Ultima Adventures - Based on Ultima Odyssey

Ultima Adventures - Based on Ultima Odyssey 1.05

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Finaltwist

Squire
Sep 7, 2019
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I don't have auto-update on anymore for classicuo... too buggy.
i stick with an update that works and turn the thing off.
 

Sygun

Citizen
May 12, 2020
10
3
3
Greetings Denizens of Darkness, FinalTwist and I have been working on the lands of Darkmoor for a while now and it is almost complete. Hopefully, we should be going live this week.

Darkmoor, is a realm for characters of ill repute - at its centre is Praetoria a city held by negative karma shopkeepers who will attack do-gooders on sight and welcome those with a dark heart and a full coin purse. Outside of the town walls, creatures and heroes amass seeking to force out the poisoned core. These are positive karma creatures and NPC's that will attack evil doers on sight.

Access to Darkmoor for your average adventurer is shrouded in mystery - but if you are ready to demonstrate your dark heart perhaps seek out The Stranger in Lamut County who might point you in the direction of one of his contacts with a task to sweeten the deal. Do you have a black enough soul to stomach the cost?

These lands are ripe for the plunder and allow the wicked to tip the scales of the Balance system towards evil, plummeting the entire world into chaos.

When the war comes, which side will you be on?


Progress map:
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Finaltwist

Squire
Sep 7, 2019
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Yes! Turning traditional UO upside down, with an entire land for evil players, full of goodie two shoes to kill!

Sygun did a great job, with greek/mythology themed mobs, and even fairy tale mobs too!
 

Finaltwist

Squire
Sep 7, 2019
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Evil players: Darkmoor is live! A land specifically crafted for you. Darkmoor has recenlty been taken over by the hordes of the Accursed, but their hold on the land is weak, and the forces of good still have a strong hold on the surrounding lands. Two new characters have been added to the world : a mysterious stranger has appeared in lamut, and an odd character appeared in Umbra. See what they need and perhaps enter the land of Darkmoor! thank you @Sygun for his excellent work populating this new map, its a great addition to adventures and gives evil players a whole new way to play the game and tip the balance to evil!

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The fight between good and evil was also intensified - as the balance shifts from good or evil, life for the losing side becomes much more difficult, with higher death and travel penalties. There is now a direct impact on how mobs are spawned too - tougher evil spawns when the balance is evil, and tougher positive karma mobs when the balance is towards good. Vendor prices are affected in various lands as well. you can now also see you direct impact on the balance via the aetherglobe in the bank

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Finaltwist

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Sep 7, 2019
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I realized its been quite some time since the last offline repo was distributed. LOTS of changes to the package was done, with contributions from players on the server. The changelog is actually too large to put in detail here - so let me focus on the good/evil balance system.

The system was tweaked to allow for a greater purpose to playing. Instead of just playing to get items and increase skills, theres a higher narrative in the game now, where you can fight for good or evil. We added a "balance" system that tracks the actions of the players - the balance effects a large number of different systems (economy, monsters HP, monster loot drops/gold, npc vendor prices, what is spawned in dungeons to name the bigger ones).

As mentioned before, there is now an "evil" land for evil players - where they can go and fight the forces of good. Lots of new housing there, new enemies added. I also added "champions of the balance" where good and evil players will be ranked by their contribution to their side of the balance, and a champion is crowned every 24 hours. The champion will be exempt from death and travel penalties!

I also spent some time merging the latest odyssey with this - a large task since it hadn't been done in 6 months or so and djeryv added lots of new art assets to the game. Those are now (mostly) in adventures as well.

offline package to come this week!
 

Finaltwist

Squire
Sep 7, 2019
460
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Finaltwist updated Ultima Adventures - Based on Ultima Odyssey with a new update entry:

New DarkMoor Update

New update with Massive new content, tweaks, fixes. Entirely new land populated for evil players; DarkMoor.


View attachment 16749

In this update....

- Odyssey had evilkarmaoffset method ended up raising karma loss for evil players by 4x. unsure why ... so i removed this to be stock per runuo2.6
- Coffers and stealing: when a thief got caught before in trying to steal a coffer, nothing happened, the vendors just stood there. Now, the vendors will attack the thief, and...
Read the rest of this update entry...
 

Djeryv

Squire
Oct 2, 2014
292
124
43
Moved On...
Shard Name
Ultima Odyssey
- Odyssey had evilkarmaoffset method ended up raising karma loss for evil players by 4x. unsure why ... so i removed this to be stock per runuo2.6
You have to keep in mind that your game has drifted pretty far from Odyssey. The original game focuses on a heroic fantasy world where good tries to defeat evil and evil is taboo. The game's design was such that being evil was supposed to give feelings of being an outcast from society. This is why places like Ravendark, Xardok's Castle, and the Port island require boats to get to so if you make a new evil character (like a fugitive) you will have to earn your way to a boat before you can sail to these evil sanctuaries. You moved to an equitable system of ethics being balanced so some of my mechanics no longer apply to your game. So in the original game it is easier to gain karma than lose it. This is why you would lose karma when stealing things from dungeons...but then people said they wanted to play Robin Hood and be a good thief so I removed that aspect...but I needed to provide a means to lose karma more effectively because killing most creatures wants to raise it. So if your karma is negative, and you kill a purple NPC, then the karma loss is greater because the game assumes you are being evil on purpose. So I wanted to make sure I provide as much karma loss opportunities as possible (killing the good, using poison, eating hearts, evil magic, etc). This all came down to the legendary artifacts points, trade in system...where I want evil characters to be able to trade in their karma and fame to get these items and shape the world a bit as much as good characters do.

- Changed skillgain to make it easier to gain after 80's. this is to balance the skill loss on death - its now a tad easier to gain skill back after losing it.
You implemented skill loss on death? Ouch!
 

Finaltwist

Squire
Sep 7, 2019
460
129
43
You have to keep in mind that your game has drifted pretty far from Odyssey. The original game focuses on a heroic fantasy world where good tries to defeat evil and evil is taboo. The game's design was such that being evil was supposed to give feelings of being an outcast from society. This is why places like Ravendark, Xardok's Castle, and the Port island require boats to get to so if you make a new evil character (like a fugitive) you will have to earn your way to a boat before you can sail to these evil sanctuaries. You moved to an equitable system of ethics being balanced so some of my mechanics no longer apply to your game. So in the original game it is easier to gain karma than lose it. This is why you would lose karma when stealing things from dungeons...but then people said they wanted to play Robin Hood and be a good thief so I removed that aspect...but I needed to provide a means to lose karma more effectively because killing most creatures wants to raise it. So if your karma is negative, and you kill a purple NPC, then the karma loss is greater because the game assumes you are being evil on purpose. So I wanted to make sure I provide as much karma loss opportunities as possible (killing the good, using poison, eating hearts, evil magic, etc). This all came down to the legendary artifacts points, trade in system...where I want evil characters to be able to trade in their karma and fame to get these items and shape the world a bit as much as good characters do.


You implemented skill loss on death? Ouch!
Yeah, the "Balance of good and evil" feature required i remove the slant towards playing a good character.

As for skill loss, you have to keep in mind that there is no skill cap in adventures. so its possible to have a 30x GM character (and be quasi-invulnerable). There has to be some mechanism by which the unlimited skill cap is balanced. MY original desire was to create a system where skills were gradually "forgotten" if not used in some time, however this requires some level of programming skill which i may get to at some point. Ive installed OneTime which is a step towards being able to implement this system (each skill for each char would need a timer mechanism). I'll get there one day. Until then, loss on death is the best system to balance unlimited skillcap.
 

Finaltwist

Squire
Sep 7, 2019
460
129
43
So it's always been my intention to make Adventures a hardcore type of game (no insurance, penalty for recall, death etc) in line with what Djeryv did but even harder. I took the penalty system and added skill loss, a controversial change to the game which many players have argued against.

I stuck to my guns for a long time, but after HOURS AND HOURS or discussing this on discord, i finally came up with a solution that should satisfy everyone:

Easy Mode.

Now, players will have an option to play easy mode. Easy mode means no skill loss on travel/death, but also means more resurrect cost and MUCH more karma/fame loss. Fame and karma are a metric that add prestige, and i feel easy mode players shouldn't have that as easily.

As an added bonus, players who choose to play the game the way it was meant to be played (with skill loss), will get a 15% bonus to harvesting resources, lower resurrect gold cost, and a 15% bonus to their total luck.

This is a one-time trigger that will be added to character creation process. existing players on the server can pm and and ill adjust manually. this isn't soemting you can opt in our out at will. an easy mode char will be an easy mode char forever.

this should allow players more freedom to play the way they want to play.
 

JayceUSA

Citizen
Feb 17, 2018
5
3
3
46
I took this latest update and tried running it out of the box. it gave 3 errors all for some halloween deco "ABatAddon" "AWitchAddon" "SmallWeb2Addon" so i pulled them out since they were in testing folder etc and now it gave 133 warnings and then errors on the customcritter gump. I could comment it out and probably get it working but is there an updated version since the update sept 30 off googledrive?

P.S. Commenting out did not work. Well scripts compiled but then told me tiledata was missing? Do we still need to copy this over the original oddessy files? I thought Djeryv said to go ahead and do your own base off his so people did not need to download 2 things then combine them did that not happen? maybe thats why mine is borked
Post automatically merged:

OK i apparently cant edit my previous i also realized i need to follow instructions better ignore me for now. ill update later
 
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Finaltwist

Squire
Sep 7, 2019
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lol... okay! but you should really play in the server buddy. I know i'm a broken record here but i don't really support the offline version, plus when updates come out youll likely lose your savegame. i just release it offline so players can help in the development and see the code.

if you play on server youll also get the full shard here every month so youll never lose your progress. The server's been up for 4-5 months now and we aren't overloaded so theres room.
 

Finaltwist

Squire
Sep 7, 2019
460
129
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I constantly try and find new ways to add stories to the world, and I think the best stories are those created by the players themselves... a few weeks ago i made bodies permanent to the world (and movable) so as to record the death of the player in some manner. However what we ended up with are a bunch of bones "corpse of playerXXYY" everywhere. It didn't say much more than that.

So yesterday i implemented a new mechanism - tombstones. whenever an unlooted corpse is looted (by the owner or not), the body turns into bones, but a new tombstone appears on the land. the tombstone now records who died there, how, and what killed him.

The tombstones are movable, weight 75 stones, so its very possible to create a player made cemetery in a place where many people died (e.g. after doing a champ spawn). the bones will now decay after 48 hours, but the tombstone will remain until moved as a testament to the event that took place there.

1602520959111.png
 

Finaltwist

Squire
Sep 7, 2019
460
129
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I added a new system to the server today - in line with my push towards making items less hardcoded in scripts and more dynamic, i've implemented a dynamic Minimum taming algorithm. this system determines the minimum taming value needed for a creature based on a very complex diminishing returns algorithm. Each tame will now have a different taming difficulty, so if you can't tame one drake, try another - you might be able to tame a weaker one! Also, instead of the "you have no chance of taming this creature" message, you will now get feedback which will tell you how far you are to being able to tame the creature. also, taming creatures in difficult dungeons will sometimes yield stronger tames - but they will be harder to tame!

It will make taming more fun - finding the best of a type of mob will be difficult and mean going deep in dungeons. Before, all dragons were generated with stats based on the script, with an arbitrary minimum taming skill value. Now, everything will be dynamic. you may find a weak dragon that requires 70 taming in the forest, or a strong dragon that requires 101 taming in a difficult dungeon. no mobs are the same anymore.
 
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