ADOM Guidebook


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Appendix N - 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

Differences in ADOM versions
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
1.0.0 released to the public August 6th, 2001; added item prefixes and suffixes; added a new wilderness location, the Bug Infested Temple; removed possibility of teleportation in elemental temples
1.1.0 released to the public November 10th, 2002; talent system added; preliminary results indicate this is a very buggy release
1.1.1 released to the public November 20th, 2002; bug fix for 1.1.0; bugs encountered so far: signal 291; extended drop can crash the game; "no mortal monster" bug; other problems: monsters gain experience too quickly, jackals are a prime example


Please note that this is an unofficial and unauthorised copy of Andy William's ADOM Guidebook. For further information on the legal and moral challenges raised against this Improved ADOM Guidebook please see rec.games.roguelike.adom.
Updated January 13th, 2003