Ultima: Quest of the Avatar - Humble Shepherd Run Part 2

Ultima: Quest of the Avatar - Humble Shepherd Run Part 2

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Published on ● Video Link: https://www.youtube.com/watch?v=4wpfFk58F_s



Duration: 31:29
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Rules:
-Shepherd Main Character
-No deaths
-No Orbs
-Hack used to halve the Might values of physical range weapons, and also shift a quarter of the stat influence for physical range attacks from Dexterity (the actual Dexterity) to Strength
-No Virtue drops or farming
-Given spells may be banned as deemed fit
-No using the Paladin or Tinker

I think in light of the recent mass shootings, I'd want to get a good project off the ground. Obviously, anything involving guns casually (Advance Wars or Lost Frontier) is out, but why not involve something involving welcome messages. Obviously, Ultima 4 is dated with Guide Dang It handling and other questionable handling of its own virtue system, but the ideas are certainly there at least, and I'd rather make it clear that #VideogamesAreNotToBlame no matter how messed up video game communities in general are. Besides, I'm for going with something tame enough at the moment after my venture with Startropics, even if 2x Speed would be recommended for usage with this series, because the combat system IS rather dated.

New rule explanation:
-Hack stuff - objective difficulty increase as I'll explain below
-No Paladin or Tinker - while using their equipment will be allowed, the characters themselves have a clear stat advantage over other characters. The Tinker less so, but the only thing that keeps him from obsoleting Iolo is weaker Intelligence. This also effectively bans the +1 Axe unconditionally.

I switched to a hack that I made to shift a quarter of the stat influence on physical range from Dexterity to Strength, and also has the physical range weapons' Might values cut in half. Overall an objective increase in difficulty, with characters with more Strength than Dexterity being weakened only slightly less if you're wondering. I also fixed the Dexterity/Intelligence mixup by having them display in their proper places. There's no relevant effect before this part, so all's good. I can also relax the physical range weapon restrictions.

Even with reduced attack power, this part displays why range attacks rampage in Ultima 4's battle system, namely that they can hit any enemy anywhere when the characters move only 1 tile per turn while not even getting to do that when doing anything else. And the only drawback over using attack spells, which use Reagents in addition to MP, is having to buy the equipment at all, but once the weapon is bought, that becomes irrelevant. Consequently, this also has the added utility of being able to "pass" turns, although you'd still have to be mindful whenever you are kill-feeding. At least the Sword 2HKOs all but the most durable enemies, and even those get included either with a bit of luck damage or after clearing 28 Strength.

As for town stuff, this is pretty much a baby steps portion. Mostly I handle modest equipment upgrading, talking to some people, and a few points of involvement of the double New/Full Moon phases. Oh, and yeah, that totally not suspicious Swamp tile provides Mandrake Roots on double New Moons.

Spell ingredient learning of note ATM:
-Tremor: Ash, other ingredients unknown (Beggar at Skara Brae)
-Squish: Ash, Silkweb, Moss, Manroot (lady at Yew)
-Destroy: Pearl, Fungus (black mage at Vespal)

Coordinates of note thus far:
-69,105 - unknown so far, could just be a joke by all indications







Tags:
Ultima
Quest of the Avatar
Shepherd



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