Adventure: Ultima IV Part 2

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Expand view Topic review: Adventure: Ultima IV Part 2

by varyar » Fri Jul 21, 2017 9:33 am

I just finished playing this and it was enormously entertaining! The perfect length for a weekend of fun and I loved the gentle ribbing at the various gaps and retcons in Ultima history.

Thank you thank you thank you!!!

by Khelebran » Sun Dec 08, 2013 5:16 pm

I had a <<GREAT>> time playing! you have a great sense of humor and it was fun just being able to go back there and do similar kinds of things with a different story. Rocked my weekend :D

ultima

by joebonk » Sun Dec 23, 2012 5:02 pm

The online ultima 4 is just that but a chance for people to do it together. Mainly just a way for EA to still make money off the ultima brand.

by RetroRomper » Thu Aug 30, 2012 1:08 pm

Is the new Ultima game Bioware / EA are developing (Ultima Forever: The Quest of the Avatar) Ultima IV part 3? Have had a little bit of discussion in that area because they are basing their world map on Ultima IV, though its interesting they didn't call the game Ultima X or what not.

iv part 2

by me too » Sun Aug 26, 2012 8:52 pm

This was an excellent game. Thank you so much. I laughed and laughed. Seeing minax castle again was awesome.
I never made it to planet x in the original so I finally got to see it.
One "bug?" that kept happening was in a dungeon, just entering a room, suddenly i was showing the blue tassel to the crew and found myself on a ship off britannia bay. Which at first was good because i always needed a ship. Yet When I was plenty strong, i couldn't keep getting those monsters. It happened in a room of 4 goblins, and a room of 2 daemons.
This happened in other rooms too, but when I returned, i just tried not moving or triggering anything, and it seemed to work. exceptin these two rooms.
I could go on and on about how wonderful this game was, but then i'd be spoilin it... ha! talking to a commodore. I kept typing in "dir" or "list" or "for t=1to100"
All I got was the systex error :)
Thank you very much

by Chris H. » Thu Aug 09, 2012 6:28 pm

Weird! I don't think Readying triggered it, I think somehow one of those NPCs somehow triggered the macro you normally trigger when you pick up the ship in Britain. Either they did an attack that somehow involved a macro (not sure if that's possible) or their death macro (or your death macro?) was set wrong. Sounds more like a game data problem than an engine problem.

Trivia: ACK doesn't really think in terms of being "in combat". It knows if something on screen is mad at you, that's how it changes the music, but that doesn't necessarily mean fighting: When Shamino does his thing, I made him go hostile but he has no weapons. This means the music changes and he follows you around, but since he has nothing to hurt you with, it never becomes "combat".

by Garth's Equipment Shop » Thu Aug 09, 2012 5:17 pm

Was playing Dude Where's My Avatar when something strange happened.

I had just been to Moonglow after delivering a pizza to get the Beer Keg of Plenty and decided to explore the area outside moonglow a bit, and maybe take the ship back to Britain instead of using the Orb of Cheating all the time. After slaying some Daddylonglegs I encountered a Drunken Wizard and a Beer Golem. I already had my sword readied because I was saving the shotgun for when I really needed it. But they were proving to be rather difficult so I pressed 'r' to ready the shotgun. All of a sudden I found myself on the ocean on board the ship off the shore of Britain! I still had around 90 hp when it happened so I know it wasn't because I died. Is the 'r' key used for some special purpose in combat?

by Chris H » Sat Nov 12, 2011 11:53 pm

It was the same - I just fixed it. :)

by rld » Mon Oct 03, 2011 8:33 am

Slightly off-topic to the thread, but I think this is the same
issue as the broken link for the U4PART2 download.

As mentioned in another thread, the ACK source code download package appears to be offline (404 broken link) at:

http://www.80sgaming.org/ack/acksrc.zip

by rld » Tue Jul 26, 2011 9:18 am

Hi Chris,

Good to know you are still around and monitoring the group! :)

So what are your plans for ACK at this point? Are you taking a (well-deserved) break from the ACK update treadmill for a while, or are you planning to do any more releases?

Any new games or projects in the works?

Thank You

by Keighn » Sat Jul 23, 2011 6:05 am

Thank you very much. Now my friends and myself can get to seeing this work of art.

Link fixed!

by Chris H » Fri Jul 22, 2011 8:04 pm

Hi Keighn,

Okay, the link has been fixed. Thank you very, very much for reporting it - I had tested a few of the links when I changed hosts, but not that one.

I hope you enjoy the game!

Chris

Site

by Chris... » Fri Jul 22, 2011 7:28 pm

Hi,

Thanks for reporting that - I'll fix it ASAP.

Chris

Cannot Download

by Keighn » Fri Jul 22, 2011 7:56 am

It would seem the download for the windows version is either offline or pulled. Can anyone contact the site owner and see if the link for the download can be reestablished. There is still interest in the game and we can't find a place to download it even via internet archive.

Damn, I should have downloaded this parody version of ultima a few years ago. Pox on me.

by Chris H » Fri Aug 14, 2009 2:02 pm

Thanks for the great review!

amazing

by arioch8 » Fri Aug 07, 2009 8:22 pm

I've been looking for an rpg that would be as much fun to play as the old Ultimas for years.

THIS IS IT!

Awesome job, Chris. I'm having a blast and laughing my ass off. You can't beat this type of free roaming but story driven play, and I know how hard pulling something like this off can be. Thanks for making this great game!

by Chris H » Tue Jul 21, 2009 12:21 pm

I think I would simply make it so that if you try to talk while invis, it simply drops the invis and passes a turn, or something. No other changes.

(By the way, in Exodus's castle, I have other hidden squares that drop your invis via macro. I didn't want the final level to be rendered too easy by using the ring of invis)

invisibility

by GB » Fri Jul 17, 2009 3:57 pm

If you are thinking about making any changes to the way invisibility works I would like to talk to you first, and I would like to know what you might change in the code.

by Chris H » Fri Jul 17, 2009 3:35 pm

Hi,

I'm really glad you liked it -- especially despite encountering some pretty strange bugs. I never ran into any of those during testing, I wonder if there's some kind of engine or version glitch with your ACK software. I'll check out your other post and see what I can reproduce here.

That talk-while-invis bug, however, good catch there: I'll have to fix that. I believe talking breaks invis, but it happens at the end of the conversation, which is silly.

As for how long it took... it's hard to say, because a lot of the time was spent fixing ACK bugs that never really appeared until a game of this size was created. I would say a few months of fairly regular work, but the time investment was a little surprising. From most time-intensive to least:

1. Pictures - surprisingly, I think the most time-intensive stuff happened in Photoshop, rather than ACK.

2. Dialogues (which I would write out in a word processor first, then enter them into the editor when I settled on a final version)

3. Sounds (Youtube turned out to be the best source, interestingly)

4. Maps (I used a lot of map layouts straight from Ultima II through V, but they were still tedious to edit)

5. Playtesting - this took a lot of time, to make sure that quests didn't break if they were done in an unexpected order, etc. Thankfully I had a lot of help from Josh.

6. Macros (the dungeon macros were the hardest)

7. Graphic tiles (but since I largely used Ultima tiles, it's no surprise that very little was done here. The stripper was tough to pull off, though.)

8. Objects and creatures (very little time was spent on this)

The plot sort of wrote itself as I went along, and in many cases I added new elements as I went along. (Originally, Hawkwind was going to just hand you the cards; I felt like adding more, so I did, and now you have to work for them.) I was happy at how easy it was to change the story as I went along.

By the way, those annoying attacking floors in Exodus's castle? Straight from Ultima III. (In fact the whole map, minus the concert hall of course, was Exodus's castle in U3)

Some thoughts on U4 pt2

by GB » Sun Jul 12, 2009 3:56 pm

Speaking as someone who never played any version of Ultima before, I have to say that I thoroughly enjoyed this game. This is an excellent model of a fantasy game. The combat was well balanced with puzzles, the travel would not have seemed too difficult or too gratuitous even without the orb of cheating. There was an impressive amount of dialog. Getting my bearings at first was a little slow, but the action picked up quickly and when I thought I was reaching the end a couple of times a whole new, world-spanning quest would be laid before me. There was a good mix of items, treasures, symbols, weapons and generally useful and interesting things. The dungeons were just complex enough to seem vast and mysterious your first couple of times into them, but not so complicated that you really had to resort to mapping.

Spoilers below.

I was about 3/4 of the way through the game when I recalled that I picked up a ring of invisibility somewhere and started to use it. The rules for it make a lot of sense. You can't use it while on horseback, boarding a ship or mounting a horse likewise nullifies the effect. Those trapped squares in Exodus' castle were clever, but you can see them with the Mapping gem. Though it took me a while to realize what was happening. The evil floor that attacks you also makes it difficult, because you see no enemy, so you don't realize why you can't become invisible again.

Using the ring it is possible to initiate a dialog with an NPC that would be hostile if he saw you approaching. I tried this on Roscoe in the Dukes of Hazard themed town. He giggles to himself after I say goodbye, but then begins shooting at me, because, of course, talking also removes the invisibility effect.

I found a few problems in the game, the most frustrating had to do with creatures in the dungeons attacking me and somehow sending me back to boarding the ship outside Britain, with a short message telling me that the sailors recognized by blue tassel. This caused the shores near dungeons to become littered with abandoned ships and skiffs. I've detailed this in the bugs section and provided screen shots. Does anything in the dungeons execute macro 33?

The skiff in Britain, after it has disappeared leaves a blank space. Object 96 preset space skiff, should probably be set to be replaced by #6 water, instead of eliminate.

In some rooms within dungeons, particularly where previously concealed creatures appeared at some point, thus trapping me, I noticed that certain floor tiles would disappear, leaving black spaces. No problems there, just a display glitch that was probably not intended.

Early in the game I found it hard to move Iolo past insisting that I ask Gwenno why, even after I had already asked her why, and had moved quite past that part of the quest.

Late in the game I noticed that my vision was no longer restricted to a limited area while inside dungeons or on the world map at night. I went into and out of several dungeons with this condition and the limited sight range did not return until I tried using the candle of love.

I'm looking at the inner workings now, of course and am thinking about how I can use this to create something else cool. Though it will probably take some practice to get to the point where I can make an adventure as good as this. How long did this take you, anyway?

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