Showing posts with label ATR. Show all posts
Showing posts with label ATR. Show all posts

Saturday, December 9, 2017

ADOM 3.0.4 prerelease and Rogueleague.org server available now

Rogueleague.org
Hi everyone!

This prerelease hopefully will be the very final one before we publish a polished and complete (as far as our crowdfunding promises go) ADOM to Steam.

ADOM 3.0.4 again contains a number of bug fixes and minor enhancements as well as one major new feature: After registering you now can connect to our Rogueleague.org server to manage your global highscores (e.g. in competition to all the other ADOM players out there).

IMPORTANT: 

  • If you own highscores achieved by cheating you might want to delete them. In the next couple of weeks we probably also add some kind of community-driven cheat detection and cheaters will be banned from the server. If cheating becomes excessive we might be forced to limit the server to Steam only (and only in connection with Steam accounts) which would be sad but necessary if people start ruining the idea of the server. So be honest and remain a good member of the ADOM tribe :-) !
  • Connections to the global highscore server are only possible with ADOM Deluxe (and in a couple of days the Steam version). The pure ASCII version does not support this.
  • Highscores are synchronized after you quit ADOM - only then they will show up on the server.
  • You will need to register an account in order to be able to synchronize with the server.
  • The global highscores probably will enhance the fun with challenge games a lot :-)
  • Our Rogueleague.org server really is a version 0.1. We have tons of ideas on how to improve it, the layout and design needs a lot more work and we have extensive statistics planned and more - but all this takes time and we will on it step by step in the months to come. So please be patient with us :-)
Now all prerelease testers can go to the usual location and start having fun :-)

When you submit bugs or RFEs you now also can choose "Rogueleague.org" as a category in order to inspire us with your ideas of what would be great to have for a community portal - so let us know what you come up with :-)

Axes high!
Thomas Biskup & Team ADOM

Wednesday, December 6, 2017

ADOM 3.0.3 prerelease now available!

Hi everyone!

We are only one more small step away from the next huge Steam: ADOM 3.0.3 just has been released to our prerelease testers - it gain features a sizeable number of bug fixes and enhancements. Our impression is that the load of changes introduced with 3.0.0 now mostly has stabilized and that we now can do the next step to Steam.

The final major functionality not yet included is the global highscore server as we still are wrestling with some legal and data security details ("terms of use" and similar things need more attention than we anticipated - the world is truly a complicated one ;-) ). But it will be there very soon now...

If you are among the prerelease testers go to the usual location to enjoy the latest ADOM release.

Have fun playing!
Thomas & Team ADOM

P.S.: Help us win this baby here:


Tuesday, November 14, 2017

ADOM 3.0.2 released to our prerelease testers! (& brief pause)

Hi everyone!

The release train still is running at full steam - towards Steam so to speak ;-) We just released ADOM 3.0.2 to our prerelease testers which contains another slew of bug fixes and minor improvements. Sadly I have to report that ADOM 3.0.0 contains a major data corruption issue - save files that were created in 3.0.0 (or went through 3.0.0) probably are broken beyond repair - sorry for that :-(

The changelog can be found in the usual place!

Thanks for testing and enjoy the new release!
Thomas Biskup & Team ADOM

P.S.: After the frantic activity of the past couple of days there now will be a minor lull as I'm getting surgery tomorrow to have the metal in my left arm removed that I received due to an accident last year:



Wish me luck - I'm itching to start seriously working on Ultimate ADOM! Hopefully recovery will be fast and fully complete!

Monday, November 13, 2017

Announcing ADOM 3.0.1 for prerelease testers

Hi everyone!

since Thomas is on his way back to Europe, I have the honor to announce ADOM 3.0.1 for our prerelease testers

Please check the changelogthis version contains a lot of fixes for ADOM 3.0.0. Have fun testing!

Stay tuned!
Jochen & Team ADOM

Sunday, November 12, 2017

ADOM 3.0.0 released as a prerelease test version!

Hi everyone!

Today - as a special treat honoring Roguelike Celebration 2017 - we are very proud to announce the release of ADOM 3.0.0 as a prerelease test version. ADOM 3.0.0 is one of the most feature-heavy releases we ever have done as it wraps up most of the remaining crowdfunding promises. As a consequences it includes:

  • Four new mini maps and three new community quests have been added.
  • The Ultimate Nihilist ending has been added.
  • A new special adventure - taking place after closing the gate - has been added.
  • A new special "getting funded" level with a special boss monster & minions as well as two new artifacts has been added (and 16 other new items peculiar to this level).
  • 33 (!) new artifacts have been added.
  • The legend level donor artifacts have been added.
  • Fixed and extensions to the many magical statues (a few still are unimplemented as the wishes of the donors where simply not feasible - we will work out something better with you; expect to be contacted soon).
  • The immortalization of the mega-legend level donors has been done.
  • The revised manual available in more and smaller pieces throughout the game.
  • The basic infrastructure for global highscores has been added (but will not be activated before 3.0.1 as we still are busy testing the server - more on that in an upcoming post).
The changelog has the complete list of changes as usual. 


All this should make for an exciting new release. After it has been extensively tested it will take the usual route first to Steam and then to the general public.

We are very happy about now coming to a conclusion of our crowdfunding campaign and we are looking forward to the next exciting things looming on the horizont.

Have fun!
Thomas Biskup & Team ADOM

Saturday, November 11, 2017

ADOM 2.3.8 is being released to the general public!

Hi everyone!

After a very long time (812 days to be precise) we are very proud to release ADOM 2.3.8 to the general public!

Everyone now will be able to play ADOM 2.3.8 (release 81) and enjoy the progress of more than two years of work. Hopefully, never again so much time will pass between two releases. The changes are too numerous to recount:

  • completely revised user interface & HUD & tons of graphical refinements
  • animated monsters
  • extensive support for mouse-based play
  • tons of new support for new players (like quick hints, better mouse support, simplified key mappings, etc.)
  • tons of bug fixes and minor improvements

See the changelog for a full list of changes - it's everything from release 60 upwards in the list!


There have been some changes that people ask about very often:

  • ADOM now sports a dialog system and speech bubbles for dialogs. Some of the info dialogs can be deactivated if you don't like them (Show_Info_Boxes = false in the configuration accessible via '='). Speech bubbles and most selection dialogs can't be deactivated though. If you find them less efficient than the old way, please submit appropriate criticism and ideas for enhancement.
  • ADOM now offers quick hints that explain how to access certain commands. If you don't need them or find them disturbing you can deactivate those, too (Quick_Hint_Limit = 0 in the configuration accessible via '=').
  • The pick and drop commands have been completely rewritten. They now are much more consistent and powerful but you need to get accustomed to them if your muscle memory is trained on the old system. For experienced ADOM players we recommend that you familiarize yourself with all the options and play around a little with it. It's different than before but all options are there (and more).
Generally we believe that these (and other changes) are highly beneficial, especially also for new players. If you are very experienced with ADOM it will take a moment to adjust but our experience is that this goes quickly!


ADOM 2.3.8 can be downloaded from two locations:


Important: Files are still uploading at the time of this writing and will need a couple of more hours but the Windows version already is available at http://www.indiedb.com/games/adom-ancient-domains-of-mystery/downloads/adom-238-release-81-for-windows

If you find problems or have ideas for improvement please submit them at our bug database.

And now enjoy playing the latest version of ADOM. We are curious about your feedback!

Kind regards
Thomas Biskup & Team ADOM




Friday, November 10, 2017

Full Steam release: ADOM 2.3.8 is here!

Hi everyone!

Because I'm a bit jet-lagged (due to the trip to San Francisco to the Roguelike Celebration 2017) here's just a very quick note:

We have released ADOM 2.3.8 to Steam with but two fixes (see the changelog):

  • An important NotEye crash has been fixed.
  • A minor frog dialog problem has been fixed.
In the meantime we are already finishing up the next major release with tons of new stuff which you also can expect pretty soon now.

If ADOM 2.3.8 proves to be stable during the next 8-10 hours, we'll also release it as a general public release. So please test extensively!

See ya soon,
Thomas Biskup & Team ADOM

Sunday, November 5, 2017

Full Steam release: Welcome ADOM 2.3.7!

Hi everyone!

Today we are happy to announce the release of ADOM 2.3.7 to Steam!

Before I summarize the most important changes and additions I'd like to ask for help in analyzing one problem we still occasionally seem to have: In rare cases there seems to be a NotEye-related crash. The crash first has been reported in the following ticket: http://www.adom.de/forums/project.php?issueid=5572 This bug also is the main reason for not yet having released a general public version because we didn't want to introduce an annoying crash bug in the first major release after such a long time. If we don't managed to get it solved by next Thursday we'll just be pushing out the general public release hoping to the find more pointers to the root problem.

Ok, back to the release of ADOM 2.3.7, which is very nice as usual. The most important changes are:

  • The "open door" menu (when you run into a door) now reacts to the SPACE bar (by selecting 'o'pen as the default). Additionally searching for traps no longer is offered as a choice if you don't possess the relevant skill.
  • You now again can open doors by left-clicking onto them.
  • Trying to pay if you have no gold no longer crashes the game.
  • Auto-swapping positions with monsters (especially in walk-mode) no longer turns them hostile as this really could ruin your game.
  • Piety increases for paladin and priest characters now are more meaningful.
  • Some other bug fixes and minor improvements.
Here you can find the full change log. So all in all ADOM 2.3.7 is just a fine-tuning of previous releases and available now on Steam.

Behind the scenes we still are searching for above-mentioned bug and are very busy finishing the last crowdfunding promises (three in-game basically left: revision of the manual, immortalizing the legend-level-donors and global highscores and two out-of-game promises: the final shipping wave and the PDF download of the ADOM Lite RPG character sheet).

I'm back to work... enjoy ADOM 2.3.7!

Monday, October 30, 2017

Full Steam release: ADOM 2.3.6 is here!



Hi everyone!

We are happy and proud to announce ADOM 2.3.6, yet another major milestone in the recent series of ADOM releases. ADOM 2.3.6 contains a ton of changes (despite the rather small version number increase), especially related to user interface improvements and bug fixes. It is a full Steam release - no beta fiddling or anything required.

This could be the perfect time to enter the community of folks playing ADOM at Steam as we currently do have a 10% discount due to the Halloween sale - and it's not going to become better than that as we instead intend to continue increasing the value of your purchase by adding more and more content for years to come!

Major changes for ADOM 2.3.6 include:

  • Much smarter left-click interactions with the mouse (and customized mouse cursors).
  • More quick hints to point to advanced commands.
  • A streamlined and smarter tutorial to simplify getting into ADOM.
  • Humans and fighters have been buffed somewhat to make them more interesting.
  • Priests, druids and paladins start slightly more pious.
  • Priests now always start with the "Cure Light Wounds" spell. Additionally healing spells have been rebalanced.
  • Races and professions now are sorted alphabetically during character generation.
  • You now start with some quests to lead you into the right direction.
  • Paying has been greatly simplified.
  • Moving into doors now offers a much smarter dialog.
  • The various game modes have been slightly renamed to lead new players better into the game.
  • Various other minor UI/UX improvements (probably 80+ since the last release as we have started doing supervised user interface / user experience tests in our new UI/UX lab).
  • Tons of bug fixes.


Next up:

  • We are going to exchange the videos and images on Steam for much more recent versions.
  • We are going to do a full (non-Deluxe) public release of ADOM.
  • We are going to finish ADOM 2.4.0 (might become 3.0.0) to finish our crowdfunding promises.
  • And at the weekend I'm going to do the final wave of ADOM crowdfunding physical rewards shipments. Most people by now should have received their stuff and if you did not yet, please go to the crowdfunding fulfillment portal and confirm your data (not on Indiegogo - that data is long out of date and sync). If you are among the few who haven't done so and then don't confirm your data by the weekend you are out of luck. It's over after that.
And then it's going to be the future :-) !

Friday, October 6, 2017

Announcing the (graphical) prerelease of ADOM 2.3.4

Hi everyone!

Today marks another important milestone to getting ADOM back on track and rolling after this rather bumpy year: We just released ADOM 2.3.4 to our prerelease testers. This release contains the full graphical glory of ADOM Deluxe. Now you will be able to try out tons of amazing features accumulated over more than nine months in our graphical user interface:
  • a new HUD
  • better typography
  • (mostly) animated monsters
  • better tooltips & dialogs,
  • refined icons and graphics in general,
  • many new music & sound effects,
  • a huge amount of usability enhancements in order to simplify playing ADOM by mouse (really important for the Steam release),
  • and more: read the changelog for the full details (and note that many of the changes listed  between 2.3.0 and 2.3.4 will finally be visible in the graphical release - especially in the 2.3.0 release notes)
ADOM 2.3.4 still is somewhat rough around the edges and a couple of features are still under development (e.g. the personalized and animated PC sprites). We also expect it to be buggy (comparably to the ADOM 2.3.0 ASCII release). So expect to meet some rough spots - but we strongly believe that it is one of the best releases ever.

We now need your support in quickly stabilizing the graphical release in the same amazing way you so far worked on making the ASCII version much better as we now want to do the Steam release as soon as possible to then turn over to much smaller and more regular releases.

As usual the prerelease can be downloaded from the usual location.

What's up next?

Starting today I will be working on the remaining crowdfunding promises. I finally have updated the project flowchart for the current state:

From the flowchart you can see that most of the remaining tasks are now the part that is the biggest fun to me: adding content.

There are still a lot of levels, items & artifacts to be designed and that's the part of ADOM I always enjoyed the most. Immediately after this release we will use a two-pronged approach to continue:
  • I will immediately start adding content (maps, monsters, items, artifacts, quests) from a big pool of notes that has been lying for far too long. 
  • The rest of Team ADOM will continue working on stabilizing the current version in order to get both to Steam and to a general public release.
Once we have the next Steam & public release (which will be in October... hopefully sooner than later) we will change our development process to much smaller and more agile releases in much more regular intervals.

And then we'll have some more news at the Roguelike Celebration in San Francisco.

Monday, September 25, 2017

Announcing the (pre)release of ADOM 2.3.3 (ASCII again)

Hi everyone!

We are happy to announce the (pre)release of ADOM 2.3.3 - yet another ASCII-only (pre)release for our impending graphical and Steam release. Besides having fixed lots of bugs and optimized some of the new features even more (see the changelog) we this time would like to direct the attention of our prerelease testers to two focus areas:

  • We have revised the configurable character generation process. You now can choose between the following base difficulty modes:
    • Tutorial (the introduction as you know it)
    • Easy (a new mode that reduces deadliness and somewhat favors the player)
    • Classic (roguelike, the standard mode for ADOM ever since the game was created)
    • Personalized (the configurable character generation sequence)
    • Please try them out, test the navigation and provide us with feedback. The idea here to find an easier introduction for new players with the Easy mode - and give experienced players more means to personalize their game experience (among other things with a means to configure a "medium" level for hunger, fudge die rolls to some extent and configure on whether and how to use talents in your game).
    • This mode is a very important addition for Steam where we learned that many of the more casual games get too easily frustrated by the steep learning curve in ADOM. Together with the many UI enhancements (and many more to come in the graphical version) we hope that they will enjoy ADOM far more and that this will allow us to get better visibility with a wider audience (more happening in the background for that - stay tuned for a later update).
  • Since ADOM 2.3.0 we have included a completely revised point-based character generation process for your attributes. It provides a lot more flexibility and basically factors in all the points for your disposal which in former versions were hard-wired. Naturally we also would like to know how you like that mode.
That's it - barring any major hiccups the next release will be the graphical prerelease - we are closing in. Here are some more teasers to what is going on with the graphical version :-)



Wednesday, September 20, 2017

Announcing ADOM 2.3.2 for prerelease testers

Hi everyone!

After ADOM 2.3.0 and ADOM 2.3.1 we are happy to announce ADOM 2.3.2 for our prerelease testers. Again we have lots of bug fixes but as I am a bit late in doing the official announcement (being on vacation - in theory) we sadly also already have our first bug report :-( Luckily it's not tremendously important in so far as most players never will even get close to that situation in the game - but it is very annoying as it again affects one of the cool new quests. So there probably soon will be yet another release in the very near future.

The changelog is getting shorter but still somewhat impressive. Enjoy the game for now and also give us some feedback on the revised point-based character generation, pick/drop, etc.

Stay tuned!
Thomas & Team ADOM

P.S.: Our focus (besides maybe another small bug fix release on the sideline now is a graphical release - we are getting closer).

Desperate bug hunt in ADOM 2.3.1 - we slaughtered the bug!

*** UPDATE: The hunt is over!!! Congratulations & thanks to Laukku for providing a save game that finally allowed us to reproduce the problem in a reliable way. Now we also could fix it. It was a damn complex item identity problem and some conservative safe guard code from the old drop routines seem to have been lost in the transition to the new code ***

Hi everyone!

Currently we face one remaining truly major bug that was introduced in 2.3.0 and has been plaguing as again and again: http://www.adom.de/forums/project.php?issueid=4991

It does not make any sense to release 2.3.2 before we have fixed this bug. Sadly we fail to reliably reproduce it. It happens every once in a while but so far we have not found the actions required to get it reliably - which prevents us from understanding and fixing it.

As this one bug is holding up everything else (more releases, finishing the crowdfunding promises, Steam release, etc.) we hereby would like to make a special offer to our prerelease testers:

The first person who manages to produce a save file that allows us to reliably reproduce this bug will receive a free copy of the ADOM Lite RPG with a special dedication. I do have a few surplus copies so I feel that I could give away one of those.

Please try to create a save file that (preferrably within the next action) allows us to reproduce the bug described above. It seems to happen when you pick up / drop items in a shop. The Terinyo food shop works perfectly for that - we just have no idea how to get this bug. It just happens sometimes and everything else is unclear to us.

Thanks for your help!

Thomas & Team ADOM

P.S.: If none of our prerelease testers manages to reliably reproduce this guy, we might consider doing some kind of more public release to help finding it as I feel that we are wasting our very limited resources on trying to get this guy and achieving nothing :-/

Monday, September 18, 2017

ADOM 2.3.1 (release 74) released to prerelease testers

Hi everyone!

Almost directly on the heels of ADOM 2.3.0 follows ADOM 2.3.1. As expected ADOM 2.3.0 was a pretty experimental release and contained... err... well... a number of issues and room for improvement ;-) And so we repaired and improved.

The changelog is pretty impressive again although it's mostly fixes and fine-tuning (87 official tickets and more stuff going on behind the scenes - the result of almost 72 hours of frantic work behind the scenes). We are particularly grateful to Grond (master bug hunter who almost single-handedly killed every bug existant in the release), but also to Laukku, Ben Mathiesen und Qui from the forums. Your help was invaluable (and thanks also to everyone else who contributed). I also have to thank Jochen once more for being an undaunting force of bug destruction - great teamwork!

So without further ado we dearly recommend that you download the latest ASCII-only prerelease from the usual location.

Depending on how many more issues are found we now move towards finishing the graphical version.

Enjoy!

Thursday, September 14, 2017

ADOM 2.3.0 (r73) released to prerelease testers

Hi everyone!

After the longest break (pardon the pun) since the Resurrect ADOM development crowdfunding campaign we finally are getting back on track. Tonight we released ADOM 2.3.0 (r73), a special release in many respects:

  • It is the first "ASCII only" (pre)release in a very long while. The reasons are twofold:
    • We have added so much stuff that our graphics wizards in Team ADOM are still hard at work with catching up.
    • We are fed up with the long break and want to get feedback as soon as possible. As some features are still missing in the graphical version (or broken) we decided to put the ASCII version on the testing block.
  • It is probably the biggest release ever we have done. The issue tracker lists about 140 tickets (to be honest: after yet another 15 hour day I didn't count) for this release but the number has to be taken with some caution (partially because graphics fixes also are listed for the version number, partially because a single ticket can mean huge changes). Some of the huge changes are:
    • More than 100 new items including a completely new category with new mechanisms,
    • Rolf and Volcano quest added,
    • an ASCII windowing framework to make interactions more obvious and don't miss them in endless text wastes,
    • a speech bubble system for conversations,
    • a completely revised pick/drop dialog (I'm pretty nervous about that one as it is a very deep change and probably needs a lot of fine-tuning),
    • completely revised screens for quest status, talents as well as merged screens for skills and spells to simplify navigation,
    • a new quick hint system that tries to teach keyboard commands with tooltips,
    • a new look (and target) mode
    • and hundreds of other major and minor changes.
  • It is probably the most experimental release ever. This kind of follows out of bullet points #1 and #2 because we tested stuff - but our resources are far too limited to test everything. As a consequence regard this as a true prerelease: 
    • There probably will be crashes.
    • Characters might get lost.
    • Save files might get corrupted (although we haven't seen this so far).
    • Or in other words: Here be dragons. Proceed at your own risk.
The prerelease is available via the prerelease tester access. Follow the instructions and start playing as soon as possible :-) The change log can be found here (also as usual).

Please use our bug reporting system for all your findings. Discussions about the changes are especially welcome in the ADOM forum. We want to get any problems sorted out as soon as possible, because our roadmap looks like this:
  • Stabilize the ASCII version ASAP.
  • In parallel add more unaddressed promises from the crowdfunding campaign.
  • As soon as the ASCII version is stable, we will do at least one graphical prerelease for an equivalent feedback round on the graphical version.
  • Then we will go to Steam beta with the prerelease.
  • As soon as we know that the Steam beta is stable, we will make a public Steam release (including one of our front page lucky shots) to increase awareness. A major topic of our work for the past couple of months has been the simplification and enhancement of the UI - as a consequence it is a bit sad that you can't yet see all the fantastic changes in the NotEye/ADOM version. But we promise: the wait is worth it. IMHO the upcoming graphical release is spectacular.
On a side note we (again) changed the version numbering system:
  • We have returned to the major.minor.patch level system.
  • We still count releases but you now only can see the number with the 'v' command.
  • This will allow us to do more branches in our GIT system so that we can have parallel development and bugfix branches. For the current version the 2.3.x branch will be used for bug fixes (with x > 1) and the next real big feature release branch will be 2.4.0.
Ok, we return to work immediately. So much to do and so many plans :-)

See ya soon with the next release!

P.S.: Here are some of the mind-blowing changes of the upcoming graphical release on which all of Team ADOM have also been doing amazing work:
  • a completely revised HUD which is much clearer and more beautiful than the previous one
  • tooltips
  • mouse-based navigation
  • animated monsters
  • more icons, warning, indicators, etc.
  • real scaling for big screen resolutions
  • multi-monitor support
  • and more!

Saturday, September 9, 2017

Huge content update merged into main branch

Hi everyone!

Today I reached the second very important milestone in this week: I have been working on a content branch for many months (greatly delayed due to the broken hand misery at the end of last year and during Q1 of 2017). Finally I finished most of the stuff (the one big open thing being the volcano quest - but even for that the stage has been set). Everything has merged from my private development branch into the main ADOM development branch and now we are very close to the first test release (and then public releases) after a long time.

Tuesday, September 5, 2017

The (almost) final crowdfunding reward wave has shipped!

Hi everyone!

Today a very important milestone has been reached: The final wave of the "Resurrect ADOM development" crowdfunding campaign have shipped.

(well, it's probably the second to last wave because there will be one more small wave, probably at the end of October, in order to fix returned packages, etc. - but then it's over and done)

I've slept but 8 hours in the past 72 hours because it took a suprising amount of effort to
  • sort out addresses, check them and fix some of them (e.g. because some persons omitted their country)
  • select code pieces for the code certificates and get these printed,
  • package the certificates safely,
  • pack all the ADOM Lite RPG boxes (which we affectionately named "ADOM Resurrection Loot Boxes") including more code certificates, box certificates, the ADOM Lite RPG rules and the ADOM Arcana boxes, the poster map, a die (attuned by rolling it) etc. pp.
  • fill the boxes to prevent damage,
  • then bubble-wrap the boxes,
  • package them in the shipping boxes,
  • fill out tax forms, shipment forms, etc.
  • fulfill more ADOM Lite RPG orders,
  • personalize more ADOM postcards and send them.
So I'm really happy about having managed this. Below you find some impressions from the past 72 hours:
  • Packaging stuff:

  • Protecting the ADOM Resurrection Loot boxes:


  • In mid-packaging I ran out of my first batch of bubble-wrap, luckily I had taken care of that by ordering ample reserves:

  • In the end I prevailed:

  • Next I stuffed the car of my wife with all the boxes:



(the other stuff is not visible due to all the boxes)

And then I brought our small local post office to a kind of halt for about an hour. I had announced my coming, they were well prepared but sadly other visitors blocked the second worker with very problematic requests - and I got some angry looks from a slowly growing lynch mob because I was standing at the counter with my mountain of boxes.



But luckily after one efficient hour of processing the shipments plus me paying a minor fortune for shipping now everything is on its way. All boxes can be tracked so that problems should be easily identifyable.

Time for celebration :-)


I'm now looking forward to get photos (please post them in social media, too) of packages arriving (I'm curious what the state will be), unboxing videos, etc.

I'm now back to working on the remaining software promises - I still hope to get all that stuff finished by end of September. Wish me luck :-) !

Thursday, August 31, 2017

Final roll call: Physical ADOM crowdfunding rewards need your address

Dear donors of the ADOM crowdfunding campaign,

the final shipment of all remaining physical rewards is due in the very near future (e.g. beginning at the weekend). Still a couple of dozen people did not provide a shipping address.

This is the final call for submitting your address! Please go to
and log in there as described in order to provide your address!

Not doing so within the next 48 hours probably will result in your physical rewards being delayed for another year or two at least as I now finally want to get over with this and can send only so many reminders (at least two dozen reminders during the past two years). Without a confirmed address I will have to assume that you have moved on and no longer care for ADOM - which would be very sad.

Act now!

Thanks
Thomas Biskup

Sunday, November 13, 2016

Digital crowdfunding reward ready: Map of the Drakalor Chain

Dear ADOM: Resurrect ADOM Development crowdfunding donors,

if you donated in the campaign at the Champion level (or above) you now can download your digital copy of our beautiful Drakalor Chain map (designed by our incredible Team ADOM art director, the one and only Krzysztof Dycha ["Ravenmore"]). It already has been presented on the back cover of the ADOM Lite RPG and now is available in a huge resolution optimally suited for beautiful prints.

Update 13th of November: 9:31pm GMT +1: The PDF download now also is available.



To get your download just log in to the ADOM crowdfunding fulfillment portal and click on the download links.

Have fun!

Thomas Biskup
ADOM Maintainer

P.S.: And if you have not registered your current address for physical rewards you might be eligible to, please do that right now, too ;-)

Saturday, April 11, 2015

ADOM R57 has been released

Hi everyone!

We are proud to announce ADOM R57 - yet another closed prerelease test version. It's available from the usual download site for anyone in the closed prerelease tester circle. You can find the change log here.

This release is another bug fix release while we are preparing for the Steam release. Our current plan is to:

  • have maybe one other closed bug fix release (if any serious problems are found in R57)
  • have a public ADOM release (ADOM 1.2.0p23 is more than a year old and there is so much new stuff that we want to have some public feedback on all the new features before going to Steam).
  • then have the Steam release.
Realistically we are half a year behind our time plan and the Steam release probably will be happening mid-June.

In the meantime we are fine tuning the current version and I'm finally back to work on the ADOM RPG release to finally get this shipped. Other commitments of Team ADOM probably will prevent an earlier Steam release (as sad as that is).

Once the initial Steam version is out feature development will pick up speed greatly once again - right now we just are hesitant to introduce major new feature to prevent any new game breaking problems.

Another big change will be that I will end access to the prerelease tester circle at the end of April. All people who have bought access will naturally continue to have access to prerelease versions but we won't allow any new entries. This step will streamline the commercial future of ADOM (commercial via Steam, Gog and others, free for the rest). Prerelease versions will remain limited to the then current circle of testers.

Now go and play R57 - as always we are looking for feedback on its stability and any remaining major issues that might be a problem when releasing to Steam.