Experience the sequel of the traditional roguelike dungeon-crawling classic. Enjoy unlimited replayability through endless procedurally generated dungeons, countless monsters, grafting, crafting and a vast amount of skill trees. Journey into the ever changing depths of the Caverns of Chaos.
Hear ye! Hear ye! Adventurers!
We have been focussing heavily on the feedback we have received before and after the full release.
Among others, you will find more ways of customizing your character, a lot of balancing improvements and more!
[h3]New content:[/h3]
[list][*] Five new player races (Gray Elves, Mist Elves, Hurthlings, Gnomes and Drakelings).
[list][*]We are now race-wise on par with (feature complete) with the original ADOM, meaning all the races contained in the original ADOM are now included in Ultimate ADOM.
[list][*]You now have the chance to play small characters (Hurthlings and Gnomes) which cause less weapon damage than their larger brethren. Or the fragile Mist Elves who are very hard to harm with physical weapons but at the same time can’t stand the touch of iron.[/list][/list][/list]
[h3]Balancing adjustments:[/h3]
[list][*] Skill points are now slightly more scarce and force you to choose more carefully in which skills you want to improve. Also, a few skill tiers have been adjusted.
[*] Benefit progressions for professions and factions have been changed to make the game more challeging. Specifically, playing for Andor Drakon has become a more tricky challenge in balancing power and corruption.
[*] The more powerful metals (Adamantium, Eternium and Truesilver) now show up slightly later to better balance the progression of power. Additionally, Truesilver is now more interesting as an alternative to Eternium.
[*] Item drops are less extensive. This means that you both no longer have to manage as many boring items as before, as well as making resources generally more scarce.
[*] The Halls of the Dead level has become more deadly.
[*] We now disallow to fletch arrows from quarrels (and vice versa).[/list]
[h3]Random character creation:[/h3]
[list][*] You can now select a random faction, gender, race and profession during the custom character creation or use a completely random one.[/list]
[h3]Traps have been improved:[/h3]
[list][*] Known traps now have a special marker so they can be easily avoided.
[*] Magical traps now can be evaded by non-ground-based movement (if you are perceptive enough).
[*] Trap locations now sport a description.[/list]
[h3]Control/UI enhancements:[/h3]
[list][*] You can now use the keyboard to harvest items into hit/power/experience points.
[*] Entities in the “misc toolbar” can now be rearranged and removed (via Drag&Drop).
[*] The skin color for Drakelings can be changed in the character customization. We plan to add more skin colors for other races.
[*] Optimized font rendering slightly, text should look a bit sharper now.
[*] Gamepad controls: you can now use the left stick in the radial menu to directly select an element.
[*] During startup, the game asks if gamepad support should be activated (if a “gamepad like” device is detected).[/list]
[h3]Various important bug fixes:[/h3]
[list][*] Fixed a potential endless loop during the “worm tunnel” map generation.
[*] Summoned undead now fight for the summoner much more effectively.
[*] Auto-exploration will not enter water with a current anymore. This should make the river level a bit safer.
[*] Fixed problem where some effects (like fire, poison) would be applied to the character again, when the inventory was opened and closed without any interaction.
[*] Fixed problem where some opening the radial menu (“e”) would trigger applied effects again, e.g. “life draining aura” or “poisoned”.
[*] Prevent the turn from being half-executed, when some actions are cancelled (e.g. "jump" or "cast wand").
[*] Fixed DV of items being modified when the PC was bloated.
[*] Fixed “ToHit” modifiers showing wrong values.
[*] The encumbrance level was not influenced by wielding heavy armor.
[*] Some shield prefix/suffix modifiers were ignored, which could lead to wrong DV/PV/stats being shown.
[*] Fixed health bars sometimes not updating correctly.
[*] The shown statistic values are now always updated at the end of the turn again to make sure the current values are shown.
[*] The “screen resolution” in the video settings would sometimes select the first entry (1024x768) because of a slight mismatch in refresh rates reported by Unity even though a different resolution was used.
[*] Many more bug fixes and stability improvements.[/list]