Author Topic: ADOM II (JADE) 0.3.0 has been released!  (Read 4891 times)

Thomas_Biskup

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ADOM II (JADE) 0.3.0 has been released!
« on: December 24, 2012, 01:01:12 AM »
Greetings everyone!

After somewhat of a hiatus due to working on the ADOM crowd funding rewards I decided to slip in an ADOM II release as a kind of Christmas gift. So ADOM II 0.3.0 now is available!

You can read all the details about the release at

http://www.ancientdomainsofmystery.com/2012/12/adom-ii-030-released-merry-christmas.html

It's available for download in the usual place:

http://www.adom.de/adom-ii/downloads/javawebstart/index.php

The most important additions probably are the missile combat system and the revised UI (lots of stuff still going to happen) in order to simplifying getting into the game. Additionally there's now a little imagery (thanks to Krzysztof Dycha) as well as some sound and music (thanks to Lucas Dieguez).

Enjoy the release, Merry Christmas, love, peace, freedom, health and happiness to everyone out there!

Thomas Biskup
ADOM & ADOM II Maintainer


getter77

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Re: ADOM II (JADE) 0.3.0 has been released!
« Reply #1 on: December 24, 2012, 02:46:33 AM »
Nice work, the full log for the curious as this does kick off another major leg in the game's roadmap:


   
Quote
-Completely revised the startup sequence and the main screens to give ADOM II a beautiful modern look and feel, simplify the start of the game for beginners and provide a more graceful introduction to the game. The efforts started with 0.3.0 still need work during the 0.3.x line, though, as both the tutorial and the manual promised by the buttons still are missing.
    -Implemented missile combat (which include an item type hierarchy for missile weapons and missiles, a target selection mode, various item compatibility tests, item breakage, lots of modifiers for missile combat, etc.).
    -Added a lot of intelligence to monsters in the game: They now can pick up items, drink potions, read scrolls and optimize their equipment. Additionally the API for monster behavior now allows for trivial expansions - you just need to implement one class with a fixed package and it automatically will be included in game execution.
    -Added a command to display the missile weapon statistics ('M' in ADOM Classic / Custom / JADE key bindings, \At in ADOM II key bindings - had to map 'Show game time' to '\Ap' [p for passed time] for that to happen).
    -Changed SPACE to a contextual command, e.g. ADOM II tries to guess the best next course of action. This should allow you to press SPACE most of the time instead of having to learn other commands.
    -Added audio support to ADOM. This is far from finished but there now are means to play both audio tracks and sound effects and a few already have been integrated into the game. Additionally all audio effects can be adjusted in volume separately, also allowing to turn them off.
    -Added 3 new monsters. Equipped many old monsters with missile weapons.
    -Added 22 new items.
    -Added 4 new weapon skills for thrown weapons.
    -Added 6 new construction plans.
    -Added archers and assassins as a starting professions.
    -Added the masonry skill.
    -Added scent based tracking to improve efficiency the most common tracking case implementation.
    -Added a context menu to both the start screen and the game screen.
    -Added context menus to the main screens.
    -Added colors to the wilderness encounter messages.
    -Enhanced steel slightly over iron.
    -Enhanced Fnuk and Joan a little bit.
    -Finally implemented pocket picking in all its variants.
    -Mud blocks now can be collected.
    -Good and bad luck now have a much more noticeable influence on skill checks.
    -The melee attack bonus progression by profession now has been separated from the missile attack bonus progression so that professions can be even more varied.
    -Started improving color details for the ASCII representations of items. More work on that during the 0.3.x releases.
    -Look mode starts now with the nearest being or interesting position preselected.
    -Revised the way weapon experience is gained (issue 1129).
    -Enhanced the handling of the 'Detect item status' kill.
    -Added more color indicators to messages.
    -Added weaponry to black orc brutes.
    -The teleportation professional ability now is turn-based and no longer uses up power points.
    -Enhanced look mode slightly.
    -Enhanced the readability of messages asking the user to provide some input.
    -Fixed a problem with the singular form of dry meat.
    -Refactored the internal handlers for materials completely. Now it's actually easily possible to transform item materials (before it was a mess). Alchemy, we are coming!
    -Gnoll warbands now occur only at higher levels.
    -Increased the frequency of liquid summoning gems.
    -Sped up character creation by selecting default skills.
    -Skills now are much less readily available.
    -Healing now is much slower while moving. Power point regeneration also is reduced while moving.
    -Full screen mode now respects the variable locations for both the message display and the statistics display.
    -Fixed a problem with the message display height.
    -Fixed a problem with various maneuvers (they didn't modify any game rules).
    -Fixed some internal problems with critical hit probability modifiers.
    -Fixed a problem with (now two-handed) pick axes failing to be equippable in the tool slot.
    -Fixed a typo with touch attacks (issue 1087).
    -Fixed a problem with shield to-hot modifiers (issue 1127).
    -Fixed the problem of not suffering heat damage while resting in the desert (issue 1132).
    -Fixed a problem with thrown opponents not getting hostile (issue 1135).
    -Fixed a problem with various items granting bonusses although there weren't equipped in the right location (issue 1139).
    -Fixed various typos (issue 1140).
    -Fixed a problem with higher tile movement costs not being taken into account during path finding (issue 1145).
    -Fixed a problem with the look mode which allowed you to spot invisible monsters (issue 1157).
    -Fixed a problem with the path finding algorithm which managed to cause traffic jams (issue 1162).
    -Fixed a problem with the lack of weight adjustments for higher level materials (issue 1163).
    -Fixed a problem with improper endings after winning the end game (issue 1166).
    -Fixed the missing symbol for writhing masses of primal chaos (issue 1169).
    -Fixed a problem with army encounters on dungeons (issue 1173).
    -Fixed a step numbering problem during character generation (issue 1181).
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training