Showing posts with label adom classic. Show all posts
Showing posts with label adom classic. Show all posts

Tuesday, January 19, 2021

Ultimate ADOM vs ADOM Classic - Complexity and Details

Some of the comments we've been receiving about Ultimate ADOM is that it seems to lack complexity, and it's easy to see where that perception might come from. Unlike ADOM's multiple dungeons and expansive overworld, in UA there is a single dungeon (though with several branches both optional and mandatory), and we have gamepad support.

Being seemingly confined in a single, deadly environment and being more accessible when it comes to controls does not limit the complexity of the game however. Ultimate ADOM: Caverns of Chaos' underlying logic engine allows it to simulate things that have never been possible with ADOM.

Play with fire


Interact with anything. Extinguish torches and candles, light them (if your character has the tools, the skill or the appropriate magic) or destroy them with raw physical rage. Open fire has a variety of uses not fully implemented yet, but which will come when elemental combination effects hit our Early Access roadmap.

Bumping into burning braziers will cause the oil to spill to neighboring spaces depending on the direction of the bump, potentially setting poorly positioned enemies aflame. Please note that monsters will occasionally also stumble into these things, making fighting near braziers a dangerous but potentially rewarding tactical choice - unlike in ADOM Classic, monsters now have access to exactly the same skills and actions as the player character.


Potions

Like in ADOM, potions can still be used in a variety of creative ways apart from drinking them. For example, you can pour orange juice into a river or coat an iron maiden with poison if that is what you wish to do, because Ultimate ADOM is not going to stop you from doing that. You will even be able to coat your weapon with a healing potion, in case an enemy disarms you, picks up your blade and decides to pummel you with it. It's all about being prepared, and while these are all instances which had to be hard-coded in ADOM, UA's logic engine will just allow you to do all of this because it's possible to simply interact with all the objects in the game.

There's one major change though - we will not have any "unidentified" potions or scrolls anymore. While some players enjoyed the challenge of finding out over and over again if a certain potion is poison or healing this session, most did not enjoy experimenting over and over again and we decided that in the Caverns of Chaos, potions are clearly labelled this time.


Grafting, Limbs and meaningful critical hits

Here's something that also hasn't been possible in ADOM, and best of all: It's already in game when we hit Early Access on February the 11th. While every character (at least, for now) starts out with two arms, two legs, a torso and a head, they do not need to remain so for long. Powerful enemies skilled in wielding bladed weapons (especially axes) may score a lucky hit, sending limbs flying.

Additionally, some characters specializing in this may graft monster bodyparts to themselves, because what's better than wielding two axes? Wielding four axes, one for each arm you could eventually run around with. Found a really cool helmet but it's too small for your regular head? Kill a kobold, butcher its corpse and graft its head onto your shoulders. You now have a slot for wearing a smaller helmet.



Animate everything

Playing a White Necromancer in ADOM was quite difficult, because clay was hard to come by. The Animancy school of magic in Ultimate ADOM will allow your character to animate anything she desires. Spare weapons, coffins, corpses or even the walls of the dungeon itself - as long as you have enough power points spare, a wizard specializing in Animancy will never truly have to be alone.


You might even cut off a minotaur's arm in combat, animate it and then leave it to fight its original owner if you are feeling particularly cruel.


So while the dungeon's scope itself is a bit smaller than all the different locations of ADOM Classic (for now, at least, because developing roguelikes is something one does not simply stop just because it's feature complete), we feel we have added all the fun, complex bits we couldn't add to ADOM due to the code simply not allowing for it. And there's a lot more to come!

Tuesday, August 1, 2017

Most bigly ADOM news update in a long while (physical rewards, videos, pictures, so many new features)

Hi everyone!

After a flurry of posts two weeks ago we fell a little more silent - because sometimes things are just bigger and harder pieces of work. In the past two weeks several topics we begun have been brought to some kind of conclusion while other major topics have been started:

Sunday, May 26, 2013

ADOM 1.2.0 Prerelease 14 now available

As I was on the road Jochen beat me to it (now that's great teamwork ;-) but here's the release news anyway: ADOM 1.2.0 Prerelease 14 now is available as a closed prerelease (if you want to get in on the closed program click here to read about the details). It's the first release with full NotEye integration (use Ctrl-m to get to NotEye), packaged with graphics and music and thus somewhat larger than older versions. As we might run into bandwidth issues for downloads everyone is encouraged to use the torrents for download.

Friday, May 24, 2013

First graphical prerelease nearby...

Hi everyone!

Just to let you know... real soon now we'll release p14 - which is going to be the first prerelease with graphics, sounds and NotEye fully integrated. Naturally things still are in a flow... the music is far from finished and Lucas is working hard to get ahead, Jochen and Zeno are fiddling with various enhancements for the NotEye integration and Krys is fine-tuning many of the graphics, giving the cute dog another overhaul, adding details, working on variant tile sets and other stuff. So - once it is released - please take p14 as a first alpha prerelease of the final version.

Here's yet another teaser of the (almost complete) monster tile set (do you spot what's missing?):


Just to give you an idea about the things that keep us busy: Jochen, Krys and Zeno e.g. have been investing quite a bit of thought and work recently to fiddle with the transparency of the leaves on trees. A detail, but a detail that adds a lot to the final appearance.

Read ya soon about the release!

Wednesday, April 3, 2013

ADOM 1.2.0p12 and p13 are out (kind of old news)

Hi everyone!

As mentioned in my last post I'm currently quite a bit on the road and have shaky internet connections at best (and little time). So Jochen has taken over release management and released ADOM 1.2.0p12 and ADOM 1.2.0p13 (you can download them in the usual location). If you haven't downloaded either so far, you can skip p12 right away as p13 contains a very important bug fix.

Thursday, March 28, 2013

The long tail


Hi everyone!

Updates have been few and far inbetween right now, now because we are not working but rather because we have hit what I call the long tail of software development.

Sunday, March 3, 2013

Graphical monster variants & tidbits

After spending the day with more paperwork and stuff regarding the crowd funding campaign I wanted to give you a quick peek at how Krys manages to shape the monster variants from the basic monsters he painted so far. I really love how these beasts are being individualized :-)


Monday, February 18, 2013

ADOM 1.2.0p11 released!

I'm happy to announce the release of ADOM 1.2.0p11. At the same time I have to say sorry for the reduced amount of community interaction within the past couple of weeks. A series of family crises involving serious heart problems, strokes, sicknesses combined with various other minor annoyances really so far has made my start into 2013 pretty bumpy. Things slowly sort out and hopefully will take a good end but the past couple of weeks have been one long stretch of troubles and worries.

Friday, February 1, 2013

Another glimpse of the evolving tile set

Hi everyone! Here's another quick update of the evolving icon set for ADOM (and ADOM II). I keep loving the stuff Krys is doing and can't wait to release the first version with a somewhat complete tile set :-)




Tuesday, January 22, 2013

ADOM 1.2.0p10 released!

Hi everyone!

We are happy to announce the release of ADOM 1.2.0p10, again a closed prerelease for all people participating in the prerelease access program and for everyone who donated to the ADOM: The Resurrection crowd funding campaign at the Wanderer level or above (Seekers exempted).

ADOM 1.2.0p10 is a minor release that fixes an annoying crash bug with the new secret artifact guardians rooms that have been added to the game. Some other minor fixes also have been included. You can find the full list of changes here.

As usual the prerelease is available as a download from the ADOM Self Service portal.

Enjoy!

Sunday, January 13, 2013

ADOM 1.2.0p9 has been released

I'm happy to announce the release of ADOM 1.2.0p9 - again available to all donors of Wanderer level and above (Seekers exempted) from the crowd funding campaign as well as anyone who decides to buy into the prerelease program.

Friday, January 11, 2013

The end of my ADOM sabbatical

All good things come to an end at some point, so does today my ADOM sabbatical. For about a month I took off from normal work in order to work with full focus on implementing all the rewards from the ADOM crowd funding campaign. A lot got done, a lot more needs to be done, here's the quick summary.

Tuesday, January 8, 2013

New tile samples...

While I continue to work on the new boss monsters I'd like to point you to a new tile sample... enjoy!
(And yes: I totally believe they rock!!!)


Monday, December 24, 2012

ADOM 1.2.0p5 released (Ho Ho Ho Ho!)

We are happy to announce the public release of ADOM 1.2.0p5 - one of the slightly older closed prereleases of the ongoing ADOM development due to the success of our crowd funding campaign.

Friday, December 21, 2012

ADOM: The Resurrection among top 12 Indiegogo gaming campaigns of 2012

Hi everyone!

I just got notified that ADOM (not surprisingly - given the blazing success you made possible) is ranked among the top 12 Indiegogo gaming campaigns of 2012! Place #2 as far as I can see as Starforge managed to surpass the success of ADOM: The Resurrection by about 50% - phantastic, it has been an amazing year so far and I expect 2013 to become a truly awesome year for ADOM with at least two major public releases (1.2.0 and 2.0.0) as well as ADOM Deluxe with Steam integration and more.

IMPORTANT: For now you still can vote for ADOM to become #1 as Roguelike Game of the Year 2012 - please do so if you haven't voted yet ;-)

Ok, I'm now back to work...

Cheers
Thomas

Monday, December 17, 2012

Vote for ADOM (or ADOM II) as Roguelike of the Year 2012

The new poll is up and you can further the development, visibility and future of ADOM by voting for it as the Roguelike of the Year 2012 (at least we made the best resurrection in my book ;-) ). Use the sidebar on the right of the linked website to vote and thus help preparing ADOM to get onto Steam and other platforms - we need as much publicity as possible to turn the resurrection into a perpetual event ;-)

Thanks a lot!
Thomas Biskup
ADOM & ADOM II Maintainer

Friday, December 14, 2012

ADOM: The True Resurrection - Prerelease 7 now available

Greetings everyone! Last night we released ADOM 1.2.0p7 (prerelease 7) and I am very excited about this release for several reasons:
  • It's the biggest prerelease so far. 114 (!) issues have been tackled for it, many stopping loopholes and varous scumming tactics. The game probably will be quite a bit harder (especially at later levels) and I am pretty sure that we will need to do a couple of more prereleases to rebalance the game but IMHO it's worth it.
  • It's probably a highly experimental release: Concerning the sweeping amount of changes I'm almost 100% certain that quite a number of ugly new bugs will pop up. But that's the nature of prerelease: test early, suffer early ;-) Please play the prerelease, try out things and post bug reports and RFE whenever you stumble upon a problem. The next thing on my list is a bug killing spree for p8 (plus probably the integration of a couple of the virtual donor rewards - we'll have to see about that ;-) ).
  • The initial implementation for Mist Elves and Ratlings is in. There surely is a lot to finetune and I'm looking forward to feedback in that respect, too!
As usual the prerelease is available to all donors of Adventurer level and up (Seeker donors excluded) through the ADOM self service portal. And here's the impressive changelog for ADOM 1.2.0 p7...

Saturday, December 8, 2012

ADOM: The True Resurrection - Summary of day #4

Unexpectedly today was an amazingly productive day given the fact that I did not have that much time to work on ADOM. Too many things happened to summarize all stuff in detail but the short form is: I started to work on all open bugs and requests for enhancement in the official ADOM issue management system and I tackled quite a few today. Lots of balancing stuff, etc.

Thursday, December 6, 2012

ADOM: The True Resurrection - Summary of Day #3

Hi everyone!

Just a quick summary:

Sadly tomorrow is a normal workday, so I'll not have any more updates...

Wednesday, December 5, 2012

The challenges for the true resurrection, day 2

Ok, folks, today I'll be going to tackle

  • more tax and billing issues (hopefully less than 30 minutes)
  • chaos knights (I hope to complete them today since I already started on them a couple of weeks ago)
  • maybe a little work on mist elves if I'm fast with chaos knights
Should be more than enough for one day. Wish me luck ;-) !