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RoobTheNoob

11
Posts
1
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A member registered Mar 11, 2024

Recent community posts

Don't worry, nothing mean. :-)

First, it's a huge relief being able to shoot projectiles now. I've done challenge runs in the past as a mage and as you can imagine, the biggest challenge is the limitation the original engine had on spawning spells as physical objects. It's making me look forward to an archer run. 

An interesting result of playing a mage, though, is that I was able to beat the game without having to defeat Tyball. I suspect I didn't have to free Ariel either. There are a few doors which are supposed to be restricted from opening with the Open spell but aren't, crucially the doors opened by the key Tyball drops. I broke the orb, ran past him and unlocked his lab (as well as Ariel's prison along the way), and was able to continue to beat the game. You still need to bury Garamon's bones or the talismans don't disappear into the lava, but there aren't any other event flags keeping you from burying him if you don't kill Tyball.

I already mentioned the item duplication and attribute bugs in two other posts. Here are some others that I noticed: 

  • Fishing is very finicky. I'm not sure if you restricted fishing to larger bodies of water, but even then it seemed it was very hard to get it to actually work. 
  • Stacked items don't accumulate weight. 
  • The bandit leader never warmed up to me no matter the disposition of the two bandits outside their quarters. 
  • It felt like there weren't nearly as many skill points to spend. I haven't tested this yet compared to the rate at which you're supposed to earn them, but that's on my to-do list.
  • Nothing could go into map cases, you could only take things out of them. 
  • Neither electric bolt nor fireball had an area of effect like sheet lightning or flame wave. Not sure if this is intentional to avoid destroying items and thereby bypass the issue of piles of ashes with unlimited uses like in the original. That being said, those area of effect spells didn't damage items either.
  • Goblins on level 7 disappear after showing them the medallion. That made it so there were some gates I could only pass once. 
  • Many cutscenes played very slow, unless I right clicked in which case they played at hyper speed. 

That's all I could think of off the top of my head. With that small a list out of a million details that could go wrong, I'd say this is one fine piece of work!

Next up, some improvements I really liked: 

  • Being able to move map notes made it way easier to place them where they're actually needed. UU has one of the best auto maps already, and this was a definite step up.
  • Showing the available skill points in the character stats screen kept me from wasting time traveling to a shrine.
  • Lore felt more reliable. Not sure if that was intentional, but it was nice in this playthrough.
  • Jumping was far easier without all the bouncing. 
  • I like the graphics. It's a nice mix of "realistic" models and pixelated environments.
  • I think everyone appreciates the larger field of view compared to the original.

Finally, some suggestions. 

  • The reduced UI is nice, but I could have benefited from seeing my mana and rune shelf. Maybe something in the options to toggle persistent UI elements?
  • I would really appreciate a point buy option for the attributes. I hated rerolling then, and I hate it now.
  • Some messages disappeared before I could read them. A short log you can go back through would be helpful. 

That's all for now! Once again, awesome work.

I just finished my first run as a mage. Top-tier, amazing work! I've been playing Ultima Underworld since I was a teenager, and this is one of the smoothest experiences I've had with it. I've got a handful of notes if you'd like to hear them. Should I post them here, or is there a better way to send them?

Is it just me, or do the starting stats seem off? Like, The mage and bard have reversed stats (mage should be int first and bard should be dex first), or how the fighter has a floor of 12 for dex instead of int. And I could never seem to roll a 30 in anything.

I'm not sure what it means that I can't seem to roll 30, but I think I know what's going on with the other stats. In the original underworld, the stats are in the character creation screen are ordered STR, DEX, INT. And in this remake, they are ordered STR, INT,DEX.

So it seems what's happening is slots 2 and 3 of stats are reversed. Classes with high dex and low int are getting the opposite, and vice versa.

Huh... It's like the cursor remembers how many objects are in the stack most recently drag and dropped until a container is opened. I started with a stack of 30 sling stones that I dropped into a container. Then I picked up 3 individual stones and dropped them, one by one, into the same sack (it doesn't seem to matter if it's the same container or different ones). When I opened the sack, there were four stacks of 30 stones.

I'm trying to find patterns. So far it only seems to happen when dropping items into a container without opening it, and only certain items. It also doesn't affect the weight of the stack when the items are duplicated. I had a stack of over 80 fish that only weighed one stone. So far I've duplicated gems, coins, some food, keys (this was the first clue something was up), lantern oil... I couldn't get it to work on the flying potion in level 2, or some of the other potions and scrolls. I haven't tried duplicating explicitly non-stackable items like equipment yet.

Keyboard and mouse

You can press C to cast the currently queued spell.

New instance: in the northern section of level 2 where the grey goblins attack. I had recently loaded my game. I fought the goblins and picked up the gold they dropped and put that pile into one of my containers. Then I went to one of the alcoves that had one of the other goblins, picked up the red gem there, and put it into a separate container. However many coins I picked up, the gems would become that amount.

I was able to do something similar with objects from my own inventory. I dropped a pile of coins, then dropped a gem. I picked up the coins and put them into a container in my inventory, then did the same with the gems. The gems were duplicated.

So far it only seems to duplicate light items like keys, gems, potions, leeches, etc.

I discovered an item duplication bug. I'm not sure how it happened, but I loaded my game and discovered some stuff in containers in my inventory had been duplicated. I couldn't tell if it happened during the loading process, or when switching to a new character/save file, or what. I'll keep testing and post an update if I figure out a pattern.

That makes sense. I don't know how they did it on the back end, but the system they used worked pretty well, where you had to hold down a hotkey to interact with the runes. You've already done an amazing job with this, I have no doubt in your ability to get it working if you decide to implement it.

One of my favorite QoL features from UltimaHacks was the ability to type out runes, which was way faster than clicking them. Is anything like this a possible inclusion for a later release?