueid=1388)
Royal Guardians don't behave logically and are easy to exploit (http://www.adom.de/forums/project.php?issueid=2636)

Issues other people posted that I *really* want to see fixed:
You should be able to stack ammo (http://www.adom.de/forums/project.php?issueid=1705)
Sling bullets of slaying don't work (http://www.adom.de/forums/project.php?issueid=1895)
Get rid of Bugbiter as a dualist crowning gift (http://www.adom.de/forums/project.php?issueid=1655)

...That's from the first 10 pages or so. Later tonight I plan on going through all of them and getting a more exhaustive list.

JellySlayer
01-20-2014, 02:59 AM
Of the ones I've listed, I'd say these are the highest priority. I do believe that rebalance Thrundarr's first quest and Thieves' Guild are also very high priority fixes.

Missile and spell animations are very slow, even in ASCII (http://www.adom.de/forums/project.php?issueid=2297)
Stat potentials still don't work properly with herbs (http://www.adom.de/forums/project.php?issueid=2450)

asdf
01-20-2014, 04:40 AM
Must fix list as i see it, all RFEs affect majority of the played characters -

Make Thrundarr's first quest much more possible (http://www.adom.de/forums/project.php?issueid=1880) - tedious and annoying
Readd drops to all summons but gremlins (http://www.adom.de/forums/project.php?issueid=2085) - frustrating and annoying
Have summoners summon fewer, more powerful allies (http://www.adom.de/forums/project.php?issueid=2108) - tedious and annoying
Redesign Pick Pockets (again) (http://www.adom.de/forums/project.php?issueid=2384, or many simular RFE's) - incredibly boring, tedious and annoying
Reduce requirement for thieves' guild. (http://www.adom.de/forums/project.php?issueid=2547) - and yet another annoying grind

Stingray1
01-20-2014, 06:06 AM
Well, the most important fix of all time is already coming out in p21. So, I'm more than pleased with developments.

Aside from a few of the things already mentioned things that are still bugging me is the Teleportation spell being so expensive, although the reduced background corruption coming in p21 will alleviate it somewhat: http://www.adom.de/forums/project.php?issueid=2206

The second thing is "True Aim" and "Thunderstroke" returning, making archers(and any other character finding any of them) even more ridiculously overpowered. There is no specific RFE to fix them, but I have mentioned them in other.

Then we also desperately need some inbuilt searching functionality through the inventory(filtering is not enough) and the sorting of missiles, there has been a few RFEs regarding these, I think. The best ones for me was: http://www.adom.de/forums/project.php?issueid=2173 and http://www.adom.de/forums/project.php?issueid=1415

Stilts for legs reducing all action costs: http://www.adom.de/forums/project.php?issueid=1826

Monsters not picking up artifacts: http://www.adom.de/forums/project.php?issueid=1821

grobblewobble
01-20-2014, 06:20 AM
Last game my way to the piranha lake was blocked by an open thread room of dark elven priestesses (and no controlled teleportation yet). Worst nightmare ever. I ended up killing over 400 giant spiders.

Stingray1
01-20-2014, 06:24 AM
>Last game my way to the piranha lake was blocked by an open thread room of dark elven priestesses (and no controlled teleportation yet). Worst nightmare ever. I ended up killing over 400 giant spiders.

No, invisibility either?

grobblewobble
01-20-2014, 06:27 AM
No. I went there just after early game / DT / griffyard / pyramid because I wanted to find a white baby dragon for Thrundarr.

Al-Khwarizmi
01-20-2014, 02:38 PM
Must fix list as i see it, all RFEs affect majority of the played characters -

Make Thrundarr's first quest much more possible (http://www.adom.de/forums/project.php?issueid=1880) - tedious and annoying
Readd drops to all summons but gremlins (http://www.adom.de/forums/project.php?issueid=2085) - frustrating and annoying
Have summoners summon fewer, more powerful allies (http://www.adom.de/forums/project.php?issueid=2108) - tedious and annoying
Redesign Pick Pockets (again) (http://www.adom.de/forums/project.php?issueid=2384, or many simular RFE's) - incredibly boring, tedious and annoying
Reduce requirement for thieves' guild. (http://www.adom.de/forums/project.php?issueid=2547) - and yet another annoying grind
+1 to all these. They should be top priority. Also, the issue with herbs and potentials that JellySlayer mentioned.

Blasphemous
01-20-2014, 03:03 PM
+1 to all these. They should be top priority. Also, the issue with herbs and potentials that JellySlayer mentioned.

+1. I couldn't agree more. Currently, I feel summoners are the top priority - lots of tedious hack&slash, no payoff, this is the most annoying thing.
Thrundarr and his large rust monsters, berserker princes, giant slugs and what not comes pretty freaking close.

GordonOverkill
01-20-2014, 03:11 PM
Give the ACW back his self-respect and dignity... just insta-killed the poor little fellow from 100% to zero with a blessed potion of cure corruption :-(

Stingray1
01-20-2014, 09:34 PM
How could I forget this one, which makes CKs extremely annoying to play from xl 25: http://www.adom.de/forums/project.php?issueid=2135

Which in turn reminded me about attributes dropping without notification while somewhere between hungry and very hungry: http://www.adom.de/forums/project.php?issueid=1844

SirTheta
01-20-2014, 09:48 PM
How could I forget this one, which makes CKs extremely annoying to play from xl 25: http://www.adom.de/forums/project.php?issueid=2135Very much agreed.

SirTheta
01-22-2014, 06:40 AM
This just in - Thrundarr's quest has (possibly) been fixed AND summons ('cept gremlins) drop items again. What a great 10 minutes of announced changes.

asdf
01-22-2014, 06:44 AM
This just in - Thrundarr's quest has (possibly) been fixed
(possibly) new list of usually assigned monsters for a quest, sorted by level, assuming taking the quest on 6-12 level -
hell hound, caveman, troll, master swordsman, dark orc, hill giant, berserker lord, lightning lizard

aerol
01-22-2014, 08:15 PM
Outstanding oddities regarding stat potentials: http://www.adom.de/forums/project.php?issueid=2647

adom-admin
01-22-2014, 09:37 PM
Give the ACW back his self-respect and dignity... just insta-killed the poor little fellow from 100% to zero with a blessed potion of cure corruption :-(

Hu? I don't understand?

adom-admin
01-22-2014, 09:39 PM
Just to mention this… during the course of this day I fixed/addressed quite a few of the issues mentioned in this thread. This delays finishing the ice queen domain which in turn delays finishing the ADOM Lite RPG but… oh well… it was a lot of fun :-)

Blasphemous
01-22-2014, 09:42 PM
I'll take all the fixes I've witnessed today over the Ice Queen anytime. New content can wait, I feel it's best to have the old stuff perfectly functional first.

aerol
01-22-2014, 11:55 PM
In case TB comes back to this thread later:


Outstanding oddities regarding stat potentials: http://www.adom.de/forums/project.php?issueid=2647

Dogbreath
01-23-2014, 07:56 AM
Honestly, I'd just be happy with a comment on the Hotzenplotz (http://www.adom.de/forums/project.php?issueid=1388) issue. Not that I even want it fixed (there are more important things to do), but it was a pretty epic debate and I'm really curious to know if it's intentional or not. :)

But yeah, stat potentials and other basic game mechanics issues really need to have attention paid to them. Especially game mechanics like the Royal Guardians which are flat out broken. A polished, glitch free game is a lot more important for attracting and keeping new players than one might think.

asdf
01-23-2014, 02:53 PM
Just to mention this… during the course of this day I fixed/addressed quite a few of the issues mentioned in this thread. This delays finishing the ice queen domain which in turn delays finishing the ADOM Lite RPG but… oh well… it was a lot of fun :-)
Worth. Looking forward to the best prerelease ever!

Laukku
01-23-2014, 03:33 PM
Worth. Looking forward to the best prerelease ever!

Indeed. All hail TB! :-D

asdf
01-24-2014, 12:37 PM
Adding another one:

Wait command should be interrupted by herb growth (http://www.adom.de/forums/project.php?issueid=2313) - very tedious if you want to be safe with herbs

Stingray1
01-26-2014, 10:30 PM
Adding this one. Gambling should pause upon receiving more PoWeR: http://www.adom.de/forums/project.php?issueid=2046

SirTheta
01-26-2014, 10:57 PM
Oh - I actually have an RFE of my own about that and a related issue that I've been meaning to post. Just put it up - http://www.adom.de/forums/project.php?issueid=2684

jt
01-27-2014, 04:26 PM
Should be fixed since it can crash the game: Fire breath on a boss leads to game breaking crash issue 1778 (http://www.adom.de/forums/project.php?issueid=1778).

Stingray1
01-30-2014, 06:16 AM
It was decided to make Elemental Orb guardians a bit more challenging, I'm bumping this because we need to test the difficulty of it.

Orb Guardians still don't teleport on the Elemental temple levels: http://www.adom.de/forums/project.php?issueid=2398

They still leave the level: http://www.adom.de/forums/project.php?issueid=1532

Tyrnyx
01-30-2014, 04:32 PM
If Guardian-Teleporting gets implemented, can we have it so the Chaos archmage is more likely to teleport somehow offensively. Methinks that he should try to cut off an escaping character. Chasing down monsters who flee is a horrible painful experience often. I can't imagine chasing one down who can flee and teleport on a level where you cant. Their teleporting ability needs to be limited heavy or else it will be tedium to the extreme. Also, personally I think more monsters should NOT flee. Skeletons are afraid of me? Their frickin' undead for crying out loud.

Not an official issue but it think it should be said.

Stingray1
01-30-2014, 04:58 PM
I agree somewhat with Tyrnyx. As I've stated in the original RFE after its implementation. Teleportation should be restricted to the temple area.

aerol
02-05-2014, 01:22 AM
I'm playing mindcrafters again, so I'd really like to see the RFEs on this thread considered: http://www.adom.de/forums/showthread.php/13057-Mindcrafter-interface-improvements

jt
02-26-2014, 09:24 PM
I just crossed all issues fixed for Prerelease 21. I hope you don't mind me editing your posts. :)

SirTheta
02-26-2014, 09:46 PM
That's great, jt! I will now endeavor to find more for you ;)

jt
02-28-2014, 06:52 PM
Posting the new mindcraft menu screenshot here too, I hope you like it:

2310

aerol
03-16-2014, 06:42 PM
Strange companion behavior (http://www.adom.de/forums/project.php?issueid=1998)
Healer class improvements (http://www.adom.de/forums/project.php?issueid=1949)
Message when mist elf creation dies (http://www.adom.de/forums/project.php?issueid=1942)
Greater identify identifying iron (http://www.adom.de/forums/project.php?issueid=1786)
Whip mechanics (http://www.adom.de/forums/project.php?issueid=1677)
Monk class power instakill quirks (http://www.adom.de/forums/project.php?issueid=1982)
DV bonus from off hand when wielding two handed weapons (http://www.adom.de/forums/project.php?issueid=2001)
Change ranger class powers concerning dual wielding (http://www.adom.de/forums/project.php?issueid=2092)
Ranger crowning gifts (http://www.adom.de/forums/project.php?issueid=2567)
Crowning gift pools (http://www.adom.de/forums/project.php?issueid=1713)
Corruption and headgear (http://www.adom.de/forums/project.php?issueid=1944)
Ventriloquism works with the tentacle mouth corruption (http://www.adom.de/forums/project.php?issueid=1967)
Disable teleportation on last level of minotaur maze (http://www.adom.de/forums/project.php?issueid=2747)

paivi
03-16-2014, 10:47 PM
Make moving around in the ToEF less tedious by reducing message spam (http://www.adom.de/forums/project.php?issueid=2573)

And not sure if there's an RFE for this, but is there an easy way to permanently disable sound? Currently the game always starts with the default sound options.

jt
03-17-2014, 09:32 PM
And not sure if there's an RFE for this, but is there an easy way to permanently disable sound? Currently the game always starts with the default sound options.

Just set both values to "0" and save the configuration afterwards ("s").

Al-Khwarizmi
03-21-2014, 10:57 AM
Strange companion behavior (http://www.adom.de/forums/project.php?issueid=1998)
Healer class improvements (http://www.adom.de/forums/project.php?issueid=1949)
Message when mist elf creation dies (http://www.adom.de/forums/project.php?issueid=1942)
Greater identify identifying iron (http://www.adom.de/forums/project.php?issueid=1786)
Whip mechanics (http://www.adom.de/forums/project.php?issueid=1677)
Monk class power instakill quirks (http://www.adom.de/forums/project.php?issueid=1982)
DV bonus from off hand when wielding two handed weapons (http://www.adom.de/forums/project.php?issueid=2001)
Change ranger class powers concerning dual wielding (http://www.adom.de/forums/project.php?issueid=2092)
Ranger crowning gifts (http://www.adom.de/forums/project.php?issueid=2567)
Crowning gift pools (http://www.adom.de/forums/project.php?issueid=1713)
Corruption and headgear (http://www.adom.de/forums/project.php?issueid=1944)
Ventriloquism works with the tentacle mouth corruption (http://www.adom.de/forums/project.php?issueid=1967)
Disable teleportation on last level of minotaur maze (http://www.adom.de/forums/project.php?issueid=2747)
To be honest, although this is subjective, I wouldn't call these "must fixes". They are nice, but low-priority fixes.

I'd say the highest-priority thing right now is that we should get p21! All the really high-priority stuff (first pages of this thread) has been addressed, but some changes (like monster generation, Thrundarr quest, etc.) have a pretty large gameplay impact so after they are tested by the community at large, they might generate adjustments that are really high-priority.

Laukku
03-22-2014, 01:58 PM
Yep. This thread is becoming less "list of must fixes" and more "list of nice-to-have fixes". Will the next prerelease come soon, or is TB still busy implementing the ice queen quest?

SirTheta
03-23-2014, 03:16 AM
I concur - I sort of idealized this thread as for things that seriously affect gameplay, are quite annoying, or both.

On that note, the #1 thing left that I think needs to be fixed for p21: mist elf + iron damage in wilderness - http://www.adom.de/forums/project.php?issueid=2686

Qui
03-23-2014, 02:01 PM
I concur, the really high-priority things are already done. Now we need to test them, the ice queen can wait ;)

aerol
04-12-2014, 07:06 PM
To be honest, although this is subjective, I wouldn't call these "must fixes". They are nice, but low-priority fixes.

I'd say the highest-priority thing right now is that we should get p21! All the really high-priority stuff (first pages of this thread) has been addressed, but some changes (like monster generation, Thrundarr quest, etc.) have a pretty large gameplay impact so after they are tested by the community at large, they might generate adjustments that are really high-priority.

I would say Strange companion behavior (http://www.adom.de/forums/project.php?issueid=1998) and Healer class improvements (http://www.adom.de/forums/project.php?issueid=1949) are must fixes, while everything else I mentioned is nice-to-have. Playing different classes adds to replayability and makes the game better, so while we should not balance classes in terms of overall playthrough difficulty (challenges are good), we should try to fix and tweak those things which are just plain annoying about playing certain classes (annoying being different from difficult); e.g. the healer level 18 class power thing. Some fixes in the same vein were part of the original must fixes list, like for example the interaction between extended walk and fluctuations in burden levels due to CK class powers. Tweaks to mindcrafters have also already been implemented in part thanks to this thread.

aerol
04-22-2014, 11:26 PM
Since a lot of work is being done on the game right about now, I thought I'd bump this thread.

aerol
04-28-2014, 04:29 AM
Stingray1 has found Oddities regarding stat potentials (http://www.adom.de/forums/project.php?issueid=2647) is not fully fixed, so I'm using this thread to bring it to attention.

asdf
04-28-2014, 07:05 AM
Missiles not stacking (again) - http://www.adom.de/forums/project.php?issueid=2841
Attacking neutral hostility creatures with archery is a chaotic act - http://www.adom.de/forums/project.php?issueid=2816

MarinoKlis
09-19-2014, 06:36 PM
Hello,

The latest ADOM 1.2.0 Prerelease 23 with NotEye integration doesn't work on OSX 10.6.8. I'm getting this error:

"You can't open the application ADOM because it is not supported on this type of Mac."

Marino

aerol
10-15-2014, 10:57 PM
I'd like to add Option to turn off player ghosts (http://www.adom.de/forums/project.php?issueid=3034) to the list of must fixes. Given that the current closed prerelease is the Deluxe version with ghosts on, this is really high priority so that the ones among us who'd like to play without ghosts can do so.

aerol
11-28-2014, 04:22 PM
Allow quickmarking skills by default (http://www.adom.de/forums/project.php?issueid=2974)

plllizzz9
11-28-2014, 06:15 PM
The pre/poscrowning issue with being stuck on 'very close' status is still present and still as frustrating as ever. Precrowning is quite commonly used and while I don't like it as a method of obtaining artifacts, it'd seem like one of the obvious things to be fixed.

mjkittredge
11-30-2014, 06:45 AM
I think better organization of the backpack is a must fix. Towards the mid and end game sorting through it to find what you want to use or drop is a nightmare, hundreds and hundreds of items. It seems I spend as much time managing the massive inventory as I do actually playing the game.

Tabs you could open by clicking on them, such as (Helms)(Amulets)(Boots)(Girdles)(1handedweapons) you press a key or click and then it opens or closes those sections 1 by 1 at a time. Could drop every item in each group with one click/key.

Missiles - it's been said before - being able to just stack them together in bundles and perhaps average the +/- to hit and to damage for the whole bunch would be a godsend.

Wands could use better organization - all wands of the same type next to each other in the same section. Rather than say, wand of monster detection in the first screen, then scroll down 5 sections and there's another one. Why not have the 2 same type of wand appear together and listed alphabetically so it's easy to find what you're looking for? And a command to zap the same one you previously zapped instead of having to go through 10 pages of wands to find it again.

Dogbreath
11-30-2014, 08:53 AM
The pre/poscrowning issue with being stuck on 'very close' status is still present and still as frustrating as ever. Precrowning is quite commonly used and while I don't like it as a method of obtaining artifacts, it'd seem like one of the obvious things to be fixed.

You know, this has been reported probably 20 times since 1.0.0, and it's never yet been actually fixed.

Toffeeviola
12-04-2014, 10:30 PM
I think better organization of the backpack is a must fix. Towards the mid and end game sorting through it to find what you want to use or drop is a nightmare, hundreds and hundreds of items. It seems I spend as much time managing the massive inventory as I do actually playing the game.

Tabs you could open by clicking on them, such as (Helms)(Amulets)(Boots)(Girdles)(1handedweapons) you press a key or click and then it opens or closes those sections 1 by 1 at a time. Could drop every item in each group with one click/key.

Missiles - it's been said before - being able to just stack them together in bundles and perhaps average the +/- to hit and to damage for the whole bunch would be a godsend.

Wands could use better organization - all wands of the same type next to each other in the same section. Rather than say, wand of monster detection in the first screen, then scroll down 5 sections and there's another one. Why not have the 2 same type of wand appear together and listed alphabetically so it's easy to find what you're looking for? And a command to zap the same one you previously zapped instead of having to go through 10 pages of wands to find it again.
Yeah, this. :)

Al-Khwarizmi
01-12-2015, 07:55 PM
New must-fixes (IMO) in the Steam version:

Terinyo Druid doesn't give unicorn quest. http://www.adom.de/forums/project.php?issueid=3550
Cannot move several times by pressing arrow key. http://www.adom.de/forums/project.php?issueid=3236

Qydra
05-25-2015, 02:20 AM
This may or may not a bug-fix, but it is a suggestion to fix an extremely annoying inconvenience for Bards:

I noticed that Bards do not earn credit for quest kills if their pet takes the kill (Confirmed for Kranach, haven't tried it with other quest targets.) In Kranach's case, you lose out on all the rewards because the Sheriff tells you "weren't fast enough" and that somebody else claimed the bounty. I don't know if this is what the designer intended, but I think players who want to utilize pets should be able to use them to kill someone and complete the quest.

More bugs:

The Swap command (:s) does not always truly swap positions with your companion. Sometimes they just move aside. EDIT: It might actually be that the pet immediately uses its turn to move aside, and you just don't see the swap. Still, it's worth looking at.

Pets will move to attack enemies in combat with you, even if you have commanded them to wait. Very annoying if you're trying to pull mobs to sacrifice them. The Wait command should make them sit still and not do anything in any circumstance, in my opinion.

The companion AI overall needs an overhaul. It is currently impossible to command your pets to disengage combat (the move, wait, and follow me commands are completely ignored when the pets are in combat). Thus, you can only stand helplessly and watch as your carefully raised pets get obliterated by that Displacer Beast they decided to pick a fight with.

Along the same lines (pet AI), it's pretty difficult to manage a team of three pets when going down hallways. Almost every corner shakes loose the pet in the back, who then starts walking in the opposite direction. Pets should be able to stick to you in hallways a bit better.

(The life of a Beastmaster Bard is a hard one...) :(

In summary, I feel that working with companions would be more viable and more rewarding if the player had more control over their pets, specifically where they will go and especially when they will and will not engage in combat.

Blasphemous
05-27-2015, 09:54 AM
I think better organization of the backpack is a must fix. Towards the mid and end game sorting through it to find what you want to use or drop is a nightmare, hundreds and hundreds of items. It seems I spend as much time managing the massive inventory as I do actually playing the game.

Tabs you could open by clicking on them, such as (Helms)(Amulets)(Boots)(Girdles)(1handedweapons) you press a key or click and then it opens or closes those sections 1 by 1 at a time. Could drop every item in each group with one click/key.

Missiles - it's been said before - being able to just stack them together in bundles and perhaps average the +/- to hit and to damage for the whole bunch would be a godsend.

Wands could use better organization - all wands of the same type next to each other in the same section. Rather than say, wand of monster detection in the first screen, then scroll down 5 sections and there's another one. Why not have the 2 same type of wand appear together and listed alphabetically so it's easy to find what you're looking for? And a command to zap the same one you previously zapped instead of having to go through 10 pages of wands to find it again.

This. I support this with all four of my hands and mutated tentacles.

palandus
08-28-2015, 08:45 AM
Bit of a Necro, apologies.

Things I wouldn't mind getting fixed/ offer of suggestions are:

1] Allow other classes to learn fletching skill. (It's awesome that I got the Sun's Messenger as a Pre-Crowning Gift, but its less awesome that I keep finding Fletching Sets, but only Farmers and Archers can ever learn it. Thus, I'm almost always low on Arrows for an awesome weapon)

2] I concur with the Post-Crowning, being more clear / having the bug fixed. (I did manage to get one Post-Crowning Gift, but thus far, with about 30,000 Gold offered at LV 18 and numerous live sacrifices, I'm stuck again at Very Close)

3] Eating Rat Corpses, should be consistent. (If my Dwarf vomits from eating a regular rat corpse, then he shouldn't find Giant Rats, Huge Rats, or Blessed Rat Corpses Tasty and Delicious)

4] Vomiting should be consistent. (If I eat an Ant, I vomit violently and lose satiation. If I eat a rat corpse or the average kobold, it says I vomit, but no satiation loss occurs)

5] Allow a player to achieve immunity in an element by eating 10+ of a specific element of corpses... or at least make the resistance offered increased by every corpse you consume. (I've eaten numerous fire beetle, and red dragon corpses, and yet my Fire Resistance never really improves)

6] Eating Chaotic Creatures corrupts the player AND provides future corruption resistance. (Since eating a fire-type creature makes you fire resistant, it makes sense to me that eating a Chaotic creature would provide Chaotic Resistance)

7] The Priest's ability Turn Undead, is fairly pointless once you get Bless or Dispel Undead. Would be nice if it was replaced with something that could do direct damage against Undead (In fact I've never used Turn Undead, as I have more PP than HP and about 2000 charges for Bless at +13LV or 3000 charges for Dispel Undead at +7LV); or perhaps have it so that Priests regain some PP when they destroy an Undead?

8] Change Crowning Gifts from being randomly assigned, to the player choosing their gift. (It can be a real buzzkill when you spend the time investing in your Diety to get Artifacts that you didn't want; A paladin not getting Justifier is a huge letdown) Or change it so that the player chooses three gifts, and the diety randomly assigns the player one of those gifts, to at least narrow down a player's chances.

9] It might be nice if the Crowning Gift granted was based on the Combat Skills you've been levelling (When I got my crowning Gift, Hammer of the Gods, I had been levelling Shields and Polearms aggressively, and thus had LV9 in Polearms and LV8 in Shields, and thus getting Hammer of the Gods seemed a bit weird to me, as I had no skill in Hammer and Maces when it was given).

10] It might be nice for a new player to be advised at game start of the special timed-based quests at the beginning of the game, as an option for them to do. (I've been playing since 2003, and its only recently I found out about the Puppy Quest or the Wandering Outlaw Quests at the start of the game; I'd have loved to know that at the start of the game).

auricbond
08-28-2015, 11:39 AM
I like the idea of chaotic corpses providing chaos resistance.

grobblewobble
08-28-2015, 11:41 AM
Hi Palandus, welcome to the forums. It's always nice to hear more ideas, so I hope I'm not being overly negative here, but to be honest I do not agree with most of these suggestions.


1] Allow other classes to learn fletching skill. (It's awesome that I got the Sun's Messenger as a Pre-Crowning Gift, but its less awesome that I keep finding Fletching Sets, but only Farmers and Archers can ever learn it. Thus, I'm almost always low on Arrows for an awesome weapon)
Well, other classes can wish for the skill if you really want it? Or, you could wish for magical writing sets and write scrolls of education.
It's quite a strong skill, so I think it is okay if not every class is able to get it. Anyone can find seeds as well, but that doesn't mean that every class/race needs guaranteed access to gardening.


3] Eating Rat Corpses, should be consistent. (If my Dwarf vomits from eating a regular rat corpse, then he shouldn't find Giant Rats, Huge Rats, or Blessed Rat Corpses Tasty and Delicious)
I think this is already quite consistent. Giant and gargantuan rats could be different breeds. It could be that those just taste better?


4] Vomiting should be consistent. (If I eat an Ant, I vomit violently and lose satiation. If I eat a rat corpse or the average kobold, it says I vomit, but no satiation loss occurs)
That can be explained as well. If you eat a kobold, you just vomit out the kobold. If you eat an ant, you vomit out a little more than just the ant.


5] Allow a player to achieve immunity in an element by eating 10+ of a specific element of corpses... or at least make the resistance offered increased by every corpse you consume. (I've eaten numerous fire beetle, and red dragon corpses, and yet my Fire Resistance never really improves)
Sounds interesting, but it would make getting immunity to everything quite easy. Immunity would no longer be anything special if this was done, and resistances from items would lose their value.


6] Eating Chaotic Creatures corrupts the player AND provides future corruption resistance. (Since eating a fire-type creature makes you fire resistant, it makes sense to me that eating a Chaotic creature would provide Chaotic Resistance)
This is not in the spirit of corruption. Being corrupted does not make you harder to corrupt in the future, corruption is a downward spiral. At least that's the stereotype.

From a game balance perspective, corruption is the only serious problem that characters tend to have in the endgame. It functions as a way to introduce a long-term problem / challenge. If the change you proposed here would be made, it would be easy to resist corruption and the long-term challenge would be gone. It would make the game less interesting.


8] Change Crowning Gifts from being randomly assigned, to the player choosing their gift. (It can be a real buzzkill when you spend the time investing in your Diety to get Artifacts that you didn't want; A paladin not getting Justifier is a huge letdown) Or change it so that the player chooses three gifts, and the diety randomly assigns the player one of those gifts, to at least narrow down a player's chances.
Sorry to be so negative, but this is another idea I would not like. The problem is that there is an optimal crowning gift, and people would always choose the same gift. That would reduce the variety between games. It would make the game less replayable. Also, gods don't behave like that in stories. Gods (especially in ADOM) are easily angered and receiving a gift at all is an honour. Telling an ADOM god "I don't like your gift, give me justifier".. well they would probably destroy your inventory.

auricbond
08-28-2015, 04:10 PM
From a game balance perspective, corruption is the only serious problem that characters tend to have in the endgame. It functions as a way to introduce a long-term problem / challenge. If the change you proposed here would be made, it would be easy to resist corruption and the long-term challenge would be gone. It would make the game less interesting.

I'm curious then, how do other corruption-less rogue-likes (which is presumably all of the rest of them) stop the end-game from getting boring?

grobblewobble
08-28-2015, 04:39 PM
I'm curious then, how do other corruption-less rogue-likes (which is presumably all of the rest of them) stop the end-game from getting boring?
The only other roguelike I´ve played much is ToME, and that one has a pretty boring endgame to be honest.

Corruption is really one of the best ideas in ADOM. You become more and more mighty, but the greatest danger lurks within.. I love it. It also serves to add a sort of "ticking bomb" feeling to the game.

If you can easily become resistant to it, that would be dull and a huge waste, because it would ruin the feature. Repairing the damage from eating, say, a single orb guardian is really easy - read one or two SoCR, problem fixed. If something as trivial as that makes you resistant, you might as well remove corruption from the game, because it would become irrelevant.

JellySlayer
08-28-2015, 05:07 PM
Bit of a Necro, apologies.

Things I wouldn't mind getting fixed/ offer of suggestions are:

1] Allow other classes to learn fletching skill. (It's awesome that I got the Sun's Messenger as a Pre-Crowning Gift, but its less awesome that I keep finding Fletching Sets, but only Farmers and Archers can ever learn it. Thus, I'm almost always low on Arrows for an awesome weapon)

Having this available to a few other classes might be nice. Ranger seems a fairly logical choice, though rangers already have a pretty full skillset (and I think it's more of an outrage that rangers don't get stealth). I don't think there's any need to make fletchery always available--arrows are easy enough to find. Maybe give it to Humans as a racial skill?


5] Allow a player to achieve immunity in an element by eating 10+ of a specific element of corpses... or at least make the resistance offered increased by every corpse you consume. (I've eaten numerous fire beetle, and red dragon corpses, and yet my Fire Resistance never really improves)

I don't think this is really necessary. There's already lots of ways to get resistance in-game... it's pretty trivial to get enough counts of resistance (3-4) for you to have immunity for all practical purposes.


8] Change Crowning Gifts from being randomly assigned, to the player choosing their gift. (It can be a real buzzkill when you spend the time investing in your Diety to get Artifacts that you didn't want; A paladin not getting Justifier is a huge letdown) Or change it so that the player chooses three gifts, and the diety randomly assigns the player one of those gifts, to at least narrow down a player's chances.

I agree with grobblewobble here. If this were the case, invariably it would just mean that most of the crowning gifts would never get picked. The gods in ADOM are jerks, sometimes.


9] It might be nice if the Crowning Gift granted was based on the Combat Skills you've been levelling (When I got my crowning Gift, Hammer of the Gods, I had been levelling Shields and Polearms aggressively, and thus had LV9 in Polearms and LV8 in Shields, and thus getting Hammer of the Gods seemed a bit weird to me, as I had no skill in Hammer and Maces when it was given).

See above.


10] It might be nice for a new player to be advised at game start of the special timed-based quests at the beginning of the game, as an option for them to do. (I've been playing since 2003, and its only recently I found out about the Puppy Quest or the Wandering Outlaw Quests at the start of the game; I'd have loved to know that at the start of the game).

These quests are given by unique-looking NPCs in the town. I think it's fairly clear that they're worth talking to. The Puppy Quest is always available even if the puppy is long dead, I think. The tiny girl also does tell you to hurry.

Burb
08-28-2015, 05:11 PM
I agree with grobble on most points except these.

I think it would be nice if fletchery kits would be usable with reduced efficiency by other classes though, or if fletchery were possibly learnable. It is just kind of annoying finding literally 10-20+ fletchery kits per game but the vast majority of characters can literally do nothing with such a common item. Fletchery is already an underwhelming skill even on said farmers/archers, I don't think making sets more usable would be too bad.

The inconsistency of rats vs giant rats and different kinds of vomiting I also think, while explainable, is unintuitive for no good reason. Not that it really matters in either case.

To add onto grobble's other points that I agree with,

choosing your crowning gift would indeed be a little silly and boring. I don't think that is the solution. But the main problem I have is that some classes have absolute garbage crowning gifts, like I am literally never going to want the staff options as a wizard. Even worse is the thief, cat's claw is the worst artifact weapon in the game by far, and silver key is the worst artifact (besides those that are bad because of essence of chaos and corruption or dooming) by far. Crowning gifts should at least be "decent", with the small chance of getting a really amazing gift. Or maybe tie some kind of greater Blessed buff when wielding your god's gift. I don't mind being disappointed that I didn't get the exact optimal artifact I wanted, but it's stupid that even for a low-mid game character I can get something that I'll literally never touch again.

Being able to choose your own gift just circumvents the issue that some gifts are utter crap. Otherwise, I'm totally down for random gifts of somewhat varying strengths that might make adjustments to how you play the game (being gifted with powerful melee wapon vs armor vs missile weapon or whatever).

Getting immunity from corpses would break the game. Also, I don't see why you assume you should be able to get increasing fire resistance from eating ever more corpses. Your character isn't literally morphing into a fire monster, you can only absorb so much of its intrinsics. You can only become so "giant like" (more strength) from eating giant corpses. Same for quicklings and claw bugs and so on. Just think of it more like, your stat potential for fire resist is capped at 1 instead of being more fine grained, that's all.

It's not even like immunity is that important. Resists from multiple sources stack, so you can take relatively very little damage with some proper preparation. Immunity definitely helps so that you can free up item slots for other stat bonuses, but it's not as if you need it. And getting immunity just for free really removes a lot of depth in the game from how you approach different elemental dangers.

The corruption resistance thing is just really a bad idea. It completely goes against the design of the game. Furthermore, it doesn't "make sense". Tons of things *do not* provide resistance to the special attack the monster has. Eating a gorgon will petrify you without providing resistance, eating a paralyzing monster will paralyze you without providing resistance, eating a displacer beast will confuse you without providing resistance, eating a kobold corpse will make you sick without providing resistance. Corruption *definitely* is more closely related to these status efffect ailments rather than elemental attacks whose primary effect is direct damage to your hp.

palandus
08-28-2015, 07:01 PM
@Grobblewobble; With any suggestions or criticisms comes negativity. It is to be expected on the internet. No worries.

1) Well, the reason I'd like to learn the fletchery skill, is that when I did the village dungeon and learned how to do Bridge Building via a book, I figured that it might be cool if Fletchery could be learned in a similar manner. ie You do a quest, help someone, and they give you a Manual on Fletchery. Yes, you can "technically" wish for fletchery skill, but most people would say that a wish is too VALUABLE to waste on learning fletchery. I'd much prefer to wish for increased Willpower, if I abused health-casting, over fletchery. (Which I did to, as I didn't know that a fix was implemented for that, and thus did it a few too many times and I've lost about 5-6 Willpower and Toughness now. SIGH....). And really, I find the bridge building skill to be FAR less useful than Fletchery, as you can make a temporary bridge over water with frost spells (maybe less sturdy, but it beats hauling around tons of logs to build a bridge with).

3) Yes they could be different breeds, but generally meat within a specific breed tends to taste overall the same. Plus, I get the impression that Dwarves don't enjoy the concept of eating rat, more so than the taste of rat, which is why I raised this issue.

4) You are using Vomit in two different conflicting ways. The first implies that they put the kobold in their mouth and SPIT it out, whereas eating the ant goes down into their stomach and VOMIT it up. I'd prefer that it was changed to You eat a Kobold and Spit it Out before Swallowing it, compared to Eat Kobold, vomit. Vomitting for me means that you swallowed something, and then violently spewed the contents of your stomach onto the dungeon floor. Spitting out for me means that it tasted so bad that they didn't even attempt to swallow it, and thus it is NOT vomiting. If the taste of kobold is vile, then the description should be changed to "Spitting out Kobold" rather than "Vomiting". Thus, that is what I mean by consistent meaning for Vomiting, so that Vomiting is using a single definition to imply that you swallow the food, it doesn't settle well, and you spew the contents of your stomach.

5) Well, the only reason I suggested this is because after you gain intrinsic resistance in something, you can never improve it by eating more corpses and I'd think that after eating multiple corpses, your resistance should improve the more you eat those corpses. Much like with spicy food in real life. The hotter the spice you acclimatize yourself with, the less spice affects you.

6) If the spirit of corruption was a slow downward spiral, then why is corruption applied so quickly? If you use Chaos items, you get corruption. If you get attacked by Chaos creatures, you get corruption. If you eat corrupted creatures, you get corruption. If you are in the wrong place, you get corruption. If you had chaos resistance, then it would slow down corruption, but not negate it. And if your fear is that this could become too abusable, then remove Scrolls of Chaos Resistance/Removal. My view on this is to make it so that you only have a way to resist corruption, if you have willingly eating a corpse of a chaos creature. Otherwise, you have no way to resist corruption.

8) Yes there is an optimal crowning gift. Which means that the others are sub-optimal. Thus, TheCreator should buff up those less optimal gifts, so that each gift would be on par with eachother. Its like the problem with Diablo 3 these days. There are best-in-slot legendaries and sets, and not getting them feels like a letdown. The only way to fix that is to buff the other Artifacts so that they are seen as equally wanted. Thus, a player would have a HARDER choice when choosing an Artifact gift, as each would be equally valuable rather than Justifier for Paladins is wanted always. My viewpoint on this issue is to buff up all the other less interesting artifacts, so that people would want them as much as Justifier.

Yes, but a God should realize that they are intentionally giving a sub-par gift to their champion and that champions I feel are rare as things go, so a God would likely know that they are purposefully screwing with their character by giving them a less optimal gift. And a poorly equipped champion, becomes a dead champion; or a champion that is unable to continue to provide gifts, and sacrifices to that God. So it would make sense to me that a God would want to provide their champion with something powerful... something that the champion would cherish and use in the God's honor rather than throw away and leave to gather dust... or worse, use their gift as a sacrifice to some other God (actually can you do that?). So, my belief is that the God would want their gifts to be equally desirable and help their champion out in unique ways, depending on the gift offered.

=====
@auricbond

By making the endgame brutally hard and frustrating as heck. At least that's been my experience with more recent Roguelikes or with older Roguelikes from the 90s and 80s.

=========

@grobblewobble;

Remove SoCR. Introduce resistance by eating chaos corpses. Problem solved. Now, you could only resist things rather than remove it completely. That would make it more of a downward spiral too, if you think about it.

=========
@jellyslayer;

8) As discussed above in my post for Grobblewobble, buff up the less desirable ones so that a choice wouldn't be so easy for a player. Yes the Gods are often jerks, in ADOM. However, a little bribery could go a long way (ie a monetary "donation") to help encourage the God to give you the thing you want, if you didn't feel that the God should just allow you to pick and choose.

=========
@burb

Well, if a player can use a Pickaxe without mining, why can a player not use a Fletchery Set without fletching. Obviously, having mining skill will keep the pickaxe from breaking, and thus the Fletching Set should be less effective without the skill. Alternatively, only allow Fletching Sets to drop as loot for Farmers and Archers.

Again, vomiting and spitting out are two different activities. It would be nice that when it says vomiting, it means losing the contents of your stomach, while spitting out means spitting it out of your mouth because it tastes awful.

Again, if less desirable crowning gifts were buffed up, then it would solve a lot of problems with crowning gifts. Each crowning gift should be extremely powerful, and useful in their own right and thus desirable in general.

If gifts are utter crap, then they should be buffed. Thus, if you were given a choice of which Gift to choose, it wouldn't be a simple binary choice; it would be an incomparable choice.

Okay, that is fair enough. Eating corpses shouldn't grant immunity. Thus I offer a counter-solution: Make items that normally only give a resistance to an element, to stack with your intrinsic resistance to create an immunity. For example: You have a ring of fire resistance; it grants fire resistance trait. Then later on you eat a Fire Beetle corpse, and gain intrinsic fire resistance as well. Since you have both intrinsic fire resistance and fire resistance from an item, those combine together to create Fire Immunity. Thus, items that normally only grant fire resistance could become highly desirable by players who have intrinsic fire resistance as well. While more powerful artifacts will still grant full immunity, thus meaning that those items don't require the player to have intrinsic resistance to enjoy the effects of immunity. Thoughts?

Fair enough on the Chaos Resistance. Though, if there wasn't any SoCR then having the possibility of Chaos Resistance would be very helpful.

Though, it would be nice if eating those critters did provide intrinsic resistance to their things.

JellySlayer
08-28-2015, 07:13 PM
Okay, that is fair enough. Eating corpses shouldn't grant immunity. Thus I offer a counter-solution: Make items that normally only give a resistance to an element, to stack with your intrinsic resistance to create an immunity. For example: You have a ring of fire resistance; it grants fire resistance trait. Then later on you eat a Fire Beetle corpse, and gain intrinsic fire resistance as well. Since you have both intrinsic fire resistance and fire resistance from an item, those combine together to create Fire Immunity. Thus, items that normally only grant fire resistance could become highly desirable by players who have intrinsic fire resistance as well. While more powerful artifacts will still grant full immunity, thus meaning that those items don't require the player to have intrinsic resistance to enjoy the effects of immunity. Thoughts?

This is already the case. It doesn't say you have immunity, but with about 4 counts of resistance (or intrinsic + 2 more), you will basically never take elemental damage. There might be some odd exceptions (ridiculously experienced monsters in the deep ID), but for the most part 3-4 resistances is about enough. In fact, one particular area in the game requires you to have multiple stacked resistances (or immunity).

palandus
08-28-2015, 09:21 PM
Ahh, I didn't know that extra sources already stack. I figured that once you had one source of resistance, it made all others irrelevant and caused no change.

Another suggestion for changes is:
Automatic Arrow Change = When you run out of arrows, it automatically switches to a new arrow, without prompting you. Make it an optional feature. Its just that as I have about 70 arrows, but each are stacks of 1 or 2 each, it gets a bit annoying to be constantly prompted to change arrows when I run out.

platypower
08-28-2015, 11:45 PM
@palandus:

I've played ADOM since the 90s and I disagree, like the other posters who've responded to you, with most of what you're suggesting. It would seem your ideas are at odds with the philosophy of the game and I believe Adom would be a poorer experience for it should they be implemented. ;) Sure, there is no shortage of quirks and idiosyncrasies. For instance, I agree bridge building is massively useless (or a terrible ordeal - I once insisted on lugging half a dozen 800s logs down several dungeon levels to the one place in the game where the skill actually comes in handy) for being such a central part of the most frequently completed quest in the game. But hey, I choose to find the humor in it.

And please, don't ever compare Adom to Diablo III. I'll pay Thomas $15 myself for every mainstream gamer he refuses to pander to.

palandus
08-29-2015, 03:01 AM
So, let me understand this correctly. You are opposed to my ideas because I compared it to mainstream games that have failed due to major gamebreaking problems? I bring up Diablo 3 because the sole reason the item hunt is complete and utter shit is because of the existence of best in slot items. If you don't have the best in slot items, you feel that the majority of loot dropped is utterly useless. The same goes here. The reason people want Justifier or other artifacts ALWAYS is because they are best in slot items. As long as they remain best in slot, all the other artifacts will be seen as utter shit, as it isn't the best in slot item they wanted. Its not that the artifacts are worthless, but the player's perception of them compared to the artifact they wanted is utter shit.

Also, I'm not aware of this "philosophy" of the game that you and others have quoted. Where is it so that I can read it and inform myself, so I can avoid wasting everyones precious time...

If a game like Diablo 3 suffers from problems that have made the playerbase pissed off with those developers, why shouldn't Thomas learn from their mistakes and not do the same in his game. Hmmm? If each Artifact that was given as a crowning gift was equally desirable, there wouldn't be a huge let down when that player got an artifact other than Justifier. How pray tell is that a BAD thing? Hell, based on the games that do have best in slot items, the item hunt is made WORSE when that is the case, and ADOM would benefit from avoiding the same problems.

Finally, don't compare me to a mainstream gamer ever again. Only warning.

Soirana
08-29-2015, 05:24 AM
So, let me understand this correctly. You are opposed to my ideas because I compared it to mainstream games that have failed due to major gamebreaking problems? I bring up Diablo 3 because the sole reason the item hunt is complete and utter shit is because of the existence of best in slot items. If you don't have the best in slot items, you feel that the majority of loot dropped is utterly useless. The same goes here. The reason people want Justifier or other artifacts ALWAYS is because they are best in slot items. As long as they remain best in slot, all the other artifacts will be seen as utter shit, as it isn't the best in slot item they wanted. Its not that the artifacts are worthless, but the player's perception of them compared to the artifact they wanted is utter shit.


I think Adom's approach to problem is that particular game has it's artifact pool which is different from other Adom game.
So one char might never have a chance to get Justifier,but has Vanquisher, Executor and bracers of war in his pool. And I would not call Executor "utter shit" compared to Justifier.

Now crowning gifts are very unbalanced, sure. But so is starsigns and the classes... Either you enjoy that sort of variance or not. And if not, well Adom might seem like rather harsh game to play.

Al-Khwarizmi
08-30-2015, 02:13 PM
I'm curious then, how do other corruption-less rogue-likes (which is presumably all of the rest of them) stop the end-game from getting boring?
They don't. This is arguable, but I'd say all the long roguelikes suffer from boring late game. In fact, even in ADOM the late game is widely held to be significantly more boring than the early game, even though corruption certainly spices things up compared to other games.

The underlying issue is that with permadeath, the game designer shouldn't really make experienced players die frequently when they have invested 6-8+ hours into a game, as it gets really frustrating to lose all that progress and repeat everything. So most of the long roguelikes have a structure where the early game is high-risk, but then you gather resources and become more shielded against risk (with resistances, immunities, spells/items that help you escape from danger, means of healing, AoLSs, etc.) so the late game becomes easier.

I don't think there is much of a solution to this. In fact this is hardly new to roguelikes, I have experienced it in tabletop RPGs too, the DM is not likely to kill your epic character after months or years of campaign - although in tabletop RPGs the problem is less important because risk is not such an important factor for the game being fun.

And this is probably one of the reasons why short-form roguelikes are getting increasingly popular (e.g. Brogue) and some mainstream long-form roguelikes add ways to circumvent permadeath (ToME).

palandus
08-31-2015, 06:50 PM
Permanent death is very appealing for roguelikes when the time invested in the game to do anything isn't much. Permanent Death is very unappealing when you have to invest 20+ hours to get anywhere (it took me 10 hours to LV my Dwarven Priest to 22) and thus encourages players to save scum to avoid losing that character.

The problem with D&D though is that death at epic levels is never permanent. They have so many resources that death is a minor inconvenience.

It would make more sense if the early game was easier and the late game harder, but doable with resistances and immunities, or nearly impossible without resistances and immunities. The greatest difficulty should be where the greatest challenge is desired, the end game. If the early game was easier, then more players would survive to the late game and then die but feel like they accomplished something... rather than dying at LV 6, because their Wizard couldn't find a single spellbook and died being eaten alive by a Giant Rat. (that happened to me; Wizards are great when you have the spells, but terrible when you run out of them and can't find spellbooks)

platypower
09-01-2015, 12:29 AM
@palandus:

The game is not too hard: https://twitter.com/AncardiaUS - and there's obviously no save scumming here.

You could argue that the players who use the Ancardia server are veterans, but you'll notice that the gate gets closed several times every week, and many unsuccessful characters survive well into their 20s and 30s. If you're efficient it should take you not much more than an hour of ID grinding to get your character to lvl 10-12, relatively free of risk - i.e. you skip the level if you hear a vortex and you stay in the shallows until you're sufficiently buffed. I'll add that I've never had any trouble whatsoever finding spellbooks with a wizard in the ID.

Fix your intrinsics before exploring dangerous areas, and always make sure you have last-ditch options, like teleportation, invisibility, prayers, powerful offensive wands, boosting potions (especially speed), etc. With a strong race-class combo, you should be fairly confident of being able to complete the game with good preparation and risk management at least every third attempt once you've made it past the early game.

Cheers

Edit: Let me just add that you have very strong opinions about a game you've just started learning. ;)

Burb
09-01-2015, 12:33 AM
Adom is definitely a game where it's hard until you learn what you're doing wrong. If you pick a very strong race/class combo and know how to scum, it's actually super easy to beat the game normally. Then when you are more experienced you set your sights higher (ultra endings are *significantly* harder) to make the game challenging again. or by playing worse class/race combos

Wizards are by far the most overpowered class in adom, if you're still struggling with them I think you just aren't far enough on the learning curve. (not enough spell knowledge? either roll a class with higher Le, or a class that can deal without spells (drakelings) or, simplest of all, scum the ID for books)

Haddoc
09-06-2015, 07:57 AM
current must fixes for me: Graphical errors in Ice Queen Domain, Water Dragon Cave, and Tower of Eternal Flame.

dai
09-09-2015, 03:48 PM
current must fixes for me: Graphical errors in Ice Queen Domain, Water Dragon Cave, and Tower of Eternal Flame.

Definitely. I'm sure they're top of the list for Thomas et al. to fix, and they're on the list of things to fix before the Steam release. Must be annoying for them that a big game-breaking bug appeared in what was supposed to be the last release before Steam :-(

sweetnothing
09-09-2015, 04:48 PM
It looks like not enough people play in graphical mode.

aerol
01-08-2016, 08:46 PM
Make classic interface (Ctrl-n m) available in config (http://www.adom.de/forums/project.php?issueid=4168)

NathanGarro
03-31-2016, 11:47 AM
So, if i found a bug, do i just report it here, or is there some procedure? Because i kinda found a bug.

Soirana
03-31-2016, 01:29 PM
So, if i found a bug, do i just report it here, or is there some procedure? Because i kinda found a bug.

There is a whole subforum named "Adom issue management". Bug reports should go in that direction.

Ozma777
06-11-2016, 06:19 PM
The WORST feature about ADOM is the constant changing of spell letters!

When something like Lightning (z) option B gets replaced by something useless like LIGHT!

Or Improved Fireball gets replaced by Identify which not only KILLS you in an important fight but renders you MP 75 points LOWER.

please please please please please CHANGE THIS!

add a reorder spell key or something. Slashem reorder is the + (plus) key.

and YES I know you can "bookmark" spells, someone has suggested that before, but it's better to just add a reorder key.

Rashomon
06-13-2016, 10:14 PM
I agree with a more userfriendly inventory-management... just sorted alphabetically would already be a lot better...

salass00
06-14-2016, 07:31 AM
Rather than allowing the user to reorder spells/skills how they like, which might be more work to implement, I would be happy already if new spells/skills were always added to the end of the list so that the existing letter bindings didn't change.

Rashomon
06-14-2016, 03:15 PM
Rather than allowing the user to reorder spells/skills how they like, which might be more work to implement, I would be happy already if new spells/skills were always added to the end of the list so that the existing letter bindings didn't change.

Personally I think this is a minor thing, you get a new spell, you look up the new key and spam it all you like unto your foes until you get a new spell and you have to look again.. [Which happens, depending on what char you play between 0 - 50 times a game or so?]
Could be improved upon with keybindings or such but I'm actually glad spells stays in alphabetical order.. that way you could find them pretty fast..

You will however look much more often in the inventory, to swap arrows for instance, there's all kind of sets of arrows quarrels and projectiles there, and you preferably want the largest heap most effective in defeating the foe of the moment. But there's no logic at all, they are not even ordered in quarrels, arrows, projectiles, or grouped by slaying properties, or whatever, alphabet for instance, nothing.. just randomly mashed together, and you'll walk around with 6 pages of them at some point in the game probably.. [unlike 2 pages of spells.]
Same with everything else in the inventory, where's the potion? where's the wand, the scroll, etc..? why not ordered alphabetically so we don't have to look at every item until it's found?

salass00
06-15-2016, 12:18 PM
@Rashomon

Yes, I could look up the new keys whenever I get a new spell/skill but I rarely if ever remember to do that when playing so I would prefer if they didn't change.

Also I don't really mind so much searching for what arrows to use. What kind of annoys me though is when you run out of arrows and it starts asking yes/no for every single stack and you're not really sure what to answer because you have like 50 different stacks of arrows and can't really tell if the asked for one is the best one for you to be reloading with for the situation or not. I would rather it just gave me the complete list to choose from or just 'Z' out of I don't want to reload with anything.

Rashomon
06-18-2016, 04:16 PM
just press 'q' and then manually select them from the inventory.. I don't think that takes longer in game-time..

salass00
07-12-2016, 12:02 PM
just press 'q' and then manually select them from the inventory.. I don't think that takes longer in game-time..

I've tried this a few times and it seems you are right about it not taking any more of in game time so I guess it's not that big of a problem then.

Now if only there was a similar solution for when picking up several stacks of ammunition with ';' and shift + 'Y'...

aerol
08-19-2016, 11:19 PM
I think better organization of the backpack is a must fix. Towards the mid and end game sorting through it to find what you want to use or drop is a nightmare, hundreds and hundreds of items. It seems I spend as much time managing the massive inventory as I do actually playing the game.

Tabs you could open by clicking on them, such as (Helms)(Amulets)(Boots)(Girdles)(1handedweapons) you press a key or click and then it opens or closes those sections 1 by 1 at a time. Could drop every item in each group with one click/key.

Missiles - it's been said before - being able to just stack them together in bundles and perhaps average the +/- to hit and to damage for the whole bunch would be a godsend.

Wands could use better organization - all wands of the same type next to each other in the same section. Rather than say, wand of monster detection in the first screen, then scroll down 5 sections and there's another one. Why not have the 2 same type of wand appear together and listed alphabetically so it's easy to find what you're looking for? And a command to zap the same one you previously zapped instead of having to go through 10 pages of wands to find it again.

I wholeheartily agree, though "repeat last command" already takes care of your very last point, at least partially. The missile question is addressed here (http://www.adom.de/forums/project.php?issueid=2841). I'd support every suggestion you've made, especially the one about items of the same type being displayed next to each other; not just with wands, but with every kind of item. Please make an RFE so I can go upvote it :)

aerol
08-20-2016, 02:28 AM
I figured it wouldn't hurt to bump the thread and remind us all of the following:

Allow quickmarking skills by default (http://www.adom.de/forums/project.php?issueid=2974)
Make classic interface (Ctrl-n m) available in config (http://www.adom.de/forums/project.php?issueid=4168)

And the following very-nice-to-haves:

Only show appropriate missiles for weapon (http://www.adom.de/forums/project.php?issueid=2669)
Allow Rings to Be Equipped Without Removing Gloves (Uncursed) (http://www.adom.de/forums/project.php?issueid=2983)
Healer class improvements (http://www.adom.de/forums/project.php?issueid=1949)
Greater identify identifying iron (http://www.adom.de/forums/project.php?issueid=1786)

Laukku
09-19-2016, 11:20 AM
There's a few interface issues that make the MS-DOS version frustrating for me to play:

http://www.adom.de/forums/project.php?issueid=4463
http://www.adom.de/forums/project.php?issueid=4061

tangar
09-23-2016, 07:56 PM
When I tried to apply bandage from inventory my game crushed.. Part of the progress lost. You could see this moment at my stream:

https://www.youtube.com/watch?v=mCBzakwSIIM&t=3300s

I'm playing steam version, Windows 7 x64 OS

auricbond
09-24-2016, 04:23 PM
Not sure if this is just my imagination or not, but I can't recall the last time I saw an enemy panic. Fight to the death is very frequent though (whilst seemingly not as deadly as before). Wondering if anyone can confirm whether or not fleeing seems as frequent as it used to be for them?

Blank4u47
09-24-2016, 04:52 PM
Dragons still run away with their tail between their legs. But I know undead don't flee anymore. That was an rfe

auricbond
09-24-2016, 11:55 PM
Kranach to my mind has always fled when low hp... now he rages instead. I think this is a bug...

john21wall
11-02-2016, 12:53 PM
I have a lot of things to achieve. Something that we imagine to achieve in our mind is being realized slowly through a process. But, dreams can be anything right?

JagaJazzist
11-11-2016, 11:18 AM
Skeletal King`s cant be pacified(well they can, but they remaining argessive to PC after [p]eace offering)It ok with phirania lake King,but other Kings share this "feature".

auricbond
06-08-2017, 04:00 PM
My most emphatic 'must fix' by far for the next version would be to fix the broken pathfinding. Monsters decide to chart a set course and if there's an obstacle, they simply wait rather than renavigate, resulting in some very silly behaviour. They also seem to frequently stop following you if they lose your LOS (even if you're invisible and they shouldn't be able to see you anyway). It used to be way easier to pull monsters to altars, for example, whereas these days I have to backtrack to coax them around corners.

Grond
07-19-2017, 04:25 PM
Commands that are supposed to take a turn, but don't:

ENTER - 4694 (http://www.adom.de/forums/project.php?issueid=4694)
i/I - 4693 (http://www.adom.de/forums/project.php?issueid=4693)
:Z - 4732 (http://www.adom.de/forums/project.php?issueid=4732)
A - 4733 (http://www.adom.de/forums/project.php?issueid=4733)



Monsters moving when it isn't their turn:

4484 (http://www.adom.de/forums/project.php?issueid=4484)



Off-by-one errors and energy cost nonsense:

Energy cost off by one turn - 4457 (http://www.adom.de/forums/project.php?issueid=4457), 4621 (http://www.adom.de/forums/project.php?issueid=4621)
Message logic off by one turn - 4442 (http://www.adom.de/forums/project.php?issueid=4442), 4506 (http://www.adom.de/forums/project.php?issueid=4506)
Free actions change last energy cost - 4618 (http://www.adom.de/forums/project.php?issueid=4618)

Grond
09-12-2017, 04:30 PM
Monster PV being added to bolt and ball damage - 4279 (http://www.adom.de/forums/project.php?issueid=4279)

adom-admin
09-13-2017, 05:19 PM
Just as a reminder: If good ideas grow from the discussion here please turn them into tickets at http://www.adom.de/bugs

We usually do not track forum discussions to extract tasks from them ;-) (only inspiration every once in a while)

Laukku
09-15-2017, 03:03 PM
Yeah, if you discover a new problem you should post a ticket instead. This thread should be for highlighting existing issues that have been buried in the issue list, as an alternative to regularly bumping them.

That said, is invisibility still overnerfed? http://www.adom.de/forums/project.php?issueid=3742
And late game monsters may need balancing. My sister (who has played the Steam version) mentioned an abundance of molochs in late game. http://www.adom.de/forums/project.php?issueid=2950

mitres
09-15-2017, 07:40 PM
Invis is still too often "detected" by mobs that don't have detect invis.

Sphara
09-16-2017, 01:17 PM
One thing I gotta mention here. Relatively new player and playing a version downloaded this June so I don't know if the issue is fixed or if there was something I didn't notice but:

As I was shooting with 'Whirlwind' whenever I quivered sling bullets of undead slaying the game gave me a message something like 'you need a proper launcher for this ammunition..'
No other bullet brand gave me this message, every other brand I was able to sling away. Am I missing something or am I playing with an old version with this particular bug innit?

Grond
09-17-2017, 09:04 PM
One thing I gotta mention here. Relatively new player and playing a version downloaded this June so I don't know if the issue is fixed or if there was something I didn't notice but:

As I was shooting with 'Whirlwind' whenever I quivered sling bullets of undead slaying the game gave me a message something like 'you need a proper launcher for this ammunition..'
No other bullet brand gave me this message, every other brand I was able to sling away. Am I missing something or am I playing with an old version with this particular bug innit?

This issue was fixed in r66: http://www.adom.de/forums/project.php?issueid=3421.

Grond
09-20-2017, 04:02 PM
Teleportitis letting you rob shops with impunity: 4605 (http://www.adom.de/forums/project.php?issueid=4605)

Grond
10-06-2017, 09:59 PM
Shopkeeper AI:

Deaggroing after killing a pet: 4494 (http://www.adom.de/forums/project.php?issueid=4494)
Deaggroing after getting angered by unholy aura: 4667 (http://www.adom.de/forums/project.php?issueid=4667)


Deleting monsters:

Potion of exchange on monsters in walls: 903 (http://www.adom.de/forums/project.php?issueid=903)
Blind djinni strangling on uniques: 4575 (http://www.adom.de/forums/project.php?issueid=4575)


Waldenbrook sacrificing: 3961 (http://www.adom.de/forums/project.php?issueid=3961)

Grond
10-09-2017, 04:06 PM
Regeneration preventing various types of instant death: 4660 (http://www.adom.de/forums/project.php?issueid=4660)

Grond
10-10-2017, 06:15 PM
Various messages getting hidden when using the two-line buffer (which is now mandatory in ASCII):

Class powers: 4564 (http://www.adom.de/forums/project.php?issueid=4564)
Level messages after an auto save: 4698 (http://www.adom.de/forums/project.php?issueid=4698)
Ice queen area transitions: 4599 (http://www.adom.de/forums/project.php?issueid=4599)

huhapi
06-25-2018, 07:26 AM
Lately I've been trying orcish beastfighters on the steam ADOM.
All it takes is 2 hits (for like 1-3 dmg?!) from ghost lords and you are aged to death. Therefore you can't even go near a greater undead vault.
I believe this should be fixed. You should be able to withstand at least 10 hits from ghosts. Perhaps make it so the amount of damage done determines years aged or something.

huhapi
06-26-2018, 11:10 AM
The steam ADOM has also been closing for no reason. And not restoring my character at all. I've lost multiple level 20-30s on route to ultras because the game closes and the character is not in the save files. I'm getting realllllly frustrated.

Grond
06-26-2018, 03:30 PM
The steam ADOM has also been closing for no reason. And not restoring my character at all. I've lost multiple level 20-30s on route to ultras because the game closes and the character is not in the save files. I'm getting realllllly frustrated.

FYI, this thread is not for reporting new bug reports or feature requests; you can do that here (https://www.adom.de/forums/project.php?projectid=2). Also, you probably have autosave backups for your characters. Find the .au file (Documents\adom\adom_steam\savedg on Windows) with the largest filesize and rename it to .svg.

aerol
10-22-2018, 01:50 AM
I suppose I should proselitize for this feature request yet again :D

Allow quickmarking skills by default (https://www.adom.de/forums/project.php?issueid=2974)

Grond
10-22-2018, 06:55 AM
Interface issues

Paging messed up for ASCII popups: 6318 (https://www.adom.de/forums/project.php?issueid=6318)
ASCII message boxes can be too wide: 6317 (https://www.adom.de/forums/project.php?issueid=6317)
Messed up display of previous game settings: 5551 (https://www.adom.de/forums/project.php?issueid=5551)
Highlight in ASCII point buy obscures attribute/cost: 5366 (https://www.adom.de/forums/project.php?issueid=5366)


Talents

Possible to select the same talent multiple times: 6075 (https://www.adom.de/forums/project.php?issueid=6075)
Charged talent description is wrong: 6123 (https://www.adom.de/forums/project.php?issueid=6123)
Melee/missile descriptions jumbled: 6344 (https://www.adom.de/forums/project.php?issueid=6344)
Immune to pain: 6335 (https://www.adom.de/forums/project.php?issueid=6335), 2770 (https://www.adom.de/forums/project.php?issueid=2770)
Heavy weapon definition mismatch: 6336 (https://www.adom.de/forums/project.php?issueid=6336)
Strong legs to-hit/damage numbers are wrong: 6518 (https://www.adom.de/forums/project.php?issueid=6518)


Miscellaneous gameplay

Resurrection powers don't save from falling down stairs: 6280 (https://www.adom.de/forums/project.php?issueid=6280)
Corruption traps spawning the Flash: 6320 (https://www.adom.de/forums/project.php?issueid=6320)
Aborting multi-turn actions: 6330 (https://www.adom.de/forums/project.php?issueid=6330)
Message logic off by one turn: 4442 (http://www.adom.de/forums/project.php?issueid=4442), 4506 (http://www.adom.de/forums/project.php?issueid=4506)
Month of the Wand not giving Mana bonus: 5621 (https://www.adom.de/forums/project.php?issueid=5621)
Disease resistance does the opposite of what it should do: 6529 (https://www.adom.de/forums/project.php?issueid=6529)


Exploits

Wrong quest trigger: 5927 (https://www.adom.de/forums/project.php?issueid=5927), 6164 (https://www.adom.de/forums/project.php?issueid=6164)
Mouseover search: 5565 (https://www.adom.de/forums/project.php?issueid=5565)
Auto-reload with unpaid items: 2314 (https://www.adom.de/forums/project.php?issueid=2314)
Door restocking: 6658 (https://www.adom.de/forums/project.php?issueid=6658)
Piety scumming: 6485 (https://www.adom.de/forums/project.php?issueid=6485), 6452 (https://www.adom.de/forums/project.php?issueid=6452)
Fungoid pool xp farming: 6547 (https://www.adom.de/forums/project.php?issueid=6547)


Slowly driving me insane ;-)

(More) prompt after every sacrifice: 5584 (https://www.adom.de/forums/project.php?issueid=5584), 5934 (https://www.adom.de/forums/project.php?issueid=5934)
Gold weight not factored into multi pick/drop: 5941 (https://www.adom.de/forums/project.php?issueid=5941)