Bugs

There are good bugs, bad bugs and ugly bugs. Even the Ultima series wasn't bug-proof, resulting in some serious bugs that in the worst case can ruin all progress. All the up to now known bugs known up to now are listed here. Note that bugs that can be exploited for cheating are not listed here.

The list is not complete, further bugs will be added over time.

Ultima II

 * The numbers for stats and hitpoints can "roll over", meaning that they turn to zero. It is a well known weakness of the game and even Richard Garriott himself knew about it and therefore made Lord British ask for more gold for hitpoints the higher they are, so that the danger of rolling over it lower. Thankfully the Ultima II Upgrade Patch fixes that.
 * Another nasty bug is the "Divide by Zero" error. Ultima II isn't made for fast computers and crashes without comment. Thankfully, the patch mentioned above fixes this as well.
 * Not a real bug, but still game-breaking. Due to sloppy conversion, the latest versions of Ultima II that came in CD compilations got broken. The game originally came on three floppies, during a time when DOS didn't know sub-directories. This caused some files on different floppies having the same name. When it was all put into one directory for the compilations, the planet maps from the galactic disk got overwritten, making the game unwinnable. The patch mentioned above fixes this as well.

Ultima IV

 * The are several conversation bugs in the TLK-files making certain converstions impossible to reach.
 * The "Open" spell doesn't work. While manually opening a chest gives the player a fair chance to evade a possible trap, the spell actually rises the chance of a trap to hit to 100%!
 * The correct way to exit the balloon is to land it first, then exit it. The Apple version, however, had a bug that allowed you to exit the balloon while it was still in flight. This put the party into a confused mode. This mode was mostly like that of being on the surface, with the notable exception of non-occultation, and NPCs and monsters behaved as though the party was in flight.

Ultima VI

 * A really bad bug appears in combination with dead party members. If a companion dies and the party then is filled to the maximum of eight, resurrecting him/her will turn the companion in question into a zombie that won't leave you alone. Since the party can only be 8 strong, have a 9th member screws up the game until it crashes.

Ultima Underworld

 * The disk version of the game had a bug in the lower levels, known as the "inventory bug". Essentially it would strike at random when changing levels, screwing up the inventory which generally resulted in loss of vital items. The CD-version fixes this bug.

Ultima VII

 * A bug in the disk version of the game was that keys tended to simply disappear, making the game unwinnable. Origin thankfully fixed this problem with the CD-version.
 * Flying with the Magic Carpet to Minoc has the strange effect of the murder site being cleaned up immediately. This makes the serpentine dagger vanish, thus it becomes impossible to confont DeSnel.
 * Another bug with the carpet appears when flying over the Isle of the Avatar. Unlike other sliding doors, one in the dungeon below is badly programmed and closes even if flying over the mountains under which it is. This makes the final dungeon unwinnable.
 * Due to a bug, it is impossible to get Rankin to talk the truth with the cube. Thankfully this was fixed with an Exult mod.
 * Trying to read the Golem-ritual scroll after having left the Test of Love results in a crash.
 * A bug in the German version: some conversation topics do nothing when clicked on, as it seems their triggers are missing.

Ultima Underworld II

 * Being nasty to Nanna results in a bug that creates a never-ending servant strike, essentially becoming a plot-stopper since events in the game proceed with plot development. Fixed in the CD-version.
 * Getting the Horn of Praecor Loth by destroying Praecor Loth results in a bug where the endgame (the appearance of Mors Gotha in the castle) can't be triggered.

Serpent Isle

 * All of the ghosts in the game are the Chaos Hierophant. Talking to him before the right time is there will result in plot-stoppers.
 * Also, the pillars in Isstanar's room teleport accidently to the test of purity, also resulting in plot-stoppers.