This list is much more detailed for the versions since 0.9.9 gamma six. A really complete and really long list of all the changes made to ADOM since its inception can be found at Thomas Biskup's official site. The full URL is: http://www.adom.de/adom/history.php3. R+ changelog: http://www.adom.de/home/changelog.html.
| Version | Notes |
|---|---|
| 0.2.0 | first alpha version; only one dungeon; unwinnable |
| 0.4.0 | Dwarftown, shops, herbs, pools added; first winnable version |
| 0.7.0 | first public release; color added |
| 0.9.0 | the game as it appears today comes into existence with a wilderness; ToEF added |
| 0.9.9 gamma 6 | no Mana Temple; Chaos God ending was possible; no class powers; no Assassins' Guild; last gamma where RotHK dungeon was a single level; attribute increases with herbs were unlimited |
| 0.9.9 gamma 7 | suffered from a fatal bug in the Mana Temple, all walls were undiggable, Mindcrafters could still win by teleporting in with their class power; class powers introduced |
| 0.9.9 gamma 8 | regarded as a very easy version; several new artifacts; last gamma where Drakelings became permanently fast from heat |
| 0.9.9 gamma 9 | very difficult version: less item generation, more item destruction, first version where dropped items were destroyed by ranged spells, elemental orbs corrupted merely by carrying; Necromancer display bug when creating slaves; first yellow pyramid and color-changing top level of ToEF |
| 0.9.9 gamma 10 | extensively pretested which made this quite stable and balanced; first version where TotRR was available; vortices introduced; crumpled scroll, emperor moloch and quickling bard could be wished for; first implementation of wand of destruction ending; Ultra endings were not possible because of requirement to wield both Sceptre and Trident at gate entry – Trident is two-handed!; game would sometimes crash unrecoverably upon entering the ID level containing Filk |
| 0.9.9 gamma 11 | firing autotargeted missiles without selecting a target crashed the game |
| 0.9.9 gamma 12 | stable; suffered from annoying bug that made many +0 items possible; last gamma where the & symbol was used for necklaces |
| 0.9.9 gamma 13 | piety loss (much too high) and preferred sacrifices introduced; equipment destruction was ridiculous in this gamma; rivers introduced; room effects introduced; new room connection algorithm made some levels unplayable; short-lived |
| 0.9.9 gamma 14 | piety loss still too high; room connection algorithm fixed |
| 0.9.9 gamma 15 | first attempt at monster inventories: monsters which picked up items would not necessarily drop them when killed – including artifacts like the Chaos Orbs; +0 bug since gamma 12 solved; piety loss toned down again |
| 0.9.9 gamma 16 – prerelease 1 | no entering dungeons? |
| 0.9.9 gamma 16 – prerelease 2 | bugs include a duplicate artifact bug and a strange (integer overflow?) bug that causes weird items (most often daggers with outrageous stats that cannot be picked up) and monsters that deal thousands of points of damage in a single hit – a very rare bug that does not make the game unplayable; there is also a duplicating missiles bug |
| 1.0.0 | released to the public August 6th, 2001; added item prefixes and suffixes; added a new wilderness location, the Bug Infested Temple; removed possibility of teleportation in elemental temples |
| 1.1.0 | released to the public November 10th, 2002; talent system added; preliminary results indicate this is a very buggy release |
| 1.1.1 | released to the public November 20th, 2002; bug fix for 1.1.0; bugs encountered so far: signal 291; extended drop can crash the game; "no mortal monster" bug; other problems: monsters gain experience too quickly, jackals are a prime example |
| R++ | see here |
| R+ | adds tiles, music, boss monsters, statues, many corruptions, few new items & monsters; tutorial, mouse support & improved UI; random dungeons, Ice Queen Domain, Frost Giant Jarl Caves; 2 new races and classes; achievements; bugs fixed |