![]() It might have been a year and half later, I forget exactly. I was very impressed that Garriot did this, when the games sales were already cold from being out more than a year and no one expected any further enhancements for the game. However, Richard Garriot, I think more than a year later surprised everyone by releasing a huge patch that addressed the remaining bugs, elimated some of the tedious jumping sections, added lots of new content and wrote a nicely stated "thank you" message to Ultima fans and acknowledged past issues and gripes with the game and hoped this would help them to enjoy the game as it meant to be. It didn't help that when it was released there were numerous bugs and also some very annoying mario-like jumping sections, which were addressed by a stream of patches. At the time, Ultima 8 created quite a stir in the Ultima fan-base because it differed so much from its predecessors in terms of game mechanics because it was more action-oriented, contained a smaller world and only allowed a single control character as opposed to a party. Just want to throw in my 2 cents about this game. The patch repairs many plot bugs and finally the avatar jumps where you want him to jump. When you emulate is in dosbox you should try the latest patch, which you can still find on ea's ftp. ![]() * additions to type of input it could handle. ![]() * kernel/GUIApp.cpp: clean up the textmodes input handling for possible ![]() * gumps/PaperdollGump.cpp, gumps/SliderGump.cpp: use FontManager * games/U8Game.cpp: put avatar in stasis at the beginning * Avatar should not be able to jump higher, and gravity + inertia * world/actors/AnimationTracker.*: targeted jump do not affect z. It is from the same people as exult, but is still alpha as you can see in this cvs changelog snippet: ![]()
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