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Ultima The Ultima Series Discussion Thread

What is your favorite Ultima game?


  • Total voters
    351

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
A new Ultima 2 thing is in the works also: http://exodus.voyd.net/2018/04/02/u2-upgrade-v1-2-updated-install-config-tools/

U2 Upgrade v1.2 – Updated Install/Config Tools


u2logo.png


This update is probably way overdue, but today I’ve released a new version of the Ultima 2 Upgrade. This version includes new builds of command-line utilities that run natively in Windows (32 and 64 bit), DOSBOX, or Linux. You no longer need to find CWSDPMI in order to run them.

There are no new game features or bugfixes in this release, so if you’re waiting for the new and shiny you could certainly sit this one out and not miss much. But I wanted to get a new build out as I know the DOS/DPMI binaries have been a sticking point for quite a while and I had already solved this for U3 some time ago. For more information, please see the release notes.

I’m also aiming to adhere to a philosophy of getting more frequent but smaller iterations of updates out rather than waiting until I have all the things that I want in it as I have a habit of doing. Next up will be v2.0 which will be focused on a pretty big refactor of the graphics code so that CGA and EGA routines are driver-based. No schedule of course, so no idea what that means in terms of timeframe.

One last thing – I also found that there was a bug in the implementation of u2up/u3up patcher that would cause it to crash if there were files with long filenames in the same folder (greater than 31 characters). I fixed both and uploaded a new U3 Upgrade v3.3 (no change to the version) with the new build of u3up.

http://exodus.voyd.net/2018/05/08/u2-upgrade-cga-ega-and-more/

U2 Upgrade – CGA, EGA and more


U2 CGA & EGA Drivers

Over the past month I’ve been developing the upcoming release of the Ultima 2 Upgrade, v2.0. The primary intent of this next release was to extract the EGA video code (and also the original CGA code) into a driver architecture, similar to what I had done for Ultima 3. In fact, I’m proud to report that I completely finished up that work about a week ago. However, while this sets me up to do some cooler things later on, primarily other video modes, it doesn’t really add much in the way of noticeable changes. So I’m now taking some additional time to address a few other issues with the game. This will hopefully make a v2.0 a bit more substantial and compelling. More information to come soon in subsequent posts, so stay tuned…

Details:
http://exodus.voyd.net/2018/05/12/u2-moongate-bug/
http://exodus.voyd.net/2018/05/15/u2-hotel-clerk-fix/
http://exodus.voyd.net/2018/05/21/u2-upgrade-character-creation-saved-games/
http://exodus.voyd.net/2018/05/26/u2-upgrade-release-patching/
 

Cael

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Ultima is one of those series that actually got better as the time passed, until bloody EA got involved.

In order of best to worst:
Black Gate
Serpent Isle
False Prophet
Warriors of Destiny
Stygian Abyss
Labyrinth of Worlds
Quest of the Avatar
Exodus
Revenge of the Enchantress
The First Age of Darkness

THERE IS NO U8 OR U9!!!

:shunthenonbeliever::shunthenonbeliever::shunthenonbeliever:
 

Bumvelcrow

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Codex 2013 Codex 2014 Make the Codex Great Again! Strap Yourselves In
I think U8 is actually very good.

It might have been with an extra year or two and more of a RPG focus. The story has a lot of potential and the atmosphere is unique. What we got was a barely functional turd that's vastly overcomplicated in some areas (magic, the ludicrous jumping mechanic) and massively oversimplified in others (most of the rest of the game) that only looks good in comparison to U9, the standing joke of the series.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Released: http://exodus.voyd.net/2018/06/04/ultima-2-upgrade-v2-0/

Ultima 2 Upgrade v2.0

I’m happy to announce that the Ultima 2 Upgrade v2.0 is now out and available for download! You can find it in the download section.

When I started building this version, I had originally intended to deliver smaller and more incremental releases. My focus area was to break out the CGA and EGA logic into video drivers. However, for various reasons, I realized that there were several additional issues that needed tackling. And for these particular issues a major version bump like v2.0 seemed like the right time to do it.


Character creation

Over the past month I’ve blogged about the features I’ve been working into this release. Please feel free to drill down if you’d like more information.
  1. Extraction of CGA and EGA logic into drivers
  2. Improved Character Creation & Saved Game location
  3. Themes & custom tilesets
  4. Patching support for multiple releases
  5. Time gate bug fix
  6. Hotel clerk fix
What’s great about items #3 & #4 is that much of the work is reusable for other upgrades. There are already other alternative tilesets for Ultima 3, and the patcher is all shared code. I was also able to accelerate building out #1 due to code reuse. I leveraged all the driver work I did on U3 several years ago to refactor this one more quickly.

With several big items out of the way for v2.0 I’m hopeful I can reach my goal of smaller iterations for v2.1 and beyond.

Next up, Composite CGA emulation!

http://exodus.voyd.net/2018/06/15/ultima-2-upgrade-v2-1/

Ultima 2 Upgrade v2.1



I’m pleased announce the next release of the Ultima 2 Upgrade, version 2.1. You may find it in the download section. This release contains several new features, which I’ve blogged about over the past two weeks:
And two bugfixes concerning stat boosts:
I’ve also decided on how to to handle upgrades from floppy releases: the patch will apply only to the Program Master. The patch will also add any missing data files from the Player Master or Galactic disks. I’ve therefore included the ability to apply the upgrade to the 1989 floppy release of the Ultima Trilogy 1-2-3. I unfortunately don’t have any of the earlier Sierra On-Line releases, so those will have to wait for now.

With that, I need to slow down the pace of updates for the next month while I prepare for some other things going on right now. I still have a lot more work planned for Ultima 2, and I hope to finish those out this year.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kotaku.com.au/2018/07/the-story-behind-ultimas-morality/

The Story Behind Ultima's Morality


When I think back on the games I played growing up, the Ultima series stands out as one of the most unique and compelling. These open-world fantasy RPGs helped define and establish many of the standards of the genre through nine main instalments and multiple spin-offs on a variety of platforms.



My first Ultima game was the third in the series, the Nintendo Entertainment System port of Exodus released in 1989, six years after the game's initial release on Apple II. It was a difficult, but enjoyable, experience. But 1985's Ultima IV, which I played on the Nintendo as well, was the game that I fell in love with, because it went so much against the grain of a traditional RPG.

There weren't villains you had to vanquish or an evil that had to be defeated. Your main goal was to be a good person and go throughout Britannia helping people. 1988's Ultima Vflipped morality on its head by pushing the virtues of the avatar into a moral absolutism that was terrifying.

Further games in the series would push the boundaries of ethics, forcing players to question the binary values they'd normally associate with simpler gaming narratives.

Recently, I had the chance to talk via email with Richard Garriott, aka Lord British, creator of the Ultima series, about the games as well as the spiritual successor to the series Shroud of the Avatar to know more about the stories behind their development.

Grand Theft Ultima

For a lot of people, Ultima IV was the game that changed their whole perspective on the narrative possibilities of gaming. The ultimate goal of pursuing the eight virtues and becoming the avatar was so much more fascinating than the trope of fighting back some evil or saving a princess.

I asked Garriott about the evolution of the game.

"My previous games sold well, but Akalabeth, Ultima I and Ultima II were sold through other companies," he said. "Ultima III was the first title published by my own company, Origin. This was important, because it meant that for the first time, when someone wrote to the company about the game, the letter came to me."

The letters would reveal a disturbing trend. "I was very surprised to see the consistent pattern of the letters people would write about their experiences with my games," Garriott said. "Generally, they would first state how much they enjoyed the games to date, but then there would be pages and pages of critiques."

Garriott hoped that players, faced with the game's open-ended moral choices, would choose to be good. But all those letters said otherwise.

"Players loved to kill all the NPCs in all the towns and steal from all the shops, and especially to kill my character Lord British in order to level up as fast as possible to become powerful enough to kill the main bad guys in the games," Garriott said.

"That was not being very virtuous. I realised that in all three Ultimas, I had created games in which the best way to min-max the game was to be un-virtuous. Everyone was doing that in order to win as fast as possible. I was not going to allow that ever again!"

For Ultima IV, Garriott set out to make a game that would tempt players to take moral shortcuts. On the surface, the game would appear to allow such behaviour.

At the same time, there would be repercussions showing the appropriate side effects of these actions. "I set out to explore the best real moral codes I could find and began a long and deep era of personal research in philosophy and game design that manifested in Ultima IV," he said, "its Virtues, its conversation systems, the term Avatar, the Virtues, and numerous other tropes that are now standards of gaming."

The game's theme of pursuing virtues appealed to many players, and this sense of differentiating itself expanded to every element of the game, including the character creation. In the opening, rather than setting classes and stats, players are shown the Cards of Virtue.

They're then asked a series of questions, almost like a psychological test, and the preferences determine the character they start with.

"The cards came about as a tangential way to build a character model of your ethical preferences through practical comparisons," Garriott explained. "It came about through a psychological test I heard about from one of my brothers who is a doctor."

The test, Garriott said, went like this: "Imagine Popeye and Olive are in love, yet live across a raging river from each other, so they cannot reach each other. Olive goes to Brutus, who has a boat, and asks him to take her across. He says he will, if she sleeps with him first.

She says no. She asks the only other person with a boat, Wimpy, who says he won't help as he does not want to get involved. Distraught, Olive submits to Brutus' demands and gets across the river. Olive confesses what she has done to Popeye, who now spurns her.

Olive cries to Sweetpea, who goes and beats up Popeye and calls him an idiot."

"The psychological test was to rank in order who did the worst things in this story, and discuss. I found this test interesting in that people's reaction was often not what you would expect and the bias was often not what or by whom you would expect.

I spent months crafting virtue questions that wouldn't bias answers to favour any of the 8 virtues I had created. Some questions were far far reaches, but most were sincere and difficult choices. In the end, I think we came away with a pretty good profile of the player's true ethical bias!"

"Thy Lord mistakenly believes he slew a dragon. Thou hast proof that thy lance felled the beast. When asked, dost thou: A) Honestly claim the kill and the prize? B) Humbly permit thy Lord his belief?"

Few game series have pulled off such a shift in focus, from defeating monsters, like Exodus, to conducting oneself in a moral and ethical manner. I loved how each of the virtues was interpreted in Ultima IV, from giving alms to the poor, to letting natural creatures escape from battle.

As Garriott pointed out: "If you fled from a weaker evil that would then prey on some other villager, that was cowardice. But there was no ill will to let a hungry bear live to go hunt rabbits instead of you."

What's fascinating, and troubling thematically, about Ultima V was that everything good in IV becomes corrupted through the antagonist Lord Blackthorn's scary absolutism. Blackthorne's Code of Virtue has draconian laws: "Thou shalt help those in need, or thou shalt suffer the same need."

"Thou shalt donate half of thy income to charity, or thou shalt have no income." "Thou shalt not lie, or thou shalt lose thy tongue." There's many lessons that seem all too familiar today with politicians espousing religious texts to justify what seems obviously inhumane.


"Ultima V was a poke at what I had just created with Ultima IV," Garriott stated. "It was a time when the 'Moral Majority,' who condemned video games regularly and called people like me 'the devil,' were constantly claiming to be faith healers and bilking people for money, while being caught with mistresses and begging for forgiveness.

I was so incensed with outrage by the hypocrisy created when a supposedly good philosophy is hijacked for personal gain or overrun by extremists and dogma. I have and continue to find that headlines, and especially things that give me a sense of moral outrage happening in the world around me, are the best sources of plot ideas for the games I work on."

Ultima V has many great plot moments and some shocking ones as well. Lord Blackthorn's arc, from trusted friend to the prime villain and then penitent exile, was a moving one. He also executed one of your party members, a sequence that was traumatising for me when I first played it.


"One of the main goals of the second trilogy of Ultimas was to craft worthy villains," Garriott said of Blackthorne. "To that end they needed to have agency in the world."

Most game villains, he said, just "wait in the final level for you to come kill them," sitting patiently on their thrones while you min-max and level up by killing NPCs. "I wanted my new villains to be worthy of your hatred!"

"Thus, starting as a friend was good, killing a party member, even better. But in the end, I also wanted to show that I really do believe that redemption is possible for pretty much everyone. Not that punishment shouldn't fit the crime.

But, in a game, I wanted to be a bit 'lighter,' in the end," he said.

Gargoyle Ethics

1990's Ultima VI: The False Prophet turned everything on its head again with the arrival of the seemingly devilish Gargoyles. Their nefarious intent seems all the more apparent when they try to sacrifice the Avatar on an altar. Fortunately, he's rescued by his companions. But, being an Ultima game, there's much more to the situation than meets the eye. Deep commentary ensues in the game on ethics, race, and morality, especially when you see the events of the world from the Gargoyles' perspective.

"Sadly, I think Ultima VI is a game that needs to come back out again right about now," Garriott said. "Just as today, it was a time when affirmative action, and border issues and overseas... issues seemed to be at a peak. Oh, how history seems to repeat itself."

"What I tried to show was that racism is learned and any of us, myself included, could be, likely have been, maybe still are, harboring some levels of bias or outright racism still within us. We all carry assumptions about things around us about what and how we perceive the world."


The war with the gargoyles upends expectations and biases, especially as the gargoyles have their own sets of virtues that differ from the Avatar. Players learn that the Avatar's past act of taking the Codex of Infinite Wisdom ruined the gargoyle world, resulting in catastrophic destruction. In their eyes, it's the Avatar who is the villain.

"Far too many perpetual conflicts in the world are sustained generation after generation due to these deeply held beliefs and grudges that prevent any real progress from being made," Garriott said. "Honestly I don't know how we are going to solve this in the real world, but I think it's important to play out in a fictional world, so we think about it."

Evolution of the Avatar

One of the most interesting aspects about Ultima is how much the moongates and planetary orbits play an important role. His father, Owen Garriott, was a NASA astronaut, and Richard Garriott himself flew aboard the International Space Station in 2008 as a private astronaut. I asked him about the role of space and stars for the series.

"Since reading The Hobbit as my first bit of fantasy and being so astonished that the runes on the map could really be read 'stand by the grey stone…'," Garriott said, "I became a 'Tolkien style' reality crafter, desiring to create deep backstories and deep reality mechanics behind the worlds I crafted."

"The Ancients on earth realised that seasonal weather was predicted by the movements of the stars and sun and tides by the moon. So it's forgivable they would speculate about much more. I find it compelling to deliver on the truth of that speculation. We need systems to drive the spawns and movements of various system anyway, so why not expose them to the hardcore players who are willing to become the shamen of the new world, those willing to read the runes and study the stars!"

Just as the stars are in flux, Garriott has moved on from the Ultima series to work on several other games. The latest, Shroud of the Avatar: Forsaken Virtues, is considered a spiritual successor to the original series.

I asked Garriott about Shroud, and what he learned from Ultima in approaching the new game.

Garriott said that when he begins a new game, he usually asks himself two questions: "What is the compelling moral outrage happening in the world these days?" and "What is the technical area we hope to advance this game?"


In answer to the first question, for Shroud of the Avatar, Garriott says: "Sadly we seem to have gone backwards in my book and tolerance and racism are back on the front burner again." As for the second: "For SotA we are creating a "selective multiplayer," where the game can throttle from solo to MMO-like states, for storytelling and even offline play."

"Each new game faces new challenges. We toss out failed experiments of the past. Learn from great innovations of our competitors. Plus, of course there is new hardware to master," he said. I asked about some of those failed experiments. "Oh, so many failed experiments," he said.

Our most famous failed experiment was the virtual ecology attempt in Ultima Online. We had a beautiful plan. Grass would spawn vegetable mass. Herbivores would come and eat it, they would come to steady state. We would spawn carnivores, they would come to steady state with the herbivores and vegetable growth. The team built beautiful code. It worked beautifully. It was a masterpiece! That was until, we invited in the players."

"As soon as players arrived, they killed all of the herbivores and all of the carnivores as fast as we could spawn them," he said. "It didn't matter how fast we turned up the spawners, nothing existed unadulterated long enough for the system to play out in any way shape or form. Eventually the system was full ripped out of the game. No one ever even noticed the beautiful attempt at virtual ecology."

"SotA has made far fewer big failed systems," he said. Since the game is updated each month, players can weigh in with their thoughts, and Garriott's team can course-correct immediately.

"That's not to say everyone loves everything about SotA, but we don't have big systems we have or plan to pull," he said. "We make constant slow refinements as we go."

The Quest Of The Avatar Is Forever
A lot has changed since the first Ultima released in 1981 for the Apple II. But the message and themes of the series seem just as relevant as ever, especially with so much change happening politically and historically.

It seems our world could use a new band of heroes and avatars. Light-heartedly, I asked Garriott what his in-game character Lord British would say to the people of Earth in 2018.

"Democracy in the real world is under siege," wrote Garriott-as-British. "It has been in the past. But, we fought devastating world wars to fix it in the past. Today we have a lot more nukes and a lot more 1984-style mass control systems than we did back then."

"It might be a lot harder to fix now, if we let it get out of control. I believe we are at a very real and very important inflection point in history. I really hope that the European Union survives. I really hope that the independent democratic institutions of the United States survive."

"But, sadly, I think there is a real risk that we are going to see an era of global 'strongman' leaders who manage to concentrate power by making literal 'rubber stamp or get rubbed out' out of their other branches of governments, control their military and police to become enforcers against their populace and press. While I would like to think it could not happen in the USA, personally, I think it is already happening in the USA. In other countries, former enemies which we have suddenly become great friends with, these tactics are already very well evolved. Don't think it can't happen here. Because it is. Stay vigilant Avatars!"
 

Strange Fellow

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Steve gets a Kidney but I don't even get a tag.
Well, at least he's not an inaccessible hermit like some other aging developers.
"Players loved to kill all the NPCs in all the towns and steal from all the shops, and especially to kill my character Lord British in order to level up as fast as possible to become powerful enough to kill the main bad guys in the games," Garriott said.
"That was not being very virtuous. I realised that in all three Ultimas, I had created games in which the best way to min-max the game was to be un-virtuous. Everyone was doing that in order to win as fast as possible. I was not going to allow that ever again!"
*Proceeds to do exactly this for another 7 games, until, with 8, say fuck it and have the Avatar be unvirtuous on purpose*
You may be strong, Lord British, but the munchkins are stronger. At least it confirms that Garriott was a conscious enemy of player choice before it was cool.

"Since reading The Hobbit as my first bit of fantasy and being so astonished that the runes on the map could really be read 'stand by the grey stone…'," Garriott said, "I became a 'Tolkien style' reality crafter, desiring to create deep backstories and deep reality mechanics behind the worlds I crafted."
Lofty goals. If you're going to rip off Futhark, why not do it properly, so that those who know it could benefit? :argh:
 

octavius

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What's wrong with U4, Zed?
Except the crude combat and too high encounter frequency, that is.
 

Eggs is eggs

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Ultimas 3-5 were all way too grindy but I guess at the time it was fine. Starting with Ultima 6 they streamlined and reduced the combats. Maybe it went too far by Ultima 7 with the "blink and you miss it" automated combats but it's good that they took the focus of the series away from combat and grinding and onto the world, characters and story.
 

octavius

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U5 was an improvement over U4 in that there were only random encounters at night, and the combat engine was improved.
 

Zed Duke of Banville

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What's wrong with U4, Zed?
Except the crude combat and too high encounter frequency, that is.
I've always been ticked off that Richard Garriott decided to ruin a perfectly good CRPG series by inserting his home-made religious beliefs and forcing the player to follow them in order to complete the game. Which is why I think Ultima III is still the best in the series. :M
 

Neanderthal

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What's wrong with U4, Zed?
Except the crude combat and too high encounter frequency, that is.
I've always been ticked off that Richard Garriott decided to ruin a perfectly good CRPG series by inserting his home-made religious beliefs and forcing the player to follow them in order to complete the game. Which is why I think Ultima III is still the best in the series. :M

Not sure they were his beliefs, seems to me the virtues were just something he quickly threw together based off a few bits and bobs to justify his game play changes, and then spent the next three games mocking or outright shitting on.
 

Cael

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What's wrong with U4, Zed?
Except the crude combat and too high encounter frequency, that is.
I've always been ticked off that Richard Garriott decided to ruin a perfectly good CRPG series by inserting his home-made religious beliefs and forcing the player to follow them in order to complete the game. Which is why I think Ultima III is still the best in the series. :M
The religion thing was what set Ultima above just about every RPG that came after. It meant something and in Ultima 5, it affected many things, including prices of items, IIRC.

However, Garriott was wrong when he said the games didn't allow min-maxing by being unvirtuous. The best and easiest way to min-max U4 and U5 was to be unvirtuous. Read Nakar's LP for a hilarious take on metagaming the crap out of them.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
taxalot Relevant to your interests: http://ultimacodex.com/2018/07/spam-spam-spam-humbug-108-the-ultima-ix-redemption-autopsy/

Ultima IX: Redemption was, during the years it was in development, one of the most ambitious Ultima fan projects going; news from its developers (who came to be known as the Titans of Ether) was always greeted with excitement, and every new glimpse we got of their progress in remaking Ultima 9 suggested that we were in for an epic experience….whenever the mod was released, that is. But ultimately, Redemption did fold; it was cancelled, and its team instead opted to put their talents to use creating a new game.

So, in this episode, Chlorthos Dragon joins us again to discuss the storied, troubled development and cancellation of the project.
 

Taxnomore

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Codex 2013 PC RPG Website of the Year, 2015
Oh god no not another UltimaCodex podcast.

I guess I have an obligation to listen just to make sure I'm not being shittalked about.

(edit : And no, it's not relevant to my interests. Corven is bound to suffer the same fate than Redemption

I'll just leave that here:

last website update
0
February 26, 2018
News, Soundtrack
Big update is coming soon. But meanwhile please enjoy our newest track on our new Soundcloud:


TEAM



Florian Kasper
Director,

Game Design, Worldbuilding, Story

Marc "Zini" Zinnschlag
Programming, Scripting, Feature Design

such a small team should be able to create a RPG like this? Yes! We might be a small team, but we are not one trick ponies. That we managed to do what you see in the trailer should be some proof of that, but don’t take our word for it, we could promise you anything right? So just check our updates in the next months and see for yourself!

Stop lending a microphone to these guys. Stop giving them attention. For fuck sake.
 
Last edited:

SausageInYourFace

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Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath
I'm amazed anyone remembers one of the greatest RPG series of all time, particularly a member of its dedicated fanbase, wut.

Is that a joke I'm not getting?

Any why would Otherside be a good candiate for a new Ultima? And why tweet it to Spector? Is he confusing it with Savage Empire or something? So many things I'm not getting about this mysterious tweet.
 
Last edited:

Cael

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Oh god no not another UltimaCodex podcast.

I guess I have an obligation to listen just to make sure I'm not being shittalked about.

(edit : And no, it's not relevant to my interests. Corven is bound to suffer the same fate than Redemption

I'll just leave that here:

last website update
0
February 26, 2018
News, Soundtrack
Big update is coming soon. But meanwhile please enjoy our newest track on our new Soundcloud:


TEAM



Florian Kasper
Director,

Game Design, Worldbuilding, Story

Marc "Zini" Zinnschlag
Programming, Scripting, Feature Design

such a small team should be able to create a RPG like this? Yes! We might be a small team, but we are not one trick ponies. That we managed to do what you see in the trailer should be some proof of that, but don’t take our word for it, we could promise you anything right? So just check our updates in the next months and see for yourself!

Stop lending a microphone to these guys. Stop giving them attention. For fuck sake.
Have you seen the fanfic Infinishit came up with with regards to Ultima? You make a DLC for Fallout 3 and put Ultima in the title and he will fellate your asshole until the heat death of the universe.
 

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