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Ultima III had this weird quirk where you could draw a "path" across the map by killing monsters and not opening the chest they'd drop. We'd do that between tow
by TacticalCoder 3y ago
Ultima III had this weird quirk where you could draw a "path" across the map by killing monsters and not opening the chest they'd drop. We'd do that between towns / important locations: we'd surround our desired line with unopened chess all around or path, leaving only one "square" line (a line with a width of one square).
That way it'd be very rare that monsters would spawn in our path and we could travel across the map really quick.
That trick wasn't working in Ultima IV anymore.
As a sidenote, I find this one mindboggling: an Apple ][e with a MIDI interface which Ultima V supported back in... 1988. The Apple ][e is hooked to old Roland gear. It looks and sounds georgous, amazing stuff (skip to 12m to hear a demo):
https://youtu.be/aJMwspc-5wk https://youtu.be/aJMwspc-5wk
- cpeterso 3y agoHow did the unopened chests affect monster spawning? Did new monsters not spawn near unopened chests? Or did the chests form a protective wall?
- chuckadams 3y agoThey were a wall: monsters couldn't occupy the same tile as a chest. Of course there was no such thing as pathfinding, monsters just made a beeline for you and got hung up on the first obstacle.
- TacticalCoder 3y ago> Or did the chests form a protective wall? Yup: they'd form a protective wall that monsters couldn't cross!
- technothrasher 3y agoWe used the same trick to build a huge monster 'zoo', by trapping monsters into cages of chests. Good times.