Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date: 01-30-06 15:51
So with all the talk of my little mod Im working on, so here's the run down.
Some of you meay remember (/know) that when the cataclysm happened, the lands were divided into Britannia, the Serpent Isle (the Lands of Danger and Despair) and the Feudal Lands. The goal of my mod is to bring together these three lands in one setting using the multi-map capacity of Ultima.
To break down the additions, features, and changes to these realms:
>> The game won't end at the traditional end game. You can gather together your equipment and a party of your choice, and venture to the Serpent Isle
>> The Generators will be moved to a seperate map.
>> The sewers underneath Britain (circa U6) will be reconsturcted on another map.
>> A karma system will be enforced (circa U4)
>> You can now meditate at shrines (keyring mod)
>> You can now view the codex (keyring mod)
>> Zauriel the mage will give a new quest (keyring mod)
>> Chahiero the archmage will give several new quests, including one to access the Feudal Lands
>> You can now forge nomal swords from sword blanks
>> The moongates will now follow the cycle of Sosaria's moons (circa U4)
>> A special item will allow you to view the status of the moons.
>> Moongates will function properly once the Ether is restored.
>> The Orb of the Moon allows travel to the shrines (keyring mod).
>> Many old spells, such as undead and iceball will make a comeback.
>> Many new spells will be added.
>> Many non-SI unique spells will be available in Britannia.
>> Jaana and Mariah will be able to cast spells again once the Ether is restored.
>> Many Fellowship leaders will respond to the destruction of the Generators now.
>> The Avatar and party have an alternate death handler once the Ether has been restored.
>> All good NPCs will have conversations, incl. egg generated ones.
>> The introduction & storm sequence has been rewritten to handle all the different party members.
>> The Knight's Test will give you a command suitable to your different virtue ratings, instead of a preset one.
>> Once you are a Monotorian Knight, you will actually *have* the responsibilities of your command.
>> When the traitor is revealed, you can take leadership of the Command if you are a member of it.
>> If you recover the Helm of Courage, you may take leadership of your Command.
>> NPCs will respond much more to you having recovered the Helm of Courage.
>> You will have a joinable NPC in Monitor, whom depends upon the command.
>> Some of the little bugs in the Fawn trial will be fixed.
>> Moonglow will be rebuilt with the originally intended second level.
>> Many of the subplots which were not expanded upon in the original SI, will be.
>> Much of the messyness in the original SI map will be moved to alternate maps.
>> Freezing in the North will be negated if you're wearing a heat-inducing armor (try running around in full plate and see if *you* feel cold!)
>> The storms will reduce severely if you finish the Silver Seed quest.
>> Many spells will start to function correctly if you finish the Silver Seed quest.
>> If Boydon dies, it will be possible to recreate him at Erstam's Isle via a side quest. (this will only work once, however).
>> The effectiveness of Automaton companions will be increased.
>> A new quest will allow creation of a customized Automaton companion.
>> You will be able to pernamently give the Avatar an Automaton body using the Life Transference machine. The Automaton must be willing, of course.
>> Blink rings will function (although erratically) once the storms subside.
>> You can now return to Monitor and attempt to rally the Pikemen to turn back the goblins, instead of having the city simply overrun.
THE FEUDAL LANDS
At a basic level, this is a remake of the classic Ultima IV, which has always been a favourite of mine. However, you're already the Avatar ^_~ Instead, you aid another in finishing the quest, and in doing so awaken an evil in the land you must defeat.
It will feature:
>> 8 joinable NPCs (one for each virtue, as in U4)
>> Many new towns and castles, obviously.
>> Virtue's Hold, a fortress-city beseiged.
>> A couple dozen new spells, including an 'Epic' spell system available only via quest.
Right now I have 5 'main' quests in, and a couple sub-quests.
All of the joinable NPCs will have their own shapes, and there will be mroe than one new generic shape as well (I might push the shapes limit just a bit I think)
As you can see, its more than a little ambitious and I don't expect a full release anytime soon, but I thought I'd let everyone in on what I keep referring to as 'my mod' ^_~
Art help, specifically for shapes, faces, and gumps, would be much appreciated. Usecode help would be handy, too.
"Oi, what'd I have to go and get myself into?"
~ Wizardry Dragon