"Ultima VI Remake" is a remake of Ultima VI using Exult, an open-source engine for Ultima VII. A blogpost along with a video was posted earlier this year:
The end is near! I've been working on this project off an on for longer than I'd like to admit but finally it's pretty much ready to get out the door. Over the past few years I've worked from home so when things have been slow I've been able to do a lot of work on it. It will never be "truly complete" but at least getting it out there in workable form there is always room to pick it back up and make changes here and there. Pretty much everything is done. All npcs have new portraits that I did by hand after writing a java program to help convert the original U6 portraits to an SI style format. Most npc conversations are in a uniform format that I have made to resemble SI style conversations, albeit a few npcs I have missed. The plot works, the game can be played through to the end and I have wrapped up a few sidequests. There will probably be updates to it eventually as I had other plans for sidequests but as is the game works. So with that said, we are shooting for an end of February beta release!
Obviously some things will need polishing, but I'm ready to reveal a new project we've been working on - Ultima II for Exult! It had been retconned in U6 to take place on Sosaria, so we have been coming up with something to fit within the lore and it should be pretty awesome. Knowing what I know now, and all the tricks I've learned along the way, and an (almost) minor in game design.. shouldn't take me this long! In fact, I already have the bare bones of the map ready (at least one of the maps that is!). But more on that later...
I have uploaded the beginning of a playthrough of the Ultima 6 mod on my youtube channel to hype up the release and to provide a walkthrough of sorts. I will also do a video on the sidequests and other secrets out there (The ones I can remember!). Once the mod is released, I am going to probably either release videos of the progress on the Ultima 2 mod, or possibly stream it live as I am working on it since people like that kind of thing!
You can view the first video here on my youtube channel:
Mod version 1.1 is now live.
Posted by Zygon Dragon on 13th May 2023 in Updates
Mod version 1.1 is now available here!: https://1drv.ms/u/s!Aj8Wo4nZZETJjDTpbry ... u?e=p2lMjO and if you already have a game started, the usecode file fixes most conversation issues as well as adding a “sell” option to blacksmiths where they will buy back items they sell at 1/3rd original cost. Get the standalone usecode file here, just drop it into your patch folder and rewrite the old one: https://1drv.ms/u/s!Aj8Wo4nZZETJiCbTOkc ... I?e=GI91C9 See a full list of changes and fixes in the readme file. Also… if you are using Exult v 1.8… don’t! Please use 1.9 latest snapshot because most people’s issues are stemming from using the older version (Sherry not talking and a few others).
Perusing the files, it appears the entire game is implemented using only the scripting language of Ultima VII/Exult with no engine modifications. Neat.
Also U6 has been playable for years in Nuvie which has at this point been integrated into SCUMMVM, and it even supports paying with the FM Towns data files of the game that contain full voice acting for all NPC's.
Also U6 has been playable for years in Nuvie which has at this point been integrated into SCUMMVM, and it even supports paying with the FM Towns data files of the game that contain full voice acting for all NPC's.
But why would you ever want to hear Richard's VA? Guy sounds like Kermit the Frog trying to come off as regal.
Ultima 6's problems can't be fixed with an engine change, except maybe zooming out the screen. The whole game is an awkward middle child in-between the dual-scale excellence of Ultima 4 and 5, and the single-scale excellence of Ultima 7. If you were to change U6 to the U7 engine, then an extensive redesign of the world would be necessary. You'd also lose some of the cool features of the original U6, like how characters with high strength can carry around vehicles, plus the moon cycle and wind simulation. This seems like a nice project and all, but like most Ultima fan projects, it's not really anything besides a brief novelty.
Whoa man, why aren't these devs using like Unreal Engine 5 with RTX support?!. This game should be coded in Rust and like have a crafting system and stuff!. You should be able to turn on X-ray vision mode and see all the enemies, and a marker should be on screen at ALL TIMES!.
Ultima 6's problems can't be fixed with an engine change, except maybe zooming out the screen. The whole game is an awkward middle child in-between the dual-scale excellence of Ultima 4 and 5, and the single-scale excellence of Ultima 7. If you were to change U6 to the U7 engine, then an extensive redesign of the world would be necessary. You'd also lose some of the cool features of the original U6, like how characters with high strength can carry around vehicles, plus the moon cycle and wind simulation. This seems like a nice project and all, but like most Ultima fan projects, it's not really anything besides a brief novelty.
"If you changed engines for this older game, you'd have to redesign stuff."