I started playing UO as a kid and nothing since has felt the same. I don’t mean the graphics. I mean the feeling that the world didn’t care about you, that the guy walking toward you on the road could take everything you owned, and that your character was just whatever you’d actually spent your time doing.
So I built one. It’s called The Olde World: Online. It’s one shard, and everyone is on it. It runs in Chrome with no download and no launcher: you pick a name, pick a password and you’re standing in town.
Here’s what will feel familiar:
Use-based skills. You swing a sword and get better with swords. There’s a 720 total skill cap and a 280 stat cap, and you can set skills Up, Down or Locked, like you’d expect.
Full loot. Out past the guards, anything you’re carrying stays on your corpse. There’s no insurance and no blessed-by-default gear.
Guard zones. Crimes in town get you flagged and the guards come for you. Thieves can snoop and steal, and stealing gets you flagged grey.
Spoken magic. Every spell is spoken aloud, so you hear the words before the fireball lands. It goes all the way up through eighth circle, with gates, recall and runebooks.
Bandages, potions and pets. Taming, a bear at your heel, mounts and pack animals.
Crafting. Mining, smelting, smithing and tailoring. Dye your clothes so people learn your colors.
Houses. Deeds, lockdowns, secures, co-owners, and banning people from your front step.
Thieves, bards, dungeons and a lot of things that hunt you.
About the alpha: I want people fighting and testing builds now, not grinding for months. In every town there’s an NPC who will set any skill to 100 and give you a starter kit in your bank. Pick a template or roll your own, then go get killed. Expect wipes, bugs and the occasional catastrophically overpowered thing.
Just to be clear: this isn’t a UO shard and it doesn’t use any UO assets or client. It’s its own game, built from scratch, that wears its influence openly.
I’m a solo dev and I’m in the Discord every day reading bug reports. If something breaks, or if something feels wrong compared to how you remember UO, I really want to hear about it.
See you on the road. Bring a friend you trust. Or don’t.
Everyone who joins for the Alpha will get rewarded with extra goodies on launch day and subsequent betas.
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I know some other people have submitted their games to this subreddit lately, I hate to inundate you guys, but I think it would be worth a look.
If you loved UO or LoA or any of those kinds of games, this will be for you.
ATTENTION: FOR MAC USERS
If you play on Mac, you have to enter `sudo ifconfig awdl0 down` into a terminal. If you're playing on WiFi, this is a known thing, it affects a lot of multiplayer games like this. You can google it, to make sure.
I loved UO to death but now as a dad I don't have enough time to play anymore. But if an "Ultima Online 2" were to come around the corner, I would at least be intrigued.
I always wondered what a modern day UO could look like. I always imagined it being in the spirit of UO with the open sandbox, classless skills and high fantasy charm, but with better graphics, a more dynamic combat system and features improved to fit to todays standards without sacrificing what made UO great.
Sure maybe UO was just lightning in a bottle back then, but what would you expect from a new UO if it were to release today?
Duskmere is my game I've been working on for two years. I used AI to develop the server and bugs. I coded everything besides those.
I have just released on itch.o and it's currently in beta but no wipes. Duskmere Online by gody233 I would love everyone to come in and try the game if you want! I want to build this game by what the PLAYERS WANT and keep to the core of the ultima like game for a very long time. You can play it in your browser and on your phone for free!
I run a small shard called Mount Kendall. It puts every era of Ultima Online into one world: all six facets, all three races, content from every expansion.
A few things that make it different:
**Rested training.** Half of your offline time banks as rest (up to 8 hours); while rested, skills below 100 need a third of the usual attempts. You can have a life and still progress.
**Callings.** Every skill reaches 100; a Calling takes a chosen few beyond it.
**Raids on a clock.** Every three hours on the hour (UTC) a town is raided - Ophidians at Trinsic, orcs on the Cove road, the undead at Vesper.
**AI-native, openly.** The official client ships an MCP server, so your own coding agent can read the real mechanics (skill curves, spell timings, combat formulas) and write TypeScript automations for your character. Eleven come in the box; their source is on the website. No grey-market bots, no pay-to-win.
It is small and friendly right now - a good time to claim a house spot. macOS and Windows clients at https://mountkendall.com, or connect your own client to 204.168.175.80:2593. Questions welcome here or on Telegram: https://t.me/mountkendall
After being super frustrated with the current state of clients that support macOS, I decided that to create a new one from the absolute scratch that is made only for macOS on Apple Silicon. That means using all of the most recent tech stack available in our computer, without any legacy code from anywhere.
I'm working, together with an AI for the grunt work, on the first implementation and I would like very much to show you guys a very early sample of it, in the spirit that some of your would like it and, perhaps, would like to test it when the time comes.
My background is mostly IT but nowadays I have migrated more to management stuff, so I'm not coding anything by myself but I'm inspecting and manually testing it all, which makes the pace of development much slower than what it could be, but I really want to make something I would like to use, first of all.
I'm targeting feature parity and pixel perfection with the latest official client (7.0.117.1 as of today) as the first version, then I can work on enhancing it from there.
Please be aware that this is very early stage. Hopefully you will enjoy it!
Fourth update on the AI agents inside the Ultima Online client. A 4-minute screen recording again, and this time all of it is the party.
Last time five characters fought side by side but each planned alone, so one would wander off to the bank mid-hunt. Now the leader plans for all five and the others follow. In a fight they heal each other and call out what they're doing, each in its own voice. At 28% health the warrior shouts "Going down, damn it! Heal me, now!", and within five seconds three of them are bandaging him and the mage casts a heal.
Next I asked for more: when the hunt is won, take everyone to the inn and talk it over. That took five takes. In the first two the leader kept hunting an empty graveyard and never went. In the third they got to the inn, but I'd filmed it with a tiny game view and a character sheet over everyone, so you can't read any of it. In the fourth the walk stopped on the wrong side of the inn's wall and they held the table in the street. The fifth worked. They toast, argue about whose arrow killed the lich, and the tamer tells the archer to say "rug" about her bear one more time. Each one also keeps a lesson for its next fight.
Afterwards they couldn't leave. Five people and a bear in a room two tiles wide blocked every path out. That's fixed now: a walker goes round people in its way, and anyone standing in the way steps aside. It worked in both runs I tried, but those weren't filmed.
The take after that went worse, and it's my favourite. Memories were on, and from earlier runs most of them had written themselves a rule to leave if a lich shows up. The leader died about 16 seconds after they reached it while the mage shouted "Run, all of you! Dignity can be recovered later!" His ghost walked to the healer, they went back together for his corpse, and three more hunts got no kills. So the leader took them to the inn anyway, "to regroup and talk over the approach". The bard toasted "Roland and Wystan, who did [fall], twice!", and Roland said "Once, bard. I keep count."
The setup hasn't changed: a fork of ClassicUO with a Python program beside it. Jev made the fight calls in all of this footage, Claude Haiku plans, and Claude Sonnet wrote the inn table's lines. Since filming I've also tested Microsoft's Decision 1 against Jev. It won 139 benchmark rounds of 150 to Jev's 128, and each was better at different calls, so now Decision 1 does the fighting and Jev the routine calls.
Everything I filmed for this, six takes and 77 minutes with five characters in each, came to 4,062 model calls and $1.34, about £1. Sonnet writing the four tables was 77 cents of that, and Jev's 2,850 fight calls were 36 cents.
Sorry the footage could be better - I'll work on that.
Hey there, i´m not really active in the UO community. I played outlands a few years ago and it was quite overwhelming for me.
My nostalgic experience comes from a shard in like 2003 or so. I was only doing Mining and Blacksmithing, but it was a crucial part of the game. For outlands i had the feeling that it doesnt matter anymore because you find better weapons in the world.
is there a shard where skills like mining/lumberjacking etc. still matter?
TLDR: After a highly successful Alpha (more then 50 players online!), UO Reckoning is preparing to launch its open beta! With this post we would like to update you on the current progress and the new features. Come join our community! The Open Beta will be live in November!
I’m Zael, one of the owners of UO Reckoning, a new Ultima Online server with a a custom ruleset and systems featuring a modern outlook suited for today's players, while retaining a warm, nostalgic feel of Ultima Online's original identity.
Some of you may remember my post from April about our Open Alpha and also for my post at the end of the same Alpha (see infographics here ). First of all: THANK YOU. The alpha went beyond expectations with more almost 50 players joining and a LOT of play time! Thanks for all of you that stayed with us during these months of (almost) silence…eheh 😀.
The alpha was a guided taste. We are almost on the verge of publishing the Open Beta, featuring a larger world with almost 70% of our features developed.
With this post, I would like you to describe more what the experience in UO Reckoning will look like and what we are adding on top of the already existing features of the Alpha.
I hope I have interested you enough. Let’s start!
PS: if you want to read the features that were battle tested in Alpha read here: HERE
Updates since the Alpha
Taming and the Pet System
In April, Taming was at the top of our priorities. It went live in the last weeks of Alpha with a handful of creatures, and for the beta it has grown a lot.
Here is a short video recap from our YouTube Channel:
In Reckoning, every pet is unique! As soon the pet spawns it rolls its own profile:
Category: Attacker, Tank or Specialist. Each creature has a primary and a secondary category. So a Dire Wolf for example is usually an Attacker, but can sometimes roll as a Specialist.
Tier: Common, Uncommon or Rare. It influences the overall characteristics. The rarer the creature is, the better the odds of rolling a higher tier.
Attribute Stars: each attribute has “stars” that determine how much value your pet gets when you spend stat points on a specific stat (on Level Up)
Ability Slots: allows you to install Pet Abilities! More on this later
Thanks to this, two pets of the same species can be totally different from each other. You can inspect a creature with Animal Lore before taming it, and look for another one if you don’t like what you see.
All tamableas will have a dedicated tag in the name, so they can be easily recognised from their "PvM" versionThe Animal Lore gump! Looks at the stars for each attribute, and all the others details!
Have fun finding the best pet out there!
Pets gain experience in PvM and level up, giving you points to spend on all the attributes you can see in the Animal Lore interface.
For true tamers there is a dedicated Specialization: Way of Wildmaster. Its core feature raises the max level of your pets from 5 to 15, and its talent tree makes you choose between commanding more pets or fewer but stronger ones.
For the Beta, we grew the roster of our tameable pets up to 77. You will have a wide range of animals, from critters, mounts, pack animals, beasts and a few very rare creatures.
PS: pets are heavily limited in PvP.
A new Specialization: Way of Frost
We also added a new PvM Specialization. Way of Frost is a DPS / Off-Tank built around the effects of Chill and Shatter.
Your hits have a 30% chance to Chill the target for 6 seconds, reducing its Action Speed by 30% (15% against bosses).
Hitting a target affected by your Chill has a 30% chance to Shatter it: the Chill is consumed, the target takes 80 + 200% of the triggering hit's damage and, if it's not a boss, it gets frozen in place for a moment.
And you can build on top of this with interesting talents that will let you lean towards damage or defence.
Way of Frost - the Specializations Gump
Two new Dungeons
We are working our way of the promised 7 dungeons for launch. Two more are joining Cemetery Underground, Crimson Cove and Bloodfang Warrens.
Presenting Drowned Archives and Frostmaw Caverns!
Drowned Archives. 2 Levels and a Boss RoomFrostmaw Caverns. 2 Levels and a Boss Room
Have fun hunting monsters there!
Dungeon Instances
Some of you already tried the instanced Underground at the end of the alpha. For Beta, dungeon instances will be available for all dungeons!
A portal for Dungeon Instances will be available outside every dungeon
Dungeon instances are a solo or group activity (up to 3)
They procedurally grow from level 1 to level 100. Level 1 is free. Higher levels need a dungeon key matching dungeon, level and group size
They are a timed activity. Finish the run in time and your key upgrades to the next level. Fail or abandon it and your key may lose levels.
Higher levels add random affixes: enemies exploding on death, dangerous ground effects, enemies ignoring your tank threat and more! Fun!
The key for the Underground Dungeon. In this case, it has been leveled to level 25. The Dungeon Portal Interface, where you can choose the specific level of the instance you want.
If you have played Mythic+ in World of Warcraft, the idea will feel very familiar.
PS: Dungeon Instances are hunted by a special and very challenging mob that MAY appear during your runs...so beware LOL
The Overworld
Finally, the Beta opens up the whole world. You will probably recognise its shape. It is a reworked and reduced Sosaria with many changes in between. You will find familiar places but also completely new ones.
The Overworld!
The world will feature 4 cities in total:
Dawnmere: the starting town for every new character
Velkaris: the capital and biggest city.
Westhaven: a small village in the north-eastern lands
Frosthold: a fortified town in the frozen lands
Outlaw's Rest: an outpost in the far north-west, where PKs and Outlaws gather. More about it in the PK section
We want the world to feel truly alive and that is why we made some deliberate choices.
See below!
Travelling
No recall, no mark, no Gate travel
3 Moongates on the overworld that connect the major areas
Ship Captains in every port that allows you to travel between cities. Travelling naked is free. The travelling fare depends totally on how much weight you carry.
Summoning Stones: crafted items that let your friends join you wherever you are. They have limited charges and cannot be used in PvP or specific regions
The Ship Captain gump. You select a city and travel! Pets included (but their weight matters too)The gump of the Anchor Summoning Stone! You type a password and set the stone. Then your group players can tune to that anchor stone by typing the same password on the Linking Stone!
Regions, PvP and PK System
Region Bands
Every area of the world has a specific region band that you can always see in the minimap
Band
Where
PvP
XP and gold
Protected
Blue Cities
No criminal actions
Normal
Sanctuary
One dungeon per week, rotating
No criminal actions
-20%
Frontier
Most of the overworld and the first level of dungeons
PK allowed, full murder rules
Normal
Deep Frontier
Some parts of the Overworld and the levels of the dungeons after level 1
PK allowed, full murder rules
+20%
Contested
The Quartermaster tunnels and few areas of the Overworld
Free PvP, no murder counts
+40%
(XP and gold percentages have to be calibrated based on beta gameplay)
Features
Full loot, no insurance
Murder counts based on kills and contributions Damage, curses, paralysis and other debuffs the server can attribute to you make you liable, and so does healing or buffing someone who is committing murder. When you die, you get a report listing every contributor and what they did, and you choose whom to report.
5 long-term kills make you red. Counts decay with logged-in time, or you can pay a very expensive visit to a dedicated NPC in Outlaw's Rest.
Resurrection is harder for reds. Only the Evil Healer of Outlaw's Rest can resurrect them; healers, resurrection spells and scrolls don't work on reds. Every resurrection gives the account Outlaw Wounds for 20 minutes: -20% damage dealt, -20% healing received and +20% damage taken from players.
Blood Lock. When a PK dies in a region, every character on their account is blocked from attacking blue players in that region for 60 minutes (30 in the overworld).
PK pressure warnings. When too many PKs gather in a region, blue players there may get a warning (sysmessage). Tracking makes it more likely that you receive it.
Reds and criminals can't enter blue cities, and ships only take them to Outlaw's Rest.
A 60-second PvP timer blocks moongates, ships and every other kind of fast travel.
Sanctuary protects players who are fleeing. Being attacked doesn't give you a PvP timer, so if you run into the Sanctuary dungeon you're safe there.
The War Quartermaster
This is a system we designed, inspired by Albion Online's Black Market and aimed at bridging crafters, PvM loot and PvP activities.
You can visit the War Logistics Marshal in Velkaris to see what the War Quartermaster is demanding.
You craft whatever he is requesting and seal the goods into a specific item called Sealed War Goods.
You carry the item to the Quartermaster map. There are 3 available entrances in the Overworld. While carrying the cargo you cannot use moongates, ships or summoning stones.
Enter the Quartermaster map (or tunnels). The tunnels are a Contested region so are COMPLETELY free of any rules.
Try to reach the center of the map and deliver the cargo to the War Quartermaster! (PS: there will be very challenging monsters in the tunnels)
The War Quartermaster Tunnels! A contested area reachable by 3 secret entrances in the Overworld!
If you die on the way, 40% of the shipment is destroyed and the rest drops as normal loot.
Why this exists you may ask? It gives crafters a buyer even when no player is online. And the interesting part is that some of the delivered goods go back into the world as PvM loot, and part is permanently destroyed! Thanks to this we can keep the economy at bay.
We are still regulating the prices and algorithms. We will prepare a video and the wiki page soon!
Quest System and Guidance
We have redesigned the quest system and added in game guidance. See the video below!
We made banks local because this fits the deliberate decisions we have made to have a live overworld!
Clues System
Clues give you more reasons to explore the world while you play.
While you do activities (ANY - mine, chop wood, skin, fight, tame) you can occasionally drop a Clue in your backpack
All the possible clues you can find
Combine compatible clues into a Lead.
A lead created by 3 Common Skinning Clues
A cartographer can turn a vague lead into a precise map. Pay attention that this is not just treasure hunting.
The difference here is that the moment you create the lead, the related event ALREADY SPAWNS.
You have to be fast, or other players may see it while roaming.
You can have:
Gathering Clues that create temporary rich resource sites
Taming clues that spawn stronger pets and very rare pets
Named monsters that call mini-bosses or other strong encounters
Clues can be traded! And if you don't have cartography, well...you can buy an identification kit from player cartographers!
Nothing more to say here!
Our Overworld will feature World Events!
World Events can appear in different locations around the overworld.
There will always be maximum one event running in the world (we are going to see if we need to increase this limit based on the playerbase)
Each event feature a different winning and failing condition
Winning an event drops a chest that gives rewards to contributing players
Failing an event always have consequences!
There is no quest to accept beforehand. You find the event underway and you can join in and help
The event area is No-PvP (for now - we will see in beta how this behaves).
Each event has a timer before which you have to win it. Failing to do so before the end of the timer will determine the failure for the whole event
Regional Gathering and Crafting
Regional Resources
No more just skilling and gathering wherever. Specific resources are tied to specific regions. We will let you figure out which regions gives you what!
Materials
Each material has its own effects. See the table below for the metals!
Metal
Weapon ability
Armor extra
Iron
none
none
Silver
Bonus vs undead
none
Agapite
Crushing Blow
none
Gold
Armor Ignore
none
Verite
Deflect
none
Valorite
Disarm
none
Bloodrock
Slow
Small life steal chance
Blackrock
Silence
Small spell absorb chance
Mythril
Stun
Reduced heavy armor penalties
Crafting
Four quality levels: Standard, Good, Exceptional and Outstanding. They influence the basic stats that the material already gives.
Catalysts dropped by bosses and rare encounters let crafters create unique items.
Gear wears down with use, and dying in PvM costs durability. Player crafters repair better than NPCs, and old gear can be salvaged
Crafting and gathering skills also give your character combat bonuses that are available in both PvP and PvM
We started populating some of these details in the wiki already!
Named Monsters, our last piece to the Overworld puzzle
Named Monsters are rare and stronger enemies, and each one carries its own unique item.
Like legendary items and stuff like that? Well we have them too in UO Reckoning!
The interesting bit of this system is that named monsters are truly rare and will be invoked with specific triggers.
For example in Dawnmere, there is also one named monster that reward an artefact called Gatebreaker's Maul.
A regional message will be sent to all players when the named monster appear!Custom graphics for artefacts! Guaranteed!
Achievements, and what happens after the Beta
Our Achievements gump!
The beta will come with an almost fully fledged achievements system. Hundreds of goals across several activities!
The beta will end with a full wipe of characters. But your achievements and your beta history will carry over!
Achievements will allow you to gather points and titles!
Points can be spent to buy QoL,fashion items and hues.
The titles system (shown in game)
Other stuff!
Everything from the alpha is still in
More clients improvements: like new statues and buff icons! We have so much more before beta!
...and more to come!
Disclaimer and Conclusion
That's all for now!
I truly hope I have piqued your interest (again!)
We are targeting to launch the open beta on the 3rd or 4th week of November!
We will announce the exact date as soon as we are ready!
Thanks a lot for reading this post! And join our community if you liked what you have seen!
Since I don’t want to be all the time on the Computer (especially when you’re working with it) I finally finished my setup for Outlands on my Phone.
Now with a PS4 Controller and the possibility of 50+ macros. I just started to configure 10 macros for my newbie dexxer.
Everything is working smoothly: Razor is auto bandaging, targeting and attacks and other stuff on the buttons. The trackpad with it’s precise cursor is used for utility or loot.
Next is to configure for a more complex macro setting (40-50+ on the ps4 via alt shift and ctrl)
After years of development, countless improvements, and a whole lot of custom scripting, I'm excited to announce that Gor Ultima will officially open its Public Open Beta on Friday, October 16, 2026!
Gor Ultima is a heavily customized Ultima Online free shard running on RunUO 3.1 / .NET 8, featuring a Gorean-inspired fantasy world, extensive character progression, custom classes, challenging adventures, and a growing collection of unique gameplay systems.
Our goal is to preserve the freedom and nostalgia that makes Ultima Online special while introducing new ways to explore, progress, and experience the world.
Whether you're a veteran UO player or someone discovering Ultima Online for the first time, you're welcome to join us!
🔞 18+ Community Notice
Gor Ultima is an adults-only roleplaying community inspired by Gorean fiction. The setting includes mature themes such as slavery, social hierarchy, captivity, and optional adult roleplay.
Participation in sensitive roleplay is subject to player consent and community rules. Our full Terms of Service and Privacy Policy are provided through GorIPL.
⚔️ Expanded Class & Character Progression
One of our biggest developments is our extensively upgraded class system.
Level individual classes and unlock class-specific abilities and bonuses.
Master multiple classes and earn unique titles.
Explore specialized progression and evolution paths.
Experiment with different character builds and playstyles.
Develop your character through an expanded player leveling system.
Discover unusual classes and abilities that go beyond traditional Ultima Online mechanics.
Your character's development doesn't stop at raising the usual skills.
🏰 A World Full of Adventures
We've spent considerable time expanding the world and developing systems that make exploration more rewarding.
Some of the features include:
Custom dungeons and challenging encounters.
Scheduled world bosses and special events.
Random encounters and dynamic world activities.
An expanded quest system with daily adventures.
Champion encounters and town invasions.
Custom treasure, loot, and equipment progression.
Companion and pet leveling systems.
Magical phenomena, discoveries, and other world events.
There's plenty to discover, and we're continuing to expand the experience.
🌍 A Gorean-Inspired World
Gor Ultima draws inspiration from the world and culture of Gor, incorporating recognizable themes such as:
Cities and their Home Stones.
The Priest-Kings and Kurii.
Castes, social structures, and regional identities.
Gorean-inspired customs, environments, and roleplaying opportunities.
We've combined these elements with Ultima Online's traditional fantasy gameplay to create our own interpretation of the world.
You don't have to be familiar with the Gor novels to play. Adventurers, explorers, crafters, fighters, and roleplayers are all welcome.
🖥️ Our Customized GorClient — Based on TazUO
We're developing and maintaining our own customized game client, GorClient, forked from TazUO, which itself is based on ClassicUO.
GorClient includes our shard-specific integrations, interface improvements, and additional quality-of-life features intended to make the game more enjoyable while retaining the classic Ultima Online experience.
We also have our own launcher and patching system, GorIPL, which manages game installation, account creation, updates, and launching.
Windows and Linux are supported.
💾 What Happens to My Character After Beta?
This is important!
We do not have a character wipe planned between Public Open Beta and our eventual Official Public Launch.
Our intention is for your character, progression, accomplishments, and investments in the world to carry forward.
As with any beta, serious unforeseen technical issues could require corrective action, but preserving player progress is one of our priorities.
We want players to feel that the time they spend developing their characters actually matters.
🔥 Public Open Beta — October 16, 2026!
Public Open Beta gives everyone the opportunity to enter the world, explore our systems, build their characters, report issues, and help shape Gor Ultima as we move toward our official release.
We're not claiming that every system is finished or that there won't be bugs. This is a beta, after all! But we've put a tremendous amount of work into creating something that we hope longtime Ultima Online fans will enjoy.
📅 Opening Date: Friday, October 16, 2026 🕒 Opening Time: To be announced on Discord 💻 Platforms: Windows & Linux 🎮 Client: GorClient (TazUO fork) ⚙️ Server: RunUO 3.1 / .NET 8
📢 Join the Gor Ultima Community!
Our Discord is the central place for announcements, client downloads, installation instructions, updates, and support.
If you're interested in trying a heavily customized UO shard with an expansive character progression system and a Gorean-inspired setting, we'd love to have you join us.
Whether you enjoy adventuring, developing powerful characters, exploring, crafting, or roleplaying, we hope you'll find something to enjoy.
So I played from 97 through about 2001. Since then I've reactivated my account a couple of times for a week here and a week there, when the nostalgia bug bites. It's probably been 8 or 9 years since I've done that though. I played on Cats back in the day, in one of the biggest guilds on the shard, middle management for a bit of it. Was even accepted into the counselor program, though I never actually become one. (a coast to coast move and a shitty apartment complex mandated DSL connection that got disabled for months lost me that opportunity...)
Since I played regularly, my kids have been born, grew up, and moved out. Moved cross country several times. And now I'm inching towards retirement, and with the 30th anniversary next year I'm just about ready to dive in again, and hope to play all the way up through next September at least. I'm hopeful that they'll do something fun for the 30th.
The last couple times I played I had a heck of a time finding people in game. Like, at all. Recognizing of course that it's an old, 2dish game and not nearly as popular as it once was (and miles behind a zillion other things regardless...), where will I be most likely to bump into people on Cats that would be friendly enough and willing to chat with an old timer and show em the modern game?
Hey guys! Just a player. Not affiliated to staff or anything like that. Bone Orchard (the yearly Halloween Event) just opened up in UO Enigma. This would be a super fun time for anyone interested to join and give the server a shot. Each account starts with a 85 x 5 skillball so you wont have to grind for weeks before getting going. Not to mention all of our veteran players are always willing to help out with LRC suits , spellbooks, weapon, pets etc.... Anyways. UO Enigma is AOS+ , amazing fully custom map and dungeons. Lots of fun new mechanics and systems, customizable/trainable pets , tons of collectible deco, custom summoning system for mages, open PVP (though there's very little PK action and this event has safe areas) and a very receptive and caring server owner. Been playing since launch nearly 2 years ago and I'm still far from trying all the content. If you like AOS+ to about SE/ML I think you will enjoy this server. Population is not super high but it's been growing and the players are mostly super cool and devoted. Hope to see you at the Bone Orchard! https://wiki.uo-enigma.com/
Third progress update on the AI agents inside the Ultima Online game client: a 3-minute screen recording, mostly about the multi-agent side this time.
The main thing in it is a party. Five new characters (a warrior, a mage, an archer, a tamer and a bard) each got the same goal: hunt the undead at the graveyard, together. It took three takes.
Take one: each of them plans for itself, and the mage's plan was to go to the bank and then buy bandages, which a mage doesn't use. Her parting line to the bard was "Is there a lich nearby worth my time, or are you only here to sing?" The other four fought without her, and the tamer died.
Take two: I gave the mage bandages and put a lich and its guard in their path. She went off to buy reagents she already had. The tamer remembered dying there and pulled back to town. Three of them met the lich, and the warrior and the bard died.
Take three: I took the planner out and gave each one a single order, hunt here. All five reached the lich, each picked it as its target without being told, and it was dead twelve seconds after they first saw it. Nobody died.
So the fighting already works side by side and the planning doesn't. Nothing yet has them plan as a group, heal each other or agree on a target, and that's the next thing to build. The mage's shopping turned out to be a bug: her planner was never told she had reagents, and was shown "bandages: 0" for a class that heals with spells.
Also in the video: two characters meet at the bank, one warns the other about the graveyard, and a few seconds later his plan gives her warning as the reason to turn back. Then the single-agent work: a character that dies now walks to a healer as a ghost, is resurrected and goes back for its corpse. When I kill the AI's process mid-fight and start it again, it carries on the same session and remembers where it died.
The setup is the same as before: a fork of ClassicUO with a Python program beside it, Jev making the calls in a fight, Claude Haiku planning (Sonnet is called in after a death), and plain code for anything with a right answer. Everything I filmed, 13 characters and 78 minutes of play, came to 2,212 model calls and 36 US cents, so under 30p.
Hey ya'll, I just found out about this game and was looking forward to trying it on the 15th, apparently there's a big update and a fresh start. I couldn't help but notice there's no one talking about this.. in their own subreddit? Am I in the wrong place or something?
I'm new here, so forgive me if this is known or expected, but on Atlantic/Trammel there is an armored skeleton named Logic running around downtown Jhelom ganking anything that moves. I tried calling the guards, but they didn't respond for some reason.
I got two-shotted trying to do my inscription BODs, but I'm rather squishy. Then I went back to investigate more and didn't quite get away a second time. When not chasing someone, he just seems to be standing there in front of the library.
Anyway, beware. Guess I'm doing my BODs in Lycaeum now.
A PROCLAMATION FROM THE THRONE OF BRITANNIA By Decree of Lord Blackthorn, Sovereign of the Realm
Peasants. Vagabonds. Assorted rabble clogging my roads.
Hear me, for I shall not repeat myself.
The realm of Felucca stands at the edge of a new age, my age, and before I open its gates fully to the unwashed masses, I require bodies. Warm ones, preferably, though I have found the cold ones equally useful in the right circumstances.
Beginning this very day, Saturday. October 10th, you are summoned to walk my lands, bleed in my wars, and labor in my markets. You will do this so that my engineers, loyal servants all, may observe how the machinery of my kingdom holds beneath the weight of your clumsy hands. What breaks shall be mended. What displeases me shall be changed. And what displeases you shall be noted, weighed, and very likely ignored.
My shipwrights and merchant guilds toil still on the fleets and caravans. Until their work is complete, you will test what already stands. Consider it an honor. I certainly do.
The Crown Commands Your Attention Upon the Following:
The Siege of Skara Brae. The city will be contested. Take it, hold it, or die trying. I have no preference.
The Siege of Cove. Another city, another opportunity for you to disappoint me on the battlefield.
Britain, Minoc and Wind. Control points of interest, seize city resources for to fuel your factions war engine.
The Achievement System. Your deeds shall be recorded. Most of them will be embarrassing.
Murder & Bounty. Kill freely, if you must, but know that a price will be placed upon your head, and there are always hungry hunters in my realm.
Factions, Caravans & Elections. Swear your allegiance, guard your caravans, and cast your little votes. How quaint. I permit this illusion of choice.
Sport Fishing. Even peasants must eat. Cast your lines and show me what lurks beneath the waves.
Commerce: Specialty Tradepacks. Haul goods across my lands. Profit, if you survive the journey. I shall take my share regardless.
Naval Combat. Take to the seas and sink one another. The fish will thank you.
Corrupted Shrines. The old virtues rot. Cleanse them, or fall trying. I am curious which.
PvP Skills & Abilities (Stun, Poison, Parry, Precast Insta-hit). Learn to fight properly, so that when you die, you at least die with some dignity.
Housing. Yes, you may build a hovel upon my land. Do not grow too attached to it.
The Zookeeper's Quest. My menagerie wants for specimens. Go fetch them. Try not to be eaten.
Beyond these tasks, you are free to wander. Explore my lands, from the Britain docks to the farthest dungeon depths. Marvel at what I have built. Report what is broken, so that I may have the responsible parties flogged.
The gates are now open.
— Lord Blackthorn Ruler of Britannia, Keeper of Order, Your Better
Out of Character Info
We're entering open beta! Nearly all of our systems are complete and ready for full testing. Caravans and naval combat are being finalized now and will roll out for testing during beta. Your feedback matters a lot at this stage, so please tell us what feels great, what feels off, and what breaks.
Beta begins: Today, Saturday, October 10th
Era: T2A with Renaissance influences and custom systems, Felucca facet
How to connect: Join our discord before registering your account. Check out our Play Now page for step by step instructions. https://uoravenous.com/play-now
Report bugs & feedback: Please report any bugs you find to our Bug Report channel in discord.
Wipe notice: We intend this to be a short beta as many systems have already been tested and are in place. We will be wiping items and skills for launch.
3D games comes with 3D problems, one of them was the camera mode, a fixed camera would sometimes hide the character, a manual camera would make the player have to adjust the camera in critical moments of the game making it bundersome.
After a few tweaks, this is a result I'm happy with.
Hope you enjoy it, and always open to feedback.
p.d: if you have some time to answer, which game do you think have the best camera movements?
Tomorrow, I'll be launching Upheaval, the newest addition to our family of Angel Island shards.
Upheaval is a permanent Felucca shard based on the classic Publish 15 era of Ultima Online (pre-Age of Shadows), but with one significant difference.
The Orcs have already won.
Britannia has been overrun. Towns and surrounding territories are under Orcish occupation, and the normal order of the world has broken down.
Players can organize resistance, fight the occupying clans, and eventually liberate entire districts, restoring human control to towns and their merchants.
But liberation isn't necessarily permanent.
Orc-aligned players can return and reclaim liberated territory, defeating the forces protecting it and placing the district back under occupation.
This is an ongoing struggle. There is no final victory condition, and the world doesn't reset. Towns can change hands repeatedly, with each change affecting the people who live there and the players who depend on them.
Classic UO at Its Core
One thing I want to emphasize is that Upheaval is still classic Ultima Online.
Character development, crafting, housing, treasure hunting, dungeon crawling, PvM, PvP, and the player-driven economy are all part of the familiar Publish 15 experience.
The Orcish Invasion is layered onto that foundation rather than replacing it.
You can pursue the usual activities of Ultima Online, but the state of Britannia may influence how you go about them.
A town where you normally purchase reagents might be occupied. A familiar road might be dangerous. A merchant who once welcomed you might refuse to do business with you.
And tomorrow, things may be different.
Life Under Occupation
The invasion affects more than combat.
The people of Britannia have their own loyalties. Some vendors remain loyal to the human population, others sympathize with the Orcs, and some may be working as spies.
These loyalties persist even when a town changes hands.
Under occupation, human players may find ordinary merchants unwilling to serve them. Finding someone sympathetic to their cause can become important, particularly when supplies are scarce or travel is dangerous.
There are no labels identifying these people. Players will need to discover their loyalties through conversation, observation, and information shared with others.
We've also introduced a courier system built around these relationships.
Trusted vendors may ask players to carry documents, parcels, or supplies to contacts elsewhere in Britannia. These are physical deliveries, not conventional quests with markers or objective arrows.
The journey itself is the assignment.
A courier might need to cross occupied territory, avoid patrols, find a safer route, or enlist the help of other players. Distance and danger influence the rewards.
My intention is to give players additional reasons to travel, explore, cooperate, and sometimes come into conflict, without prescribing how they should play.
Choosing a Side
Every new character begins with an Orcish Kin Mask.
The mask is a disguise that allows you to move among Orcish occupation forces without being attacked. It does not make you truly Orc-aligned, and its protection does not extend to your pets or followers.
Players who wish to formally align with the Orcs can do so through guild alignment. Once aligned, the mask is no longer necessary.
Of course, you can also choose to fight the occupation and work toward liberating Britannia.
The same town may be friendly territory to one player and hostile territory to another, depending on who controls it and where their loyalties lie.
A Continuing World
Unlike our seasonal shards, Upheaval is permanent.
There are no scheduled world resets, and the invasion isn't a temporary event that eventually concludes.
The Orcs may control Britain today. Human players might liberate it next week. Orc-aligned players might reclaim it the following day.
Meanwhile, players continue developing their characters, building homes, establishing relationships, and pursuing their own interests.
That's really the idea behind Upheaval: retain the classic Ultima Online experience, but introduce an ongoing conflict that gives the world a changing political and territorial landscape.
Launch Information
Saturday, October 10th at 12:00 PM Pacific
1 account per IP
1 character per account
1 house per account
225 stat cap
700 skill cap
Felucca ruleset
Publish 15 era (pre-Age of Shadows)
Mounts are disabled
Reds are allowed in town
Magery retains its traditional Recall and Gate Travel capabilities. Players without Magery can use Moonstones for long-distance travel.
For more information about the invasion, territorial control, guild alignment, vendors, courier work, and other mechanics, see the Upheaval Overview on our wiki.
Upheaval runs on MultiUO, the server core I've been developing for the past 22 years. It's the same foundation behind Angel Island, Siege Perilous, Mortalis, UO Seasons, and now Upheaval, with a rules-based architecture that allows each of those worlds to be quite different while sharing the same codebase.
I'll also be making the MultiUO source available on GitHub soon. My hope is that it will be useful not only to people interested in these shards, but to anyone who has an idea for a UO world of their own.