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
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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