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 :-)



Thursday, September 21, 2017

More ideas for streamlining the ADOM UI

Hi everyone!

Today I pondered slaughtering a potential holy cow (but maybe not - I'm curious for the responses):


I'm sure people who know their key presses in reflex-like motions will hate me but IMHO it makes a lot of sense to have more intuitive bindings and I never have been afraid to look at holy cows while sharpening a knife.

The next logical step would be to sort races, professions and star signs alphabetically on the corresponding selection screens instead of using the current chaotic mess.

But I have a gut feeling that I will create some irritations with long time fans. On the other hand I strongly believe that all these changes would be very beneficial for new players.

So let me hear your thoughts!

P.S.: Yes, I also shortened the texts in the menus as the many filling words ("View the...", "Read the...", ...) probably just unnecessarily clutter the screen.

P.P.S.: Yes, there is a new game mode progression. The idea here is the following:

  • "Tutorial game" is the introduction you should take to learn the basic mechanisms of the game.
  • "Standard game" is a game mode that is suited at the "average" (and more casual) player out there. Hunger effects will be lessened (probably just cumulative negative attribute modifiers instead of killing effects, slightly better survivability). It should serve to show all the tricks and traps of the game but with less immediate killing power. No talents.
  • "Roguelike game" is the standard way of playing ADOM (but without the customization screen - basically spontaneous selection at each step).
  • "Customized game" is the complex customization screen you have today.
  • The other modes are unchanged.
The next release also will add more customization options:
  • "Hunger" no longer will be just on or off but get a third "debilitating" setting. And "on" probably will be renamed to "deadly".
  • "Talents" will be added with the settings "off", "automatic selection" and "custom selection".
  • "Balance" will be added with the settings "Roguelike" (die rolls like today) and "Pampered" (making die rolls in certain situations slightly more favourable for the player with the goal of making gameplay even more exciting - I found this article very fascinating: https://www.polygon.com/2017/9/8/16263050/game-design-magic-tricks)
The above-mentioned standard game will use "Talents: off" and "Balance: pampered". 

MerkenMerken

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).