Posted April 10, 2018
Despite how wonky and unfinished it is, I have a lot of fun with Ultima 8 back in the day. Nonetheless, there are a number of problems with it that I found glaring even back then, all of which feel like they should be easily fixable, but frustratingly were never addressed. Most have to do with the spellcasting system, but there's other stuff there too.
I find it odd that these very obvious issues hardly seem to get talked about....
Bonecrusher doesn't do what it says on the tin
Problem: In the initial release of Ultima 8, the game included a weapon called the Hammer of Strength - it's often the first magic weapon you'll find. After the patch, it was changed to Bonecrusher - named after a legendary hammer found in one of the books. The problem is that in the book, Bonecrusher is used to destroy legions of skeletons. But this hammer is utterly useless against them, since Skeletons killed with it will keep resurrecting endlessly anyway! Not much of a Skeleton-killer if it can't even kill Skeletons for good.
Solution: Enable the hammer to kill Skeletons permamently. There are at least 2 effects that do that: fire damage (as per Sorcery spells and Daemon attacks) and the Grant Peace effect (from the Grant Peace spell and the Slayer mace).
Summoned creatures will murder you
Problem: If you use Summon Skeleton (Necromancy), Summon Monster (Thaumaturgy) or Create Golem and order it to attack an enemy (Necromancy), the creature will turn hostile on YOU after it kills its enemy. This makes these spells useless, since if they managed to kill the enemy, they were obviously stronger than the enemy they just killed, leaving you with a bigger problem. The issue is only made more frustrating by the fact that Summon Daemon - which lore-wise should be the most risky summon - is actually the only safe summon to use, since the Daemon will disappear after completing its task.
Solution: Two possibilities. Either set the monster AI to neutral after it kills its target (the same effect as a Confusion Blast (Thaumaturgy) spell has) or make the monster disappear after it completes its mission (as per Summon Daemon).
Summon Monster leaves permanent corpses
Problem: No idea why, but any monster summoned by Summon Monster leaves behind a permanent corpse. Even if you leave the area and come back they'll still be there. The only way to get rid of it is to dump it in deep water/lava.
Solution: Just make it treat the monster the same way that Summon Skeleton does, I guess? Those don't ;eave permanent corpses as far as I know...
Targeting is inconsistent and wonky
Problem: Some spells will pause the game and let you target enemies (eg, Grant Peace). Other spells will not and require you to target a moving enemy (eg, all Sorcery projectile spells). This makes some spells super-hard to aim.
Solution: Ensure the same pausing mechanic is used for every targeted spell. Or if not, ensure no spells pause for targeting. I'd prefer the former. It might also make Sorcery attacks spells marginally better (they are almost useless as-is).
Call Quake has no practical applications
Problem: The Call Quake spell (Necromancy) does nothing remotely useful. It will make you and some of the monsters fall over if theyr'e standing still, that's it. Not very useful as monsters will usually be moving unless they're already attacking you. And if they do fall over, their animation for getting up is much faster than yours, so you'll be at an automatic disadvantage. The spell does no damage to enemies.
Solution: Allow the spell damage all enemies in the area. Perhaps in caves, it can cause stalagtites to fall on enemies while they are in caves for added damage?
Call Destruction leaves permanent graphical effects in the world if interrupted
Problem: If you cast Call Destruction (Thaumaturgy) and are interrupted for any reason (eg, attacked by an enemy) then any effects that were in-progress on the screen (eg, lightning bolts, explosions) will freeze and stay forever - even if you leave the area.
Solution: Make this not happen. It's the only spells where effects freeze in this way, it's obviously missing some sort of cleanup routine that other spells do have.
Thaumaturgy spellbooks never run out of charges
Problem: With the notable exception of Confusion Blast (the very first Thaumaturgy spel you learn), all Thaumaturgy spellbooks, once 'charged', can be used infinitely. Some, such as Meteor shower, can just be double clicked many times to stack its effects until the screen is a deadly rain of fire. Confusion Blast however will de-charge the spellbook after one use.
Solution: I'm almost certain the spellbooks were meant to have only limited charges (possibly just 1, like Confusion blast) - having infinite charges makes them insanely overpowered. As such, apply the same logic as Confusion Blast to the other spellbooks too.
The Scroll of Dispelling Magical Portals never runs out of charges
Problem: The Scroll of Dispelling Maigcal Portals can be used infinitely, even though Mythran tells you it will disappear after use. This also means it acts differently from all other scrolls in the game.
Solution: Either edit Mythran's text so he doesn't say it's good for one use only, or make it good for one use only (though this would be annoying since it's not always obvious where it should be used)
And that's just what I consider the major bugs/internal inconsistencies. Anyone got any more?
I find it odd that these very obvious issues hardly seem to get talked about....
Bonecrusher doesn't do what it says on the tin
Problem: In the initial release of Ultima 8, the game included a weapon called the Hammer of Strength - it's often the first magic weapon you'll find. After the patch, it was changed to Bonecrusher - named after a legendary hammer found in one of the books. The problem is that in the book, Bonecrusher is used to destroy legions of skeletons. But this hammer is utterly useless against them, since Skeletons killed with it will keep resurrecting endlessly anyway! Not much of a Skeleton-killer if it can't even kill Skeletons for good.
Solution: Enable the hammer to kill Skeletons permamently. There are at least 2 effects that do that: fire damage (as per Sorcery spells and Daemon attacks) and the Grant Peace effect (from the Grant Peace spell and the Slayer mace).
Summoned creatures will murder you
Problem: If you use Summon Skeleton (Necromancy), Summon Monster (Thaumaturgy) or Create Golem and order it to attack an enemy (Necromancy), the creature will turn hostile on YOU after it kills its enemy. This makes these spells useless, since if they managed to kill the enemy, they were obviously stronger than the enemy they just killed, leaving you with a bigger problem. The issue is only made more frustrating by the fact that Summon Daemon - which lore-wise should be the most risky summon - is actually the only safe summon to use, since the Daemon will disappear after completing its task.
Solution: Two possibilities. Either set the monster AI to neutral after it kills its target (the same effect as a Confusion Blast (Thaumaturgy) spell has) or make the monster disappear after it completes its mission (as per Summon Daemon).
Summon Monster leaves permanent corpses
Problem: No idea why, but any monster summoned by Summon Monster leaves behind a permanent corpse. Even if you leave the area and come back they'll still be there. The only way to get rid of it is to dump it in deep water/lava.
Solution: Just make it treat the monster the same way that Summon Skeleton does, I guess? Those don't ;eave permanent corpses as far as I know...
Targeting is inconsistent and wonky
Problem: Some spells will pause the game and let you target enemies (eg, Grant Peace). Other spells will not and require you to target a moving enemy (eg, all Sorcery projectile spells). This makes some spells super-hard to aim.
Solution: Ensure the same pausing mechanic is used for every targeted spell. Or if not, ensure no spells pause for targeting. I'd prefer the former. It might also make Sorcery attacks spells marginally better (they are almost useless as-is).
Call Quake has no practical applications
Problem: The Call Quake spell (Necromancy) does nothing remotely useful. It will make you and some of the monsters fall over if theyr'e standing still, that's it. Not very useful as monsters will usually be moving unless they're already attacking you. And if they do fall over, their animation for getting up is much faster than yours, so you'll be at an automatic disadvantage. The spell does no damage to enemies.
Solution: Allow the spell damage all enemies in the area. Perhaps in caves, it can cause stalagtites to fall on enemies while they are in caves for added damage?
Call Destruction leaves permanent graphical effects in the world if interrupted
Problem: If you cast Call Destruction (Thaumaturgy) and are interrupted for any reason (eg, attacked by an enemy) then any effects that were in-progress on the screen (eg, lightning bolts, explosions) will freeze and stay forever - even if you leave the area.
Solution: Make this not happen. It's the only spells where effects freeze in this way, it's obviously missing some sort of cleanup routine that other spells do have.
Thaumaturgy spellbooks never run out of charges
Problem: With the notable exception of Confusion Blast (the very first Thaumaturgy spel you learn), all Thaumaturgy spellbooks, once 'charged', can be used infinitely. Some, such as Meteor shower, can just be double clicked many times to stack its effects until the screen is a deadly rain of fire. Confusion Blast however will de-charge the spellbook after one use.
Solution: I'm almost certain the spellbooks were meant to have only limited charges (possibly just 1, like Confusion blast) - having infinite charges makes them insanely overpowered. As such, apply the same logic as Confusion Blast to the other spellbooks too.
The Scroll of Dispelling Magical Portals never runs out of charges
Problem: The Scroll of Dispelling Maigcal Portals can be used infinitely, even though Mythran tells you it will disappear after use. This also means it acts differently from all other scrolls in the game.
Solution: Either edit Mythran's text so he doesn't say it's good for one use only, or make it good for one use only (though this would be annoying since it's not always obvious where it should be used)
And that's just what I consider the major bugs/internal inconsistencies. Anyone got any more?
Post edited April 10, 2018 by MasterReaver