I don't have auto-update on anymore for classicuo... too buggy.
i stick with an update that works and turn the thing off.
i stick with an update that works and turn the thing off.
New update with Massive new content, tweaks, fixes. Entirely new land populated for evil players; DarkMoor.
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In this update....
- Odyssey had evilkarmaoffset method ended up raising karma loss for evil players by 4x. unsure why ... so i removed this to be stock per runuo2.6
- Coffers and stealing: when a thief got caught before in trying to steal a coffer, nothing happened, the vendors just stood there. Now, the vendors will attack the thief, and...
You have to keep in mind that your game has drifted pretty far from Odyssey. The original game focuses on a heroic fantasy world where good tries to defeat evil and evil is taboo. The game's design was such that being evil was supposed to give feelings of being an outcast from society. This is why places like Ravendark, Xardok's Castle, and the Port island require boats to get to so if you make a new evil character (like a fugitive) you will have to earn your way to a boat before you can sail to these evil sanctuaries. You moved to an equitable system of ethics being balanced so some of my mechanics no longer apply to your game. So in the original game it is easier to gain karma than lose it. This is why you would lose karma when stealing things from dungeons...but then people said they wanted to play Robin Hood and be a good thief so I removed that aspect...but I needed to provide a means to lose karma more effectively because killing most creatures wants to raise it. So if your karma is negative, and you kill a purple NPC, then the karma loss is greater because the game assumes you are being evil on purpose. So I wanted to make sure I provide as much karma loss opportunities as possible (killing the good, using poison, eating hearts, evil magic, etc). This all came down to the legendary artifacts points, trade in system...where I want evil characters to be able to trade in their karma and fame to get these items and shape the world a bit as much as good characters do.- Odyssey had evilkarmaoffset method ended up raising karma loss for evil players by 4x. unsure why ... so i removed this to be stock per runuo2.6
You implemented skill loss on death? Ouch!- Changed skillgain to make it easier to gain after 80's. this is to balance the skill loss on death - its now a tad easier to gain skill back after losing it.
You have to keep in mind that your game has drifted pretty far from Odyssey. The original game focuses on a heroic fantasy world where good tries to defeat evil and evil is taboo. The game's design was such that being evil was supposed to give feelings of being an outcast from society. This is why places like Ravendark, Xardok's Castle, and the Port island require boats to get to so if you make a new evil character (like a fugitive) you will have to earn your way to a boat before you can sail to these evil sanctuaries. You moved to an equitable system of ethics being balanced so some of my mechanics no longer apply to your game. So in the original game it is easier to gain karma than lose it. This is why you would lose karma when stealing things from dungeons...but then people said they wanted to play Robin Hood and be a good thief so I removed that aspect...but I needed to provide a means to lose karma more effectively because killing most creatures wants to raise it. So if your karma is negative, and you kill a purple NPC, then the karma loss is greater because the game assumes you are being evil on purpose. So I wanted to make sure I provide as much karma loss opportunities as possible (killing the good, using poison, eating hearts, evil magic, etc). This all came down to the legendary artifacts points, trade in system...where I want evil characters to be able to trade in their karma and fame to get these items and shape the world a bit as much as good characters do.
You implemented skill loss on death? Ouch!
Haha we do indeed! Hard to keep track of all the names across Odyssey and OSIYou guys mean Ter Mur map that is the gargoyle royal city
So excited to set up my fracking empire Ru Paul style! I've just got to be careful not to delve too greedily and too deep, don't want no ancient LotR style evil on my hands...Introducing... HARVESTERS!
These devices can mine/chop for you while you are away, turning the boring resource collection task into a fun area control mechanic. These have to be placed far enough from other harvesters, meaning you could control a specific cave by placing harvesters in it. They can also be destroyed (they are defended by mobs, based on the quality of the harvester) so other players can steal the resources from your harvester if you're not careful.
what they mine if dependent on the quality of the manufacture, and they run on copper (finally a use for copper!). They weight 750 stones each (yep, no click this deed to place here!!) so players will need to move these with a packhorse or pack llama.
this will add a fun and interesting game mechanic - adding to the server today.
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This update adds harvesters, balance spikes, as well as a ton of additional content. See changelist below
Nov 14
- added restricted mode to the game: restricted mode players won't lose skill points or stats on death or travel. BUT, fame/karma will be substantially higher on death/travel penalty, and gold cost for death will also be increased.
this will be a difficulty option that will be set on chracter creation. I'd like to note that it will be very difficult to gain game/karma in...
Can't wait to give hard mode a go! Will be fun to focus on survival rather than powering through on the hunt for loots!Introducing a new way of playing Adventures:
Permadeath!
This mode came about through a suggestion by a server's player on the discord, and i liked the idea so much I coded it on the spot! It's a novel way to playing UO - with accelerated skillgains, but full loss of items and skills on death. How many days can your character survive? Perfect for bards, role playing, beggars, and just having plain old UO fun.
How? that's easy, login to the server, and create a new char. Youll be greeted by the server greeter, who will advise you on how you can play adventures
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Now, Roger HArdCore is gonna ask about roguelike, and get further instructions from the greeter
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Once the words are spoken, Roger is ready to go forth and have adventures in the world!
Things to note: he will not be able to enter a private house owned by another.
Skillgain is 3x normal rate for this character.
More features to come
Sadly though, all things must come to an end, and Roger meets his end
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On resurrection, instead of coming back as Roger, a new player is created and randomly teleported somewhere in the world - given new name, new gender, new features, and new random starting skills.
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Goodby Roger, Long Live Akala!
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