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Ultima Ultima IV: Threat of the Trinity - fan-made U4 expansion

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Ultima IV: Advent of the Trinity - a U4 fan-made expansion pack in development since 2018: https://cambragol.github.io/advent-of-the-trinity/

This project aims to modify the original Ultima IV to add additional content, via quests, locations and features. It will also not alter the original quest content at all, permitting the game to be completed in the original fashion, whilst still making the new content available. A few bug fixes of the original code will also be added.

Playable online here: https://cambragol.github.io/advent-of-the-trinity/demo
 

Casual Hero

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Ultima IV: Advent of the Trinity - a U4 fan-made expansion pack in development since 2018: https://cambragol.github.io/advent-of-the-trinity/

This project aims to modify the original Ultima IV to add additional content, via quests, locations and features. It will also not alter the original quest content at all, permitting the game to be completed in the original fashion, whilst still making the new content available. A few bug fixes of the original code will also be added.

Playable online here: https://cambragol.github.io/advent-of-the-trinity/demo
What's up with the strange angle? I can't even play it for more than a minute before it gives me a headache.
 

Grauken

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Ultima IV: Advent of the Trinity - a U4 fan-made expansion pack in development since 2018: https://cambragol.github.io/advent-of-the-trinity/

This project aims to modify the original Ultima IV to add additional content, via quests, locations and features. It will also not alter the original quest content at all, permitting the game to be completed in the original fashion, whilst still making the new content available. A few bug fixes of the original code will also be added.

Playable online here: https://cambragol.github.io/advent-of-the-trinity/demo
What's up with the strange angle? I can't even play it for more than a minute before it gives me a headache.

what are you talking about, its normal Ultima top-down?
 

Tweed

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One thing I already hate about this is that npcs keep asking me for my name. It's totally fucking up my rhythm and now everyone in Britannia thinks I'm named Job.
 

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https://cambragol.github.io/advent-of-the-trinity/articles/New_Name

Announcement - New Name

The game has been renamed to 'Threat of the Trinity'

Long in the works, and more in line with the content and plot, the game has been renamed to ‘Threat of the Trinity’

This has actually happened more than a year ago. And in fact, was the original title I was going to go with. For various reasons, however, I ended up settling on Advent of the Trinity. However, once development reached a certain point, the logic of original title, the connection to the new quests and ‘plot’ lines, became more apparent. So I changed the name back to the original ‘Threat of the Trinity’.

As you can see the website has been updated with relative graphics here and there. The game has long been using this title, so no change there. I suppose this change will mess up links to this site, and make the game even harder to find via the web. Oh well, it was already obscure enough. Now people really have to work to ever find it!

https://cambragol.github.io/advent-of-the-trinity/articles/Beta_Testers

Beta Testers Needed

I am looking for a several Beta Testers to put the game through its paces

I had hoped to somehow keep all production ‘in house’, but this final stage of play testing/bug hunting will require outside help.

This is a call out to Ultima IV Fans, and any who have been following this project. If you would like to be a Beta Tester, and help bring this project to fruition, please read on.

I have never had good luck with ‘online’ projects, so I venture into this with trepidition. I know that it is hard to expect people to do work for free, or to hold to obligations they commit to online, or when speaking annoymously etc. However, I am still going to expect the best of people volunteering for this project. You came to me…so…

That being said, here are some things to consider before volunteering yourself to be a Beta Tester.
  • Please don’t apply if you have a middling/passing interest in the project and/or Ultima IV.
  • Please don’t apply if you just want to get early access to the game.
  • Please don’t apply if you are not prepared to do some actual work as a beta tester.
  • Please don’t apply if you want to have a pure experience with the game, as beta testing will spoil it.

  • Please do apply if you love Ultima IV.
  • Please do apply if you would really like to help this project get finished.
  • Please do apply if you are ready to abide by my conditions
What are the conditions? Well, mostly that you give me feedback on bugs, play/balance, quests/dialogue issues etc. But also that you keep your access to the game strictly confidental and do not redistribute the beta in any way to other people.

I would like Threat of the Trinity to be released once, not in multiple iterations (version 1.01, 1.02, 1.11, 1.12 etc.), just like it would be in say, 1986. Once it is out the door, no bug fixes. It is just done. That’s it. Finito.

If you are interested then contact me through this site’s contact link at the bottom of this page. In your email please include your age, profession, and estimated free time possible to donate to the effort, as well as any relevent experience with bug hunting, beta testing, or coding. A good knowledge of the working aspects/gameplay of Ultima IV would be good to mention too.

When or if I have any volunteers, I will contact them through email, and/or announce the failure/success to procure any here.

Well, that’s it then!
 
Last edited:

Bruma Hobo

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I really can't understand this, Ultima IV doesn't need filler content, it needs serious balance fixes and some quality of life improvements. Funnily enough, Ultima V and VI would actually benefit from more content and quests, but for some reason those games only get modern remakes.
 

octavius

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Ultima IV needs the combat system (like the novel idea of being able to attack in all eight directions) and encounter design (random encounters mostly at night) of Ultima V.
 

Tweed

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I think it might be because people were so wowed by Ultima IV originally even though V is the better game overall. I'd settle for someone making side ventures into Britannia using Ultima V's engine since I've always loved the way it looked.
 

Cael

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Ultima IV needs the combat system (like the novel idea of being able to attack in all eight directions) and encounter design (random encounters mostly at night) of Ultima V.
There is no day-night cycle in U4.
 

KeighnMcDeath

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I recall some ultima 4 projects i kept trying for a while:

Ultima Reconstruction
Shattered Moon

Ultima 4 - Virtue of Humility
XU4 - Ultima IV Recreated
Moongates upgrade project

I tried most of these at one time or another. I think VOH offered a few novel quests.

Dragonengine was fun except it crashed a lot and I enjoyed Nazghul/Haxima.

i hate it when projects go dead esp when they dedicated sites to it. Scavenging what's left is problematic and getting the programs to work on modern os is usually a nightmare. We aren't all like LGR or others who have many older machines of original os. I'd be hard pressed to say any of these work with the gog releases. I'm guessing the NWN ones work.
 
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Codex Year of the Donut
https://cambragol.github.io/advent-of-the-trinity/about
Features
Bug Fixes/Improvements
  • Moonphases restored on save
  • All chest trap types working
  • No more infinite Mystic Weaps/Armor
  • Hythloth bug fixed
  • Ship instant repair bug fixed
  • Camping at sea bug fixed
  • Omni-tavern bug fixed
  • Status-Trick fixed
  • Passage of the Moons-Trick fixed
  • Energy Spell Dungeon Drilling-Trick fixed
  • Buggy Ankh and Lord combat sprites fixed
  • Attackable chests bug fixed
  • Shop dialogue bugs/errors
  • Other Small fixes
New Features
  • New Hamlets and Towers
  • New Dungeons (Crypts)
  • New Caves and Mines
  • New World Region (Underdeep)
  • New Shops and Merchants
  • New Major Quests
  • New Side Quests
  • New Virtue Trackers
  • More than a hundred new Characters
  • New, powerful Artifacts
  • 2nd levels for all Towns
  • Multi-level Castles
  • New magic system
  • New tiles/sprites
  • New mounts
  • Ultima V style Active Player
  • Ultima V style reagent mixing
  • Ultima V style directional search
  • Diagonal attacks
  • New Spawning rules
  • Variable Battle maps
  • Terrain based Camp maps
  • Virtue based NPC reactions
  • Variable NPC personalities
  • More accurate Port of Apple II original
  • Expanded NPC conversations (reduced scope)
  • Random Encounters (reduced scope)
  • Many, many more small additions
Other Highlights
  • Saved games are compatible with vanilla Ultima IV
 

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From earlier this month: https://cambragol.github.io/advent-of-the-trinity/articles/Beta_Test_Begun

Beta Begun and Balancing

Got some beta testers, and they are beta testing away!

Thanks to everyone who volunteered to Beta Test. I got a handful of testers, and they are getting started.

I appreciate everyone who volunteered’s interest in Threat of the Trinity. I now know there is a base of at least 10 players out there! That’ll make all the effort worth it!

I got a couple of testers, though I could have used a couple of more perhaps. There were some good looking candidates on the Beta Testers Needed post, but many of them forgot to contact me through email! So, I couldn’t contact them.

Now, onto other topics. The original plan for Trinity was for it to have as little impact on the original game as possible. In previous posts I have pointed out why I have had to move away from that slightly, mainly because of the increasing size of the mod, and the need to integrate the old content with the new, naturally.

However, there are a few places where I have made some tweaks to the balance and gameplay of the game that drift from the original and do not involve integration of content. Mostly these are straight ‘improvements’ inspired from Ultima V. Diagonal attack, Directional search, Multiple Reagent mixing, Active player etc. Others are enhancements of existing gameplay, for example, Virtue based NPC reactions and personalites.

There are a couple, however, that are slightly controversial, that I shall go into here. First up is a small, recent tweak, that I feel improves combat. This tweaks prevents the player using any ranged weapons (except daggers of course) in close combat.

too_close.png

TOO CLOSE!? HE'S ONLY RIGHT IN MY FACE!
I feel this gives combat a slightly more realistic bent, and gives a reason for using/equiping alternative weapons during combat. It adds some strategy as well. I always thought it was a little cheap to be able to use bows even when the monsters had closed with you. Well, no more!

Next up is a little more controversial. Adjustments to earned XP! I needed to damp down the XP earned, or the speed at which it is earned, to spread out the players advancment within the game over the span of the new content. So I have tweaked XP. Currently it works more realistically, in that the XP you earn from any monster is never completely fixed, and lowers as you advance. So the first time you fight a daemon, at level 2 gets you a certain ammount of XP, and the 35th time you fight one, at level 8 gets you a much lower fraction of that XP. Which is pretty similar to how people learn. The learning value of an experience lowers over time for the most part. Additionally, not every monster is the same difficulty, and there is slight variation between individual monsters difficulty/earned XP.

2_xp.png

2 MEASLY XP! AN OUTRAGE!
Last, and maybe the biggest change, is how all spawning is handled. The original was very simple, and had three steps, based off the number of moves the player had moved. ‘Mobs’ were also for the most part balanced to the party size.

That is all changed now, with spawning now being determined realistically by the type of terrain, proximity to dungeons, caves, crypts, or conversely, towns. There are further factors or throttles on the spawning, but sufficed to say, it is much MUCH more complex, and realistic.

The result is a MUCH harder start, with a slow reduction over time as the player moves past simple combat, and onto the more important tasks of becoming the Avatar, etc. Further, this also allows the land to have a dynamic change occur to it, as the wild early days slowly evolve into a realm of peace, thanks to the actions and examples of the Avatar.

Being able to ‘effect’ the land, and see the fruits of ones labor is fun. Also, the early game is where we can tolerate lots of battles. Later, at least in my play throughs, you reach a point where you don’t want to be attacked by little groups of two-bit orcs and rogues 6 times while travelling between every town. This new spawing system lets those types of attacks fade away, so the end game can be focused more on the final quest of the avatar. In fact, those mobs will learn to fear you, and may even flee rather than engage in combat with the reknowned Avatar.

flee_skeleton.gif

I DARE YOU TO ATTACK ME, FOUL CREATURE!
 

Bruma Hobo

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Nice.
There are a couple, however, that are slightly controversial, that I shall go into here. First up is a small, recent tweak, that I feel improves combat. This tweaks prevents the player using any ranged weapons (except daggers of course) in close combat
:incline:

The result is a MUCH harder start, with a slow reduction over time as the player moves past simple combat, and onto the more important tasks of becoming the Avatar, etc. Further, this also allows the land to have a dynamic change occur to it, as the wild early days slowly evolve into a realm of peace, thanks to the actions and examples of the Avatar.

Being able to ‘effect’ the land, and see the fruits of ones labor is fun. Also, the early game is where we can tolerate lots of battles. Later, at least in my play throughs, you reach a point where you don’t want to be attacked by little groups of two-bit orcs and rogues 6 times while travelling between every town. This new spawing system lets those types of attacks fade away, so the end game can be focused more on the final quest of the avatar. In fact, those mobs will learn to fear you, and may even flee rather than engage in combat with the reknowned Avatar.
:decline:

The best thing about Ultima IV is how it forces the player to reevaluate how to approach the game, and how rewarding it is to learn how the world works and how to master its systems. Things like monsters running away from high level characters detract from this, since good players at that point of the game should already learn how to use horses and the blink spell to avoid most random encounters, among many other skills to be able to travel more comfortably. In Ultima IV it's mostly the player's own knowledge what changes how the world's experienced.

More people should watch this video: https://invidio.us/watch?v=mPYJqJhE9ts&t=1287
 

KeighnMcDeath

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I'd still love to see a remake of AK to U5. There have been some ok ones but I'd still like to see yet another couple of remakes. I would have liked to try yhe palm os ultima 1-3 trilogy. Playing U1-2 with a party & u3 combat. Top doen dungeons (different). Maybe a baldur's gate like ultima A-5. While U1 felt as described in that vid u2 was a horrible slog no matter if you knew it like the back of your hand. A SLOG! And different platforms were no different.

Which ultima had the most enjoyable combat?

which had the best item management?

which had the best NPC interaction?
 

KeighnMcDeath

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I loved the special rooms. For anyone who's played SMS U4 it is kind of weird overhead dungeon exploration. And combat was u5-like in a way.

I need to go through 6-7 again. I never tried Nuvie or Exult. Do they work with win10? Pity U8: The lost Vale wasn't saved sonewhere. U8 jumping was horrible but I still hoped for a small add on.

I never tried NES U4 or u5. Well, i didn't try enough. I believe i could go through 4 but 5 on NES.. yuck.
 

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https://cambragol.github.io/advent-of-the-trinity/articles/So_Close

So Close Yet So Far

Beta testers are going through their second play-throughs

Beta testers are going through their second playthrough, testing the updated content.

After feedback from the first playthrough, a substantial chunk of content was added to provide optional pathways to complete the Threat of the Trinity. Concomitant with that, a set of optional quests was included, as well as a complete set of ‘Random Encounters’.

The blog has been a little quiet, but not so behind the scenes. The past few months were a flurry of activity for me, as I overreached a bit and added a sizable slice of new content. In fact, this new chunk of content has more maps/areas than the original game. I just couldn’t help myself I guess.

The beta-testers were split on the difficulty of the overall ‘game’, with one feeling it was hard, but doable. The other felt it was hard, and maybe a bit too hard. Certain aspects of Threat of the Trinity are pretty brutal. Without getting into detail about what that brutality is, I can say that I decided to overcome it, or at least address it, by adding this new content. The beta-testers did not feel that the brutality was bad really, but at least one thought that some alternative pathway, or ways to address the difficulties, would be good.

So I set forth to create a series of ‘optional quests’ which, though not critical, can make certain aspects of the Threat of the Trinity a bit easier to get through. They are non-critical, and a hardcore player could just forgoe them and forge ahead with a direct assault on the original content.

While forging ahead with that I decided to finish my partially completed set of random encounters. They are now done and polished and in game. Around 30 encounters, ranging from a lonely campsite in the grasslands, to 6 level lost ruins, complete with treasures, monsters, and NPCs.

random_enc.gif

ENCOUNTER IN THE MOUNTAINS
Another issue I addressed recently, was the need for in ‘town’ saves. Some townes, castles and encounters are quite large, and not being able to save in them might be a bit of nuisance. Some locations have an large expansion of the gameplay found in Maginica, where it is a towne, but you can be attacked. So, taking these points into account, I added in towne saves.

town_save.gif

TOWN SAVES, MULTI-LEVEL AND HORSE RESTORE OKAY!
A couple of more default Ultima IV bugs have been discovered and squashed. I am not sure if they were reported before, but there were a couple I had never seen before.

One was attackable chests in towns. Chests left from combat in townes (rare in default Ultima IV, granted) can be attacked and engaged in combat. Additionally, they talk! They retain the spirit of the NPC who ‘dropped’ them. Weird, bug, which has been sitting there for years, and unknown to most. In Trinity, this bug is gone.

talking_chest.gif

A CRAZY DOUBLE BUG!!
Another bug, which many DOS players may not have recognized as a bug, but certainly seemed a little odd, was the Inn Encounter bug. Once every 8 inn visits, approximately, the Avatar will take a ‘stroll’ in the night and encoutner a group of rogues. Curiously, his companions will appear in the same spot as him in the combat, and will have to, one by one, step out of the Avatar’s location to engage the enemey. This is not the case in the Apple II original. There, the Avatar chooses to take a stroll by himself, so he engages the rogues alone, without his companions standing directly on his location in the combat map. Makes sense once you think about it, and is clearly a bug. So now, in Trinity, the avatar will once again take a stroll by himself.

appleII_inn_ambush.gif

THE AVATAR TAKES A STROLL ALONE...
trinity_inn_ambush.gif

THE AVATAR TAKES A STROLL ALONE...IN THREAT OF THE TRINITY
Well then, I am sure the handful who read this blog have one question in mind: When will it be released?

Frankly, it could be released right now. It is 99.9% done. It just needs a final pass to weed out any remaining bugs, and to ensure that the new content works. To that end the Beta-testes are doing another complete playthrough (They are dauntless). Once they are done, and they and I are satisfied, then it will be 100% done.

When it is 100% done, I will think about a release date. And a release method. I am a little loath to do a digital release. In this day and age, downloading an app or a game just seems so cheap and trivial. Digital distribution has taken away the wonder of buying a game with a box, a map, booklets and other goodies (maybe digital distribution hasn’t taken this away, but they are certainly two extremes). I don’t feel it would be really right to distribute this ‘mod’ digitally, considering the origin of the game, and its place in the legends of ‘feelies’ releases.

box.png

AH, THE GOOD OLD DAYS OF FEELIES.
I might have to pole my audience, and see if there would be enough interest in a feelies release. I estimate I would need a minimum of 20 people to really make a feelie release affordable. Unfortunately, that is about twice as many people as I think follow or are aware of this mod, let alone interested in shelling out cash for something.

Maybe a feelie release on the cheap…ziplock bag and a couple of labelled disks. Not quite a box with manuals, but at least it is not digital.

In any case, until the game is 100% done, we shall see.
 

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https://cambragol.github.io/advent-of-the-trinity/articles/Feelies

A Box Full of Feelies

Release is possible, but what of Feelies?

Anyone out there want feelies? Because I feel like making some.

Things are nearly done, bug hunting and testing is just a process of polishing now. I have to start thinking about a release. However…I am really not so keen to just release it digitally. It just has no worth for me. The feelies, the box, the map, the books, my own binder full of notes, clues and charts, was what made Ultima IV special. It was real.

So, I would kind of prefer to make Threat of the Trinity real too. That means a box, map, booklet, trinket etc.

Can I do that? Well, likely not. But I think I should at least take a stab at it. I put a huge amount of time, sweat and tears into this project already. I have been reaching out over the past year to artists, map makers etc., to see if I could commission some awesome high quality work, and at first there were no takers. But now there are some, and a possibility of moving forward with feelies has presented itself.

So…Feelies…

There will be a cost associated with these things, if I manage to make them. Printing, manufactuing etc. I don’t think I can just afford to fund this myself, though…I may. But first I thought I should check, whether anyone else out there is interested in feelies? How much would they cost? No solid idea yet, but of course more interested parties means cheaper production costs. So I think I should check on that before I blow 3000$ of my own money to make 10 copies.

Here is a little teaser of the direction of things thus far:

Feelies_Mockup.jpg

FEEEEEELIES!

Just a teaser, and by no means a quarantee of anything, or a final form. However, several items in the teaser are done, and settled. They won’t stray too much from what you see here.

So, yeah, about that cost.

I will need to know if it is possible to fund this. So, to that end, I need to know if anyone is interested in this. Interested in shelling out some bucks for a box and some feelies.

I don’t have too much confidence in there being a lot of people interested. I know there must be a couple. But enough to fund a full run of feelies…not so sure. We’ll see I guess.

If you are interested in a ‘feelies’ release, you can subscribe to my email list right below. I will use the list to reach out to interested parties, if I proceed with feelies, and let you know when or if a ‘kickstarter’ or equivalent campaign will begin.
 

KeighnMcDeath

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I hope to see more screenies some day.
I do like these though:
Ultima_IV_Map_Hi_Res.png

Feelies_Mockup.jpg

inn.gif

poisoned.gif

pirates_bug.png

phantom ships bug?
 

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