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Some Feature Fixes

Jun 09, 2023

Playthough is generating a need for new features. Oh, the Quest Journal is done.

Whew. Gasp. So much work done. The Quest Journal took a loooooooong time. It perhaps did not help that it went through 3 completely different art directions, with one being scrapped 1/2 way through. However, in the end, the final version satisfies me, and I think will be aesthetically pleasing to others. In General. A playthrough is also happening, and that has been turning up a few more tiny ‘bugs’ (barely bugs) but more importantly, things the play testers would like changed.

I have a fresh playthrough happening right now, and it has been generating some good feedback. Overall things seem good, balance is good, etc.

However they have been complaining about a few things. These are complaints that are not actually related to Threat of the Trinity, but are rather complaints aimed toward the original game. Against my better judgement, I have been attempting to remedy these issues.

First up was Dungeons. They hated that upon exiting and reentering a room, monsters were restored. Treasure being restored was nice, but the monsters being restored caused a good amount of frustration. Now the rooms can be cleared, though, leaving the dungeon and returning later will make the rooms reinhabited with baddies. Playtesters liked this. How about you?

Next was chests. They’ve played Ultima V, and loved the weapon/armor/item drops in that game. I had code already created to do this, so with a slight tweak it was applied to chests too. It’s rare, but certainly can create some supplementary income. Good or bad?

Rogues. Stealing money right out of your pocket, in the middle of a sword duel. Kill them and the money has mysteriously vanished forever. A hated feature for the playtesters. It is out for now. How’s that?

Balrons and Reapers. OHhhhh the endless sleep spells. Hated by the playtesters. I have tweaked this now. They still cast sleep incessantly, however, now they do it strategically. They will stop casting sleep if the whole party is slept, and will instead focus on killing the sleeping PCs at that point. So…a little less sleep spells.

Disappearing Ships and Horses. This really irked the playtesters. So I have changed the way chests are spawned, so that new chests only replace previously spawned chests, and not horses, ships, balloons etc. (unless there are no chests to replace) This will work fine, until the player fills up the world with spare modes of transportation, and, well, at that point they will start to disappear again. Shrug.

Inns. What is the use of the 1, 2 or 3 bedroom choice in Minoc? Well, now it matters. Rooms will vary how much they heal the party depending on their size, location, and the number of members (living) of your party. Resting with 7 friends in the Sleep Shop will not be very restful.

Useless spells. ‘Energy’ came under particular scrutiny here. It appeared to the playtesters to be totally useless. I had to concur, so I have added a bit of a boost to the spell, and individual field’s effects. The spell area is larger now, and the effects are differentiated correctly. Default game had no difference between fire and poison effects/damage (except fire not effecting several types of creatures) and sleep wore off very quickly for most creatures. Now fire damages more than poison (though less than before) and creatures can be poisoned and will suffer poison effects each turn. Sleep is a tad more effective. I think these tweaks make Energy a viable spell again. No?

Aside from these changes, around 30-40 very small, mostly aesthetic bugs were found and closed. These ranged from an extra space after a line in a store, up to incorrectly placed monsters in dungeon(cave) rooms. So pretty small. But all fixed and closed!

The video below depicts some of the changes mentioned above, in particualry ‘clearable’ rooms and ‘Ultima V’ chests.

Clearable Rooms and other stuff
Energy Spell Strategy

That all being said, the vast majority of work over the past year, which has been ongoing, constant and laborious, has been work on the Quest Journal.

I thought it would take a year…and it did! It is quite detailed, as far as ‘graphics’ go, with each page having a style/element/look that syncs up with the whole. Though that being said, it is not really ‘illustrated’. There is a lot of room for taking notes, probably more than anyone would ever need. I think it is generic enough to work with Ultima IV, V and perhaps even VI or another similar game. Of course though, it is specifically geared towards Trinity and/or Quest of the Avatar.

I don’t want to give too much away, but some kind of a taste of what it has to offer is warranted. So, here is glimpse of what it might look like in a finished/printed form:

The Quest Journal
The Quest Journal

9 Comments

Magicman

I need this more than ever! I have a newborn and getting him to sleep is arduous. A more powerful sleep spell or extra energy would be great. Joking aside, sounds like you are adding extra polish. Can’t wait for a chance to spin the tires or go big and love the world you’ve made even more special.

spectrummed

You don’t have the license from EA to sell it and will be crushed if you try. Just make them available for download and make a unboxing video on your personal copy to brag about feelies you can’t sell.

Joe Seeley

What an amazing effort, God bless you! I always wondered what an expansion of U3, U4 or U5 would look like using the same engine. We have Ultimores to answer that question for Ultima 3 (at least for Apple II) but realize it’s way more difficult to do this for such a unique and complex engine such as Ultima 4. Shocked also that you’ve actually completed this. This should get more coverage, please toot your own horn! I am usually a dye in the wool Apple II player of the classic Ultimas but will make anel exception for this. Also hope you can come out with a physical edition, I would definitely buy, is there a Kickstarter?

Cambragol

Hi Joe and Magicman,

Thanks for the kind words. They do help when one is laboring away in obscurity, with no community or support to speak of.

It has actually been complete (the game) for about 1.5 years, but after the first round of beta-testing I added a ‘module’ to deal with some of the issues the beta-testers raised, (they were minor, but I wanted to address them nonetheless). Thereafter I have been mostly testing it myself, which does not always work so well. I reached a 2nd ‘finished’ state and began my own playthrough, which has introduced some small tweaks. Nevertheless, it IS done, which shocked me too, as it was no small task.

I have been trying to lay low, as I don’t want to toot my horn until it is REEEEEALLY done. Though the game, and all ‘feelies’ materials are 100% done, and ready to go, there is still work to be done getting them ready to be printed, as well as some slight revisions (that I want to do) and final ‘proofing/playtesting’ I am a bit of a perfectionist, sometimes, and there is a bit of work to go still. Nothing compared to what has been done though.

I am also not so good at tooting my own horn, being a non-participant in the ‘current’ form of the web. This is my only touch point, so this is as good as it gets. I figure that if the mod is good, people will pass on word to others who are interested. At least I hope this is the case.

As for ‘Kickstarter’, well, I am not so keen to go that route, as I have seen far too many projects go south once the kickstarter was finished. I would rather just finish everything so I am not laboring (for free) under obligations. Finish it in my spare time, at my pace, without any obligations/pressure. Kickstarter is also not available in my country of residence anyways, so something else would have to be managed in any case.

Whatever happens, I am 99% committed to no digital release (which I despise) and 99% committed to releasing via mail, floppy disks, feelies, etc. I really want it to be released as though it is 1986, which would mean mail-order. Likely not a popular approach, but I think for many people who adore/revere this game, it would be tolerable, or even enjoyable to go back to such an old school approach.

Cambragol

Oh, forgot to mention, I too am a dyed in the wool Apple II player, and consider all the other versions to be…almost…abominations…

To that end I did a HUUUUGE amount of work to make this version match the experience of the original true Apple II version as much as I could.

Some examples:

Apple LOS/Shadowcasting

Apple LOS/Shadowcasting.

All text, spacing, etc was meticulously matched to Apple II.

Timeouts for various actions match Apple II.

All the graphics are ‘inspired’ by Apple II (of course they had to be remade to match the 16x16 tiles.

And many other things, features, bug fixes etc., too many to mention.

Basically any point where the DOS version could be tweaked to match the Apple II version, was tweaked.

Rand

I’m good with the changes to the base game. Now if we could only get you to go back to PC VGA graphics, at least as an option…

Cambragol

Go back to PC VGA graphics!?

I think I am going to be sick….

But seriously, the apple II graphics have a certain spartan genius to them. They work with 4 colors, or 1(2). The negative spaces allow the same information to be conveyed, no matter the number of colors being displayed. Very Nice.

VGA graphics are just a color splurg. Is any more game relevant information being passed on? No, not really.

Now Apple II Ultima V tiles…that would be an upgrade. Perhaps one day.

(I might release a VGA patch after release, as I have all the graphics, even the very tough animations for the title screen etc. However, to get them back would be no small task and would require a lot of reprogramming of both avatar.exe and title.exe and the graphics driver itself.)

Stephen

I would really like to subscribe to this project for updates, but I haven’t seen a way to do so. I just randomly happened to click on my bookmark I had here and there’s stuff going on, wow! Especially if you make a kickstarter or something, I definitely wanna buy your feelies. Is there a mailing list or something I can join?

Cambragol

Hi Stephen,

I have added an RSS feed link above, and to all posts hereafter. I am not clued into the feed/subscribe side of the net, but I think the link above is what you are looking for.

I did have a link to an email list in the past, when I was testing the enthusiasm for ‘feelies’, and it is still active I think. It was in the my original post about feelies

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