Posted March 31, 2014
So, we all know that Ultima 8 was rather rushed when it was released, and had a lot of content cut.
What bothers me more, though, is that some of the features that WERE implemented seem to be buggy, incomplete, or poorly thought out. The odd thing is, I hardly ever see these bugs talked about or mentioned anywhere. So let's talk about them here and see if these have occurred to anyone else:
Bonecrusher
This is a magic hammer, initially found in some caves near the Plateau. In the initial, unpatched release, it was called the Hammer of Strength, but its name got changed to Bonecrusher after the patch.
There's a book that talks about this hammer - specifically, that it was created by Hydros so that her champion could defeat an army of skeletons.
The thing is, although the hammer does increased damage to undead, despite the lore and the name, it's actually pretty useless against skeletons, because skeletons 'killed' by it don't stay dead... they just resurrect again, like always. In my opinion, this weapon should have killed skeletons permanently, but this feature was never implemented.
Thaumaturgy
Thaumaturgy is weird and buggy in the game. To 'prepare' a Thaumaturgy spell, you need to buy or find a bunch of reagents and buy the relevant spellbook from Mytharn. Then you 'enchant' the book in a ritual which uses up the reagents. You can then cast the spell by double-clicking the 'charged' book.
The thing is, while the very first spell (Confusion Blast) allows only one casting before the book needs to be charged again (costing reagents and time), all other spells/books seem to get infinite charges. Just try it: enchant Meteor Shower, then just hammer the book repeatedly to cast the spell over and over again. It never runs out of charge, thus making Thaumaturgy ridiculously powerful.
Call Destruction Graphics Bug
Another Thaumaturgy related bug: if you cast the powerful 'Call Destruction' spell, but are interrupted during the middle of the casting (while the lightning bolts are descending), then the lighting graphics will pause, and remain static (and on-screen) forever. They'll stay there even if you leave the area and come back later, quit and reload etc. Looks hideous.
Summon AI
Using a Summoned creature from the Summon Dead, Summon Creature, or Create Golem (with the attack command) spells to attack an enemy is stupid, because if your summoned creature wins, it then turns on you. And in most cases, if you've summoned a creature (or enough creatures) to defeat an enemy, then you're now facing something worse than what you tried to defeat.
I'm almost certain that the fact that summons turn on you is actually a bug, since there's no mention of it in the documentation and it generally doesn't make sense. Why, for example, would a previously loyal golem suddenly turn on you after being asked to attack an enemy? It makes no sense, and is almost certainly the result of the AI routines not being programmed to handle reverting to a 'non-hostile' state. Notably, golems become hostile toward you if they get harmed by some other way as well (such as walking onto an exploding mushroom or something similar).
Amusingly, the only 'safe' summon is the Summon Demon spell, which one would think would be the most risky, on the grounds that the Demon actually vanishes after defeating your opponent.
Summon Creature Permanent Corpse Bug
Another rather nasty bug from the Thaumaturgy school. The corpse of any creature summoned with the Summon Creature spell is permanent. If you leave the area, quit and reload, or anything, the corpse will still be there. In some circumstances this can create rather problematic 'clutter' on the screen. The only way to get rid of such a corpse is to throw it into a pool of water (or lava) deep enough to sink it forever.
Golem Door Forcing
I could be wrong about this one, but I think the fact that Golems can open ANY doors (regardless of how locked they are) can't have been intentional. It opens up various game-breaking paths and removes the need to find a key for many doors. There were probably only supposed to be a subset of doors that golems could open, but this never ended up being implemented.
Inconsistent Spellcasting Targeting
Some spells, such as Grant Peace, will pause the action just before 'going off', allowing you to carefully target an enemy. However, many other spells (especially Pyromancy) do not, making targeting a very difficult affair.
Considering the zoomed-in game view, the long cast times, and the relatively low damage of direct-attack Pyromancy spells, the fact that Pyromancy spells don't pause the action right before firing makes Pyromancy pretty much completely useless for combat purposes, since most enemies will be moving unless they're already next to you, and casting a Pyromancy spell at an adjacent enemy is usually a bad idea. The inconsistent handling of spells seems to me to be yet another oversight in development.
Call Quake Is Useless
This Necromancy spell has pretty much no use. I can cause pretty much anything that is standing still to fall over - including the Avatar. However, because the Avatar has a long 'stand up' animation, and enemies don't, it's a much greater detriment to the Avatar than any foes.
Many enemies are also immune to it, and it seems to cause no actual damage, so it really seems to have no point.
So, what do people think? Are these bugs? Oversights? Has anyone else experienced these, or others?
What bothers me more, though, is that some of the features that WERE implemented seem to be buggy, incomplete, or poorly thought out. The odd thing is, I hardly ever see these bugs talked about or mentioned anywhere. So let's talk about them here and see if these have occurred to anyone else:
Bonecrusher
This is a magic hammer, initially found in some caves near the Plateau. In the initial, unpatched release, it was called the Hammer of Strength, but its name got changed to Bonecrusher after the patch.
There's a book that talks about this hammer - specifically, that it was created by Hydros so that her champion could defeat an army of skeletons.
The thing is, although the hammer does increased damage to undead, despite the lore and the name, it's actually pretty useless against skeletons, because skeletons 'killed' by it don't stay dead... they just resurrect again, like always. In my opinion, this weapon should have killed skeletons permanently, but this feature was never implemented.
Thaumaturgy
Thaumaturgy is weird and buggy in the game. To 'prepare' a Thaumaturgy spell, you need to buy or find a bunch of reagents and buy the relevant spellbook from Mytharn. Then you 'enchant' the book in a ritual which uses up the reagents. You can then cast the spell by double-clicking the 'charged' book.
The thing is, while the very first spell (Confusion Blast) allows only one casting before the book needs to be charged again (costing reagents and time), all other spells/books seem to get infinite charges. Just try it: enchant Meteor Shower, then just hammer the book repeatedly to cast the spell over and over again. It never runs out of charge, thus making Thaumaturgy ridiculously powerful.
Call Destruction Graphics Bug
Another Thaumaturgy related bug: if you cast the powerful 'Call Destruction' spell, but are interrupted during the middle of the casting (while the lightning bolts are descending), then the lighting graphics will pause, and remain static (and on-screen) forever. They'll stay there even if you leave the area and come back later, quit and reload etc. Looks hideous.
Summon AI
Using a Summoned creature from the Summon Dead, Summon Creature, or Create Golem (with the attack command) spells to attack an enemy is stupid, because if your summoned creature wins, it then turns on you. And in most cases, if you've summoned a creature (or enough creatures) to defeat an enemy, then you're now facing something worse than what you tried to defeat.
I'm almost certain that the fact that summons turn on you is actually a bug, since there's no mention of it in the documentation and it generally doesn't make sense. Why, for example, would a previously loyal golem suddenly turn on you after being asked to attack an enemy? It makes no sense, and is almost certainly the result of the AI routines not being programmed to handle reverting to a 'non-hostile' state. Notably, golems become hostile toward you if they get harmed by some other way as well (such as walking onto an exploding mushroom or something similar).
Amusingly, the only 'safe' summon is the Summon Demon spell, which one would think would be the most risky, on the grounds that the Demon actually vanishes after defeating your opponent.
Summon Creature Permanent Corpse Bug
Another rather nasty bug from the Thaumaturgy school. The corpse of any creature summoned with the Summon Creature spell is permanent. If you leave the area, quit and reload, or anything, the corpse will still be there. In some circumstances this can create rather problematic 'clutter' on the screen. The only way to get rid of such a corpse is to throw it into a pool of water (or lava) deep enough to sink it forever.
Golem Door Forcing
I could be wrong about this one, but I think the fact that Golems can open ANY doors (regardless of how locked they are) can't have been intentional. It opens up various game-breaking paths and removes the need to find a key for many doors. There were probably only supposed to be a subset of doors that golems could open, but this never ended up being implemented.
Inconsistent Spellcasting Targeting
Some spells, such as Grant Peace, will pause the action just before 'going off', allowing you to carefully target an enemy. However, many other spells (especially Pyromancy) do not, making targeting a very difficult affair.
Considering the zoomed-in game view, the long cast times, and the relatively low damage of direct-attack Pyromancy spells, the fact that Pyromancy spells don't pause the action right before firing makes Pyromancy pretty much completely useless for combat purposes, since most enemies will be moving unless they're already next to you, and casting a Pyromancy spell at an adjacent enemy is usually a bad idea. The inconsistent handling of spells seems to me to be yet another oversight in development.
Call Quake Is Useless
This Necromancy spell has pretty much no use. I can cause pretty much anything that is standing still to fall over - including the Avatar. However, because the Avatar has a long 'stand up' animation, and enemies don't, it's a much greater detriment to the Avatar than any foes.
Many enemies are also immune to it, and it seems to cause no actual damage, so it really seems to have no point.
So, what do people think? Are these bugs? Oversights? Has anyone else experienced these, or others?
Post edited March 31, 2014 by MasterReaver