Just Added: Ultima 4 Hythloth Fix
Ultima fan and game developer Seth “Fenyx4” Bacon was messing around in Hythloth in Ultima 4, and came upon a room on the 6th level of the dungeon that should have had an exit to the west…but didn’t. The western rooms on that level of the dungeon also lacked starting locations for players, which made that part of the dungeon behave…rather oddly.
This is a well-known known problem, it seems.
As such, Fenyx4 has produced a patched version of the dungeon, which makes the 6th level work properly. This was achieved by placing a trigger in the first room of the level which opens a section of the western wall thereof. Starting locations for players were also placed in the room.
I would assume that this fix is for the DOS version of the game, as Fenxy4 is also wondering if any Ultima fans have encoutnered the aforementioned issues in the Apple II version of the game.
The image you selected to represent CUO shows this exact section of the dungeon Hythloth:
http://www.flickr.com/photos/37972721@N03/5352095039
Well, how about that?
Hey, does this fix work with your project?
The original assets have long been converted to a different format, so no. But I did fix the problem in U4M at the time.
Well, that’s cool too.
Out of curiosity, what was your fix, if in fact it differed at all from Seth’s approach?
U4M has no concept of dungeon rooms, so there was no need to fix starting locations. But I did have to add floor triggers to remove the wall. I have no idea where I ended up putting them, so it would be interesting to see which tile spot(s) Seth chose.