ADOM Guidebook


Differences in the various versions of ADOM


This list is much more detailed for the versions since 0.9.9 gamma 
six.  A really complete and really long list of all the changes 
made to ADOM since its inception can be found at Thomas Biskup's 
official site.  The full URL is:

http://www.adom.de/adom/history.php3


VERSION         NOTES
-------         -----

0.2.0          - first alpha version; only one dungeon; unwinnable

0.4.0          - Dwarftown, shops, herbs, pools added; 
                 first winnable version

0.7.0          - first public release; color added

0.9.0          - the game as it appears today comes into existence 
                 with a wilderness; ToEF added

0.9.9 gamma 6  - no mana temple; chaos god ending was possible;
                 no class powers; no Assassins' Guild; last gamma 
                 where RotHK dungeon was a single level; stat 
                 increases with herbs were unlimited

0.9.9 gamma 7  - suffered from a fatal bug in the mana temple, 
                 all walls were undiggable, mindcrafters could 
                 still win by teleporting in with their class 
                 power; class powers introduced

0.9.9 gamma 8  - regarded as a very easy version; several new 
                 artifacts; last gamma where drakelings became 
                 permanently fast from heat

0.9.9 gamma 9  - very difficult version: less item generation, 
                 more item destruction, first version where dropped 
                 items were destroyed by ranged spells, elemental 
                 orbs corrupted merely by carrying; necromancer 
                 display bug when creating slaves; first yellow 
                 pyramid and color-changing top level of ToEF

0.9.9 gamma 10 - extensively pretested which made this quite stable 
                 and balanced; first version where TotRR was 
                 available; vortices introduced; crumpled scroll, 
                 emperor moloch and quickling bard could be wished 
                 for; first implementation of wand of destruction 
                 ending; ultra endings were not possible because of 
                 requirement to wield both Sceptre and Trident at 
                 gate entry - Trident is two-handed!; game would 
                 sometimes crash unrecoverably upon entering the ID 
                 level containing Filk

0.9.9 gamma 11 - firing autotargeted missiles without selecting a 
                 target crashed the game

0.9.9 gamma 12 - stable; suffered from annoying bug that made many 
                 +0 items possible; last gamma where the & symbol 
                 was used for necklaces

0.9.9 gamma 13 - piety loss (much too high) and preferred sacrifices 
                 introduced; equipment destruction was ridiculous in 
                 this gamma; rivers introduced; room effects 
                 introduced; new room connection algorithm made some 
                 levels unplayable; short-lived

0.9.9 gamma 14 - piety loss still too high; room connection 
                 algorithm fixed

0.9.9 gamma 15 - first attempt at monster inventories: monsters 
                 which picked up items would not necessarily 
                 drop them when killed - including artifacts 
                 like the Chaos Orbs; +0 bug since gamma 12 
                 solved; piety loss toned down again

0.9.9 gamma 16 - prerelease 1 - no entering dungeons?

0.9.9 gamma 16 - prerelease 2 - bugs include a duplicate artifact 
                 bug and a strange (integer overflow?) bug that 
                 causes weird items (most often daggers with 
                 outrageous stats that cannot be picked up) and 
                 monsters that deal thousands of points of damage 
                 in a single hit - a very rare bug that does not 
                 make the game unplayable; there is also a duplicating 
                 missiles bug 


Updated January 31st, 2001
© Copyright Andrew Williams 2000-2001