Parametro | Informazioni |
---|---|
Console: | NES |
Gioco Originale: | Ultima: Exodus |
Tipologia: | Improvement |
Genere: | Role Playing |
Modifiche: | T,GP |
Ideatore: | ludmeister |
Data di creazione: | 01/17/2012 |
Ultima modifica: | 08/07/2013 |
Parametro | Informazioni |
---|---|
Nome file: | Ultima-3-A-New-Exodus-v1.0.zip |
Downloads: | 11 |
Requisiti: | No Special Requirements |
Versione: | 1.0 |
Valutazione: |
Don’t think this is gonna be a 100% Gold Remake, it’ll have its differences. Extra battles (some’ll be optionals, tough but rewarding), Hoenn Pokemon (in every area, and hard to find) New areas, Remapped some dungeons (so your old guides wont work) , Extra recurring characters (some’ll hate you, some’ll help you)
Note that the hack is incomplete but feel free to enjoy the hack as-is.
Ultima 3: Exodus for NES- Ludmeister's A New Exodus Mod v1.0 http://jeffludwig.com/ ****************************************************************************** This patch kit will convert a stock version of Ultima 3: Exodus to Ultima 3: A New Exodus Mod v1.0. Here's exactly what this will accomplish: Though not strictly an "Easy type" mod, I have endeavored to blunt several annoying aspects of gameplay, and accentuate Ultima 3's strengths. There's a difference between giving the player legitimate challenges, and annoying the crap out of the player for the sake of annoying them. For me personally, Ultima 3 crossed that line. For example, why would raising a character's level actually serve to penalize the party's chance of survival? Raising a level did not meaningfully add power to the character, but it did ensure that you would be facing much more difficult enemies. This said, I obviously feel that the game's good qualities could be made to overshadow those difficulties. As with many of my other mods, I have attempted to give the player as many party customization choices as possible given the confines of what the Ultima 3 devs gave me, and I hope I have dramatically improved the gameplay of this early gem of an RPG, and ultimately made it more accessible to players. Enjoy! Notice, effective March 1st, 2012 ****************************************************************************** For this release and all new releases, I am discontinuing the use of IPS2EXE to create patches that can be applied without an IPS patching program. These executable patches set off certain virus and malware scanners. Version 1.0 Changelog ****************************************************************************** * Painstakingly balanced the 11 Classes and 5 Races, per the charts below: Best Weapon Best Armor HP Base HP/Lvl SP Fighter Rune Axe Dragon Armor 225 75 None Cleric Mace Cuirass 100 60 WIS Wizard Staff Robe 0 50 INT Thief Stiletto Cuirass 125 55 None Paladin Sun Sword Dragon Armor 100 70 WIS * 1/2 Barbarian Rune Axe Leather 250 90 None Lark Elven Bow Chainmail 75 65 INT * 1/2 Illusionist Longbow Chainmail 25 55 WIS * 3/4 Druid Shortbow Robe 50 50 (INT+WIS) * 1/2 Alchemist Spear Leather 100 50 INT * 3/4 Ranger Battleaxe Full Plate 125 75 (INT+WIS) * 1/4 STR/lvl DEX/lvl INT/lvl WIS/lvl Fighter 2 2 0 0 Cleric 1 0 0 3 Wizard 0 1 3 0 Thief 1 3 0 0 Paladin 2 1 0 1 Barbarian 3 1 0 0 Lark 1 2 1 0 Illusionist 0 1 1 2 Druid 0 0 2 2 Alchemist 0 1 2 1 Ranger 1 1 1 1 STR/lvl/max DEX/lvl/max INT/lvl/max WIS/lvl/max Human 1 80 1 80 1 80 1 80 Elf 1 75 1 99 1 85 0 40 Dwarf 1 99 1 80 0 45 1 75 Gnome (Bobbit) 1 70 0 50 1 80 1 99 Pixie (Fuzzy) 0 30 1 70 1 99 1 99 o More characters can use mid-range weapons, and many can use better armor. o Alchemists, Illusionists, and especially Druids are much better casters. You're not effectively limited to using a Cleric and a Wizard now! o Thieves are great combatants defensively, due to much better armor (they are upgraded to a Rogue-type, fighting-wise). Barbarians are beasts offensively. Fighters are well-rounded combatants, albeit with no thieving capabilities. o The races have slightly different maximums now. Humans, notably, have a maximum of 80 in all statistics, as a bonus for being well-rounded. * Characters increase stats based on their Race and Class at level up (but never increase a stat beyond their racial maximum). * HP varies between the Classes now. * Characters may allocate 48 points when Hand Making them, 1 point at a time. 30 points may be pumped into one stat. * Spells cost Mana at a rate of 3 Mana for every successive spell. The most expensive spells cost 45 Mana (down from 75). * The Wizard and Cleric spell sets have been markedly changed. It should make for more interesting tactical choices for spellcasters. * The effectiveness of attack spells have changed. Base damage for the Wizard's attack spells are as follows: Missile is 25 (unchanged), Flame is INT * 2, Crush is 125, Psi is 50 to all, PsiKill is INT * 2 to all(unchanged). The Cleric's new attack spells: Hurt is 50, and Purify is WIS * 2 to all. * The effectiveness of the Cleric's healing spells has likewise changed. Heal improves HP by 25 to 60, and Renew improves HP by 200 to 250. * You can reach Level 8 before taking the Mark of Kings. * The monsters you fight in more dangerous locales (like dungeons, Ambrosia, and Exodus Castle) have always done more damage, but now they give you a bonus to EXP received. However, characters receive less EXP per kill the more EXP they gain (this is because if it were based on character level, this would be an incentive to not level up!) The penalty is 1 starting at 128 EXP, and increases by 1 for every 256 EXP after that. * Armor reduces all battle damage (even ranged attacks and magical strikes) now, as well as its usual effect of making physical attacks slightly less likely to hit. * Monsters are rebalanced. No monsters steal stuff. A few monsters have different special abilities than before. And monsters are renamed (the pluralization of all the monster names bothered me). * Pirates now appear when a party member reaches level 3. Fewer Demonic-type creatures appear when a party member reaches level 5, but Insect-category monsters appear then instead. There are a few other changes to monster appearances as well. * One monster happened to be dummied out in the code, and it can be encountered now. * Higher level characters receive more gold from treasure chests. * Food is consumed more slowly. * Food is available in higher quantities at the grocery store. * Characters regenerate HP a little bit faster. * As well as some spells, weapons and armor are also renamed. Many armors cost a bit less than before; weapons cost a bit more. To convert your stock Ultima 3 ROM: ****************************************************************************** The following applies this and all future releases of the A New Exodus mod. 0. First of all, you will need to obtain a clean NES ROM of Ultima 3: Exodus. You are on your own for this step, as it is illegal to provide ROMs of copyrighted material. There are sites that do provide this ROM though, and you should be able to obtain it. 1. When you get it, make a backup of it if you would want to play the stock version, play another mod, or, in case I post an updated version of the mod here... I am not going to make version 1.0 to "version whatever" patches for my mods, for instance. 2. Download Ludmeister's A New Exodus mod. 3. Use the IPS patching program of your choice to apply the .ips patch to the correct ROM. As I use IPS XP (http://home.arcor.de/minako.aino/ipsXP/) to create my patches, I recommend using this program to patch your ROM. 4. I hope you enjoy it!