Morkar Left
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I think that's defenitely an improvement. Less cluttered and your artwork can shine. Looks great!
i got so excited thinking this was an Ultima related project.
New itteration of UI look great.
Additionaly, I must say that I love monster gfx art and style. I'm a sucker for high fantasy chain bikini style
Such a tease, going from great character creation, party formation to training. I wanted to see some more of that sweet 3-D exploration!
Were there 6 party members in the original version? I *swear* it was only 4? It has been a while since I played though...
Previous versions of Swords and Sorcery – Underworld had very basic character creation and levelling systems. They were in fact very close to Might and Magic – the Secret of the Inner Sanctum (Book I). Not entirely the same, but close. You had to roll for attributes. New levels earned you fixed and randomized extra points for each attribute (MMI attributes did not evolve with new levels).
Underworld Definitive Edition changes a bit in that respect. Each character starts with a fixed number of points for each attribute (how many depends on class). You have a pool of six points to distribute and with each new level you will have 3 more.
My precious rolling, noooooooooo!
(More seriously, I did like the very early MM feel of the game when I played it, and I was going to ask if you could include an option, but if you're making a whole bunch of changes to everything else it'd kind of be stupid as I've no idea how it would work with regards to everything else.)
That same problem was actually circumvented in Elminage. How it works in those games is that while you roll for stats and get random stats on levelup, they always tend towards an average (depending on the character's level, race and class). So if your warrior got several levelups in a row with say, +20HP and increases in most of his stats, the next few will almost certainly have him gain only a couple hitpoints and less stats. Likewise if he started out with superb stats, his gains would be much lower. If you reload enough or are lucky you can still be higher than average, but scumming is tedious and almost useless, at the most handy for getting you some extra hitpoints on the first few levels before everything evens out again. The good thing about that system is that your character never has exactly X points at a certain level, since there is still some chance involved.
True, and stats are actually irrelevant in that series in particular because they have low caps (18-20) and you reach them relatively quickly no matter what your race/class (especially considering there is effectively no level cap).
I've also got a couple questions about the rebuild+sequel if you don't mind:
-Are you adding features, such as more UI options? (e.g. size of elements, display portraits/paperdolls/just names, detailed or simple combat log...)
-Will players be able to choose a font?
-Speaking of, is adding custom portraits, SFX and music (throwing new stuff in the game folder) going to be possible?
Anyhow you've got another day 1 purchase for both right here, keep up the good work
My only nitpick with the interface is the text box on the left that could obstruct monsters, but that's just me 'sperging. Looks great anyway! Have you submitted this to GOG's "curators"?
Looks great but i will wait for the Underworld definitive edition 's director's cut , no point playing an obsolete version when the new one will obviously outshine it in every possibly way