UA Newsletter #12

Notes from John

Here we are. This newletter is a bittersweet deal for us all, I think. It is a landmark, but I'm still not sure if it is the right type of landmark. Bryan SM (aka PCC Bryan, or Coric) has stepped down as Editor-in-Chief, and I have replaced him. Bryan had mentioned that NL had started lagging somewhat, and that (while #11 was still good-- it was, in fact, one of my favorites) the articles were coming in later, deadlines kept being pushed back, and other problems had been surfacing.

I wish only the best for the NL, which is why I offered to take the position. I have offered Bryan a position on the editorial staff, should he desire it, and have attempted to keep the majority of our staffers. (At least, those who were still interested.) I'm going to do my best to keep the NL at its current standards of articles, tips, and columns, and I hope to keep the NL out on deadlines, as well. I want everyone to know that I am 100% dedicated to this project.

Anyway, the NL is here, so let's get on with the show!

Topics


Reviews and Previews

Brief Note...

This month, all of the reviews are freelanced. We are still looking at press time for an official reviewer. Feel free to write in asking for details on becoming a member of the NL team!

Dark Myst--A Ravenloft adventure??

Authors:  RedZwolf & Emil B.
Full Title: Dark Myst
For: IBM
Imported Art: Yes
Additional Documentation: No
If there's one rule of thumb where UA is concerned, it's "If the game designer couldn't get the name of the game straight, there's probably something wrong."

The reason I say this is that, although the title screen and file name is DarkMyst... the name the designer gave the game is... Black Myst! Now, I shrugged this off, and rolled up characters to play. I start the game, and the Ravenloft logo is boldly displayed against the screen. Now, being a Ravenloft fan, I was... well, skeptical, but excited. It's not easy to write a Ravenloft game, and for that reason, I'll go relatively easy on this game.

The storyline is vague. You find your high level party in a town with the vague notion that you're looking for adventure. It's a pretty generic town, with houses and two magic shops, and a mayor's house that you're not allowed to look around, and not a clue in sight as to how you're supposed to find adventure. As it turns out, the adventure hinges on a visit with the mayor, but the problem is, there's no way for you to know that until you stumble into a mage's house, purely by accident, and are presented with all of one option of what to say: "I need to see the mayor." During this game, you're sent on two missions and then you're done. Of course, you're not sure you're done; in fact, you're never sure you're done.

Now, aside from the vague storyline there are some other problems. Random combats are unbalanced; too frequent and hard in some areas, completely nonexistent in others. In some cases, the randoms are harder than the Big Battles. Your party is given no motivation to do anything or go anywhere, and the ending is distinctly anti-climactic; you reunite the king and his daughter, they thank you, you leave the castle, that's it. No reward, no fanfare, no "end of story". You don't know if you're even done or not!

Areas are sparse, eventwise, typically containing only randoms and one big battle. One area is actually nearly empty, other than a transfer module! That particular area brings you a good chunk of experience and weaponry, but pretty much nothing else; it has nothing to do with the story, and doesn't qualify as a mini-adventure since there's nothing really going on.

But my main complaint is simply with the classification of this mod. This is not a Ravenloft game; there's nothing remotely Ravenloft-like about this mod, save for its name. No horror, no descriptions, no mood. It is basically a hack and slash game, light on plot, heavy on treasure and fighting. There is a cute little excursion into a suspicious little town inhabited by three beautiful maidens... but that ends rather anticlimactically as well.

It's not that this is a bad mod; it's really not. But it could've used a lot more tweaking before it was released, and a stronger continuity in the storyline would've helped quite a bit.

Story Execution: B-
Graphics: A
Encounters: C+
Innovativity: C

Overall rating: B-
****Nyx Nightshade****

Daimyo Okada

Module: Daimyo Okada
Author: Unknown
Source: UATOOLS
This module is a must for any one seriously considering using editors to change the basics of the game. The only major hacks I noticed were in editing the names of races and weapons and changing the usable icons to reflect the changes in race, but these hacks have a major role in making the player believe the setting he or she is in. You even get to play with a sort of lizard creature called a Henyokei.

As you may have guessed from the title, this adventure is in an Oriental Adventures setting. It is basically a "kill the foozle"-type plot, but manages to bring something fresh to the table by telling the story in a first person perspective. The module picks one of your characters to be the main character and it is this character that the people in the town respond to, not the entire party. This module does feature original artwork (at least I've never seen it before). Only about 3 or 4 dungeons are used so it is fairly short, but does include at least one mini-adventure. I won't give away any of the plot, but the action leading up to the final battle and the actions following are quite exciting and give you a sense of urgency.

Pros
Hacked characters and weapons, original artwork, no truly random encounters, and you get to play as a LIZARD.

Cons
WAY TOO SHORT. Where is the sequel? <Editor's Note: It had to be short; it was included with UATOOLS and was an example of what could be done with that toolkit.>
Overall grade: A

--DBoyd11074.


Centuria: The Chosen Ones

Centuria: The Chosen Ones

Author - Chris Torgensen

This module is pretty decent. The text file says it requires UATOOLS to operate, but I can't remember any hacks used in it. There are a few new pics and an original overland map.

The story starts with you hiding outside the town of Tullen. This is your home town and it has just been taken over by Manarians, from the land of Rel Manar. You have to sneak into town through the back gate and find your friend, Miton the mage. From there, you will visit several other towns and meet new people, in your quest to find the magic items needed to stop the Manarian threat. The story ends with you finding the first magic item. This module is supposed to be the first in a line of modules, but apparently the author has given up the series.

Pros:
New art...a new map...decent plot...humorous monsters (I don't know whether this is a pro or con. I can't be scared of a monster that looks like Gumby.)

Cons:
Reasonably short...The new art is not of very good quality... Some of the towns you visit, just use the small towns event... Extremely linear storyline...The towns are not very well developed (Only a few places in town actually do anything. It doesn't give you any reason to explore the town.)
Overall grade: B-

Donald Boyd


Backdrop Editor--A reality!

Author: I have no idea, and neither does anyone else. It is assumed 
        to have actually come from SSI, as a last-minute drop from 
        the features. It was experimental, and slightly buggy.
Full Title: Backdrop Editor
For: IBM
Additional Documentation: Only if the source code counts
Well, it's been available for a long time now, and it was a long time coming, but someone found the Backdrop Editor somewhere, and it got uploaded to America OnLine. Hopefully, from there, it found its way to the Internet.....(Or maybe it came from the Internet, who knows?)

Anyway, this is an ability we have all been looking forward to since the very first days of UA back a couple of years. This was the best thing since sliced bread, as far as I was concerned. Needless to say, I downloaded it immediately. (Actually, sooner.)

Then I discovered some stuff. It only handles LBM files. I thought, "That's okay, I've got this, that and the other conversion program." I tried every conversion program, and tried to use the LBM files with the backdrop editor. Wouldn't work. Tearing my hair out in frustration, I posted to the UA boards on AOL about the problem, and got the answer. Some folks were having that problem, others weren't. The safest way to go was to actually use Deluxe Paint to do the backdrops. Or at least convert from PCX within Deluxe Paint. Well, that was great.....Nobody knew where to pick up a copy. (To everybody's credit, however, most people were willing to convert the files for me....) Shortly after I got over the initial anger at the backdrop editor, I came across a copy of Deluxe Paint 2. The disks were bad, but enough of the program was intact, and I was able to use it. And I did. And I do. And, boy, look at my backdrops now!!!

About backdrops, now, because we need to talk about that. Not everybody's going to be able to do it right, see, because of the color problems. You have a maximum of 32 colors, plus UA's normal palette. (The 32 in the beginning--the 16 default colors plus the colors for the border.) The 32 colors have their own special slots in the palette. It's kind of a pain in the butt. (That's the reason it takes so long to get the backdrops out: Changing the palettes gets very tedious very quickly.) Anyway, then they have to be imported with the backdrop editor. This is a universal change; all of your UA modules will be affected by it. It's like any other hack in that respect. However, the newer versions of UATOOLS support new backdrops, and it is relatively easy to write a batch file to make the changes transparent to the user.

Frankly, I feel that this is a must-download for every UA designer. Period. If you design adventures with UA, or are planning to, you really need this product. With the number of backdrops that have been uploaded to AOL (have they gotten out to the 'Net yet? I hope so!) this program is a godsend! It is quite literally a must-have!!

Bug Control: B
Innovativity: A+
Overall: A
--Ekstra

PREVIEW: Designer's Utilities!

I'm writing a program that will enable FRUA users to EXPAND their designs. The program will be called Designer's Utilities, it's features will include:

Peter J. Kos (PJ)
--Peter Kos@AOL.COM

PREVIEW: The Beast Within!

You know, I made that Halloween module called "Call of Cthulhu: The Stars Are Right!", and a lot of people have really enjoyed it. In it was a brief promo for the module I want to talk about now. Steve Holloway (the P.I. you play in "The Stars Are Right!") is moving up in life. He cashed in on his defeat of Cthulhu, and gets a nice, new office, pays his bills, stops drinking, and basically starts living on easy street!

But, money troubles once again develop. With them come the pile of bills ("When will someone toss a match on them?" he asks) and with those bills comes desperation. And that's where Phil Martinson comes in....

Phil's a photographer, and has been taking professional pictures of criminal activity for years. He was out snooping in the forest, trying to get some snaps of hunters hunting out-of-season, but gave up when he realized they were just getting drunk and talking about shooting things. As he got in his car, he noticed a small blood trail. He followed that trail (expecting to find a half-eaten rabbit or some other small sylvan creature) into the forest. A little bit off the trail, he found most of a human body. What could he do? He did what he does best: Took pictures. An entire roll of them. Then, he took them to a friend of his, who told him the wounds on the body were in all likelihood made by a wolf.

But there are no wolves in nor around Arkham, Massachusetts. So Phil goes to see Steve, and a deal is arranged......

.....................................................................

This module is going to be a different feel than almost any other module ever made. The reason is because of all the little things that will be going on in the background, that the player won't know about. Little things, like getting mauled by a werewolf before the fight and noticing later that five o'clock shadow is starting to come a bit early. And later still, noticing that you pass out and wake up in the mental ward of Arkham General (the local hospital) without any memory of getting there....Little things, like not being able to enter that one passageway in the cave because of a sudden (terrible) case of claustrophobia....Yes, this module is going to play differently than any other!

Here's the list of features, slightly modified from the version which appears in the promo in "The Stars Are Right!":

So look for "The Beast Within" sometime in the next 6 or 7 months! You'll be glad you did!

--Ekstra


Editorials

The UANL Survey

This is the first issue of the NL with me (EKSTRA) as Editor-in- Chief, and I'm a bit neurotic about it. I'm paranoid that I might be screwing something up, and I wouldn't want that. So, I bring to you this survey! I would appreciate you taking the time to fill it out. As well as settling my nerves, it also asks for your suggestions and comments. This is important to me and the entire NL staff, as we want to bring you the very best NL that we can.

Instructions: Press the F10 key. Whoa! Notice that little menu? Well, move the selection bar to "Edit". Hit <Enter>. Be very careful not to overtype the questions or this text. Move down to the questions, and place a capital "X" in every check box ("[ ]") that applies to you. There are sometimes dotted lines ("----"), these are where you should type something in, be it comments, your screen name, whatever. If the question does not apply to you ("Alternate Internet Address", for example), then leave it blank. If you run out of room on a line, you can hit the ENTER key and continue on the next line. After you are done, hit the F10 key again. Move the selection bar to the word "Save". Hit enter. Type in a name for this, and hit enter again. Now, send me that text file at the address UANL2@AOL.COM, and I'll make sure that your opinions are used to help us create the ultimate newsletter. I may not be able to use every suggestion, but I will do what I can. The results of this (hopefully one-time) event will be shown next month. (Percentages and stuff like that, no one specific will be mentioned. For instance, "85% of people wanted to see more artwork included with the NL, while 12% wanted to see more work done on an issuely module, and a mere 3% wanted the NL to include actual small programs such as the backdrop editor.")

Here we go:

Screen Name (Or Internet Address): ----------------------------------
Alternate Internet Address:------------------------------------------

How do you rate this newsletter? (1-5, 1=terrible, 5=Excellent)
[ ] 1  [ ] 2  [ ] 3  [ ] 4  [ ] 5

How would you compare this newsletter to previous issues?
[ ] Better  [ ] The Same [ ]  Worse

What would you like to see more of? (Check all that apply, and if 
something you want isn't listed, use the "Other" as well.)
[ ] Artwork (Specify):-----------------------------------------------
[ ] Small utilities (Specify):---------------------------------------
[ ] Small modules
[ ] Monsters (with artwork)
[ ] NPCs (with artwork)
[ ] Tip columns (Specify):-------------------------------------------
[ ] Hacking-related columns
[ ] How-to columns
[ ] Reviews
[ ] Previews
[ ] WANTED! ads
[ ] Bug reports, fixes, and workarounds
[ ] Other (Specify):------------------------------------------------- 
--------------------------------------------------------------------- 
---------------------------------------------------------------------

What general suggestions would you make to enhance the NL as it is?   
--------------------------------------------------------------------- 
--------------------------------------------------------------------- 
--------------------------------------------------------------------- 
--------------------------------------------------------------------- 
---------------------------------------------------------------------

Dika Wolf's ART

Using VistaPro--Part II

Have you ever wanted to great some great looking overland maps? Do you believe that you have no artistic talents? Try using Vistapro. Last issue I told you how to use Vistapro 3.0, to create some beautiful overlands using the maps that come with the program or create random ones, but how about custom maps? That's what this issue is for....let's begin...

First you're going to need a template; you can use the one I provided here (vistatem.pcx) or create your own by starting the program and while on the default map, go to the Explmp menu and click the item DEM->PCX. This will create a pcx file that can be used as a template.

vistatem.pcx

Tip 1: Note that the template created by Vistapro has a multicolored palette. To make it easier for you I suggest changing the palette to 256 grayscale (using programs like photostyler, photoshop, paintshop pro, etc.). This will allow you to better gauge the different heights of the vistas you create. Colored or grayscale vistapro will import both.

Next draw your map on the template. (Remember the higher the color number the higher the vista. On a 256 grayscale palette, it would be the closer you get to white the higher the vista.) I took the liberty of drawing a sample map on the template provided (vistatem.pcx).

Tip 2: Note that vista uses this formula to establish heights: height in feet = color number * 16. This will help you get a better feel for the map, as you draw.

After you've finished your map go back to Vistapro, go to the Explmp menu and click PCX->DEM. Go to the directory with your map and choose the file with your map. Voila, you can now use the techniques I discussed in the last issue to create an overland with it.

Another use for your new map is to get a more accurate background of your pics. Think about it: you can now position your characters anywhere on a map that you create! The possibilities are endless...

Well this is it for this issue. If you want to know how the map looked after making an overland with it, check out the big pic provided (figure1.pcx). So until next time this is....

-DIKA WOLF

figure1.pcx


An Icon From Autery

Autery has submitted a nice little mage icon, suitable for importing into a PC icon file. It is C_SHMRN2.PCX. It was originally intended (and sent) for the UA City, but seeing as how that is now closed (temporarily, I hope) I decided to include it here. Autery's icons are (IMHO) some of the best around, so I would like to keep a tradition of including one each NL.

--Ekstra

c_shmrn2.pcx


Beginner's Corner

Some Beginner's Tips

Beginning Designer's Tips for UA, From Someone Who Has Just Stopped Being a Beginner!

Well, I finally got my first UA module out. It's done, it's good (IMHO), and it works. It also was innovative and had a great story. And, even though it only takes about 35-50 minutes to beat (at most), it was a pain in the butt to make.

Let's talk like real people about something that is definitely a pain in the butt to do, but is immensely rewarding. Admittedly, the reward is not big trucks dumping mounds of $100 bills on your front lawn, but it makes you feel good inside. Kind of like you accomplished something. It feels.......Well, indescribable.

So, where do beginners come in? Hey, let's face it: I'm a beginner myself. But I did it!! And if I can do it, you can too! Let's see what we can do to make the process easier on you.

First, if you haven't done so already, run through the tutorials in the manual. Yeah, they suck, but they get you over the initial bumps. Then, download a copy of the UAFAQ, UAHELP, and the new HELPME.TXT files. (The new HELPME.TXT is really geared more toward players, but if you upload any module to AOL, it is now a prerequisite that you include it.) Read through all of them, and print them if you can. If you print them, keep them around you whenever you're trying to do anything UA-related. It's good to have a reference nearby. (You would not try to write a report--or even the notes for a report--without some references with you, right?)

Second, start small. Do a one- or two-dungeon design first. Make it good, but keep it short and simple. Don't try using complex wandering monster chains or super-complex dialogue chains, just try to work out the concepts in a good storyline. Let me use myself as an example here: I have started over 15 separate designs. With the exception of the first 2, they all would have been great! But they were all big, boisterous projects with all kinds of great whatsits and whatnots in them and all of the bells and whistles. And not one of them ever got completed. Not even the SpellJammer module ever got completed... Although, now, it could conceivably get done....Anyway, what I'm trying to say is by starting small, you can build later. And some of the best UA mods I've ever played have been short. (OGS: The Black Wizards and The Quest For Power come to mind....)

Now, in addition to starting small, you want to plot out as much as you can on paper. I know this sounds tedious, boring, and stupid, but I didn't plot out a single one of those 15 mods I tried to make, except for the SpellJammer one. (Actually, I didn't even plot out the one I finally did finish. But that was made in about 18 fevered hours over one weekend....I just got started and literally could not stop. And--ask my beta testers--it suffered. I got reports of bugs--although not many--and many typos and plot problems, and it had the appearance of having been rushed. It has since gone through a massive overhaul-- during which time, I plotted it out much more thoroughly on paper!) You want to do this because you never know when you are going to want to add to the module. You also want to do this because it makes doing a lot of the difficult things in UA (like complex dialogue chains, encounter chains, and other such things) easier to do if you have it planned ahead. Make all of your maps on paper first. I know that sounds stupid (why do something now and have to do it again later, right?), but you will find that it is much easier to plan where things will happen if you know the layout of your dungeons. If you are using overlands, plan where the entrances to your dungeons will be. Keep it all on paper, and have it all with you when you sit down to design. It will make things much easier on you. Trust me; I've been there.

Let's chat about story and writing for a few moments. I am not a professional writer. (At the risk of sounding pretentious, many of my friends and even English teachers say I could be if I worked at it more often.) I have my doubts that any UA designer is a professional writer. (Unless, of course, Stephen King has a copy of UA....If so, where are your modules? I would love one!) However, there are some simple tips and rules you should follow. Now, we've all seen the message boards. We have people who misspell "I'm" and "where" and it shows in their modules as well. Now, none of us are the best spellers in the world. I'm not; I keep a dictionary handy! That's my suggestion to you. There is nothing more annoying than to see great text marred by a misspelled word. Well, that's not true, there are some things that I'm getting to that are more annoying, but misspellings are still annoying. (And, hey, nobody's immune to typos, so always double-check. In my first mod, I found gabs of typos in the least likely of places! UA should have included a spell checker!) Another problem many of us face is grammar. I admit it, I'm no English teacher. I hated most of mine, too, because they were always picky about grammar. But, There's a difference between writing a post on a message board or an e-mail to a friend and writing a story or UA module. You have to use decent grammar in a UA module or story. Otherwise, it really detracts from the enjoyability of the module. Some common mistakes are using "there" instead of "their", "your" instead of "you're", and some million others. If you know you're not the best at grammar, have a friend who is check it out for you.

Speaking of having things checked out, let's get on to after the module is complete. You have a complete module, ready-to-go. You just finished it! Do not upload it yet!! I know this is a difficult urge to resist, but do not upload it yet!! First, you want to run through the module as many times as you can stand to to try out every possibility. This is to make sure everything works, that all of the combats are beatable, etc. Then, you should Post a message on one of the boards asking for people to beta test your module. If nobody replies after a week or so, beg, plead, whine, moan, and be a pest. Don't be too much of a pest, but don't worry about dignity, either!! You need beta testers!! They will find mistakes that you missed!! They can be spelling mistakes, bugs in the design, story flaws ("Hey, what happened to that guy we left stranded on the desert island before the nuclear bomb went off?"), anything can--and will--go wrong! Trust me, there's bound to be something! Get those beta- testers. When they all send you messages saying that nothing's wrong, then upload it!! And if you're on AOL, it will be a while before it's accepted to the file base. It takes a while to review mods, so be very patient. Don't expect it the next day or anything.

Well, that's all I have for this time around. Sorry to be so long- winded, but hey, what are friends for, right? Seriously, I wanted to let you new folks know it is possible, and you can turn out some really neat stuff with this product. If I can, you can! Well, until next time, this is.......

--Ekstra


Technical Information

Character Hacks

Notes on the Character Hacks

Yes, I'm interrupting your NL once again. I just want to say that all of the Character Hack articles, in this NL and #11, were written by David Knott (Kaviyd@AOL.COM), and we thank him for this information.

Mystara

Checklist for Character Generation Hacks Using UATOOLS (continued)

Example: Mystara Hack

This hack is based on the "original" D&D game, as described in the D&D Rules Cyclopedia and various Gazetteers and other supplements. This hack admits of numerous local variations for different parts of the Known World, the Savage Coast, and the Hollow World. However, these variations are generally incompatible with each other, so I will limit this hack to apply to Karameikos, with only a few notes for other hacks. The overall level limit is 36. For any information not given here, refer to the 2nd edition PHB.

Races:
The standard races work just fine. Gnomes are relatively rare outside of Karameikos, so they are a good race to sacrifice if you wish to add another player character race. If you need to make room for a second new race, Half-Elves are the next rarest race to sacrifice.

Elf:
Legal classes are Ranger, Fighter/Magic-User, Fighter/Magic- User/Thief, and Cleric/Fighter/Magic-User (also known as "Treekeepers"). Hollow World Elves may also be Fighters and Fighter/ Thieves. Savage Coast Elves may also be Avengers. Elves are limited to level 20 as Clerics and Magic-Users.

Half-Elf:
Legal classes are Cleric, Fighter, Avenger, Ranger, Magic- User, and Thief, and any available combination of two of these classes. Half-Elves are limited to level 15 as Clerics and Magic-Users and to level 20 as Fighters and Avengers.

Dwarf:
Legal classes are Cleric, Fighter, Avenger, Thief, and any available combination of two of these classes. Dwarves are limited to level 12 as Clerics.

Gnome:
Legal classes are Cleric, Fighter, Ranger, Magic-User, Thief, and any available combination of two of these classes. Dwarves are limited to level 12 Clerics and Mages.

Halfling:
Legal classes are Cleric, Fighter, Thief, and any available combination of two of these classes. Halflings are limited to level 8 as Fighters and cannot be single-classed Clerics.

Human:
Legal classes are Cleric, Fighter, Avenger, Ranger, Magic- User, and Thief.

Lupin:
This race is found in Glantri and along the Savage Coast. Members of this race have the same class options as Humans but are limited to 15th level as Magic-Users. They gain a bonus of +40 to their "Hear Noise" skill as Thieves. If you use this race, replace the "Gnome" combat icons with 1x1 "Gnoll" icons in the player character icon file. For further information, see the "Red Steel" boxed set.

Rakasta:
This race is found mainly along the Savage Coast. Members of this race have the same class options as Humans but are limited to 15th level as Clerics. They gain a bonus of +10 to their "Hear Noise" skill as Thieves. They may also be multi-classed Cleric/ Fighters. If you use this race, insert a few "Rakshasa" or "Humanoid Feline" icons into the player character icon file. For further information, see the "Red Steel" boxed set.

Classes:
Except as noted, all class data matches standard 2nd edition rules.

Avenger:
This class (also known as "Defender") replaces the standard Paladin class. Avengers advance as Rangers, save as Fighters, and gain spells earlier (at 6th level rather than 9th level; see "Red Steel" boxed set for details) but are otherwise treated as Paladins.

Ranger:
This class represents the Fighter/Magic-Users of Mystara, especially those of Human origin. They advance at half the rate of Fighters and have the same spell progression as Magic-Users of equal level, with slight alterations at higher levels to compensate for the lack of spells above 4th level. They fight as Fighters and save as Fighters or Magic-Users, whichever gives the better save. They roll one d8 per hit die to level 10. They gain Druid spells only at very high levels. Because these characters should have no special abilities against "giant class" opponents, anyone designing a UA adventure for Mystara should negate the "Ranger DB" vulnerability for all monsters used.

Orcs and Goblinoids

Checklist for Character Generation Hacks Using UATOOLS (continued)

Example: Orcs Hack

This hack replaces the traditional humans and demi-humans with orcs and other goblinoids. It combines information from the "Complete Book of Humanoids" with the "Orcs of Thar" gazetteer. To keep up the traditional image of goblinoids as underdogs, they should have an overall level limit of 15 and should never have better than "Modest" starting equipment. Refer to the "Complete Book of Humanoids" for any information not spelled out here.

Races:
This time we completely replace the traditional races. The new races are as follows:

Orc (replaces "Elf"):
Members of this race can be Fighters, Shamans, Wokans, Cleric/Fighters, Cleric/Wokans, Fighter/Thieves, and Fighter/ Magic-User/Thieves. They are limited to level 9 as Clerics and to level 5 as Magic-Users.

Goblin (replaces "Half-Elf"):
Members of this race can be Fighters, Cleric/Fighters, Cleric/Fighter/Magic-Users, Fighter/Magic-Users, Fighter/Thieves, and Fighter/Magic-User/Thieves. They are limited to level 12 as Clerics, level 11 as Fighters, and level 10 as Magic- Users.

Bogie (also known as "Bugbear"; replaces "Dwarf"):
Members of this race can be Fighters, Shamans, Wokans, Cleric/Fighters, Cleric/ Wokans, and Fighter/Thieves. They are limited to level 10 as Clerics.

Gnoll (replaces "Gnome"):
Members of this race can be Fighters, Shamans, Wokans, Cleric/Fighters, Cleric/Wokans, Fighter/Thieves, and Fighter/Magic-User/Thieves. They are limited to level 11 as Clerics and to level 6 as Magic-Users.

Kobold (replaces "Halfling"):
Members of this race can be Fighters, Shamans, Wokans, and Fighter/Thieves. They are limited to level 9 as Fighters.

Hutai (also known as "Hobgoblin"; replaces "Human"):
Members of this race can be Fighters, Shamans, Wokans, and Fighter/Thieves.

Classes:
Except as noted, all classes follow rules given in 2nd edition PHB.

Cleric:
No goblinoid character can advance past level 11 in this class, so spells of level 6+ are available only to hostile monsters.

Shaman:
Replaces Paladin. Advancement is at half rate of Fighter. Spells are as for Cleric class, with slight alterations at higher levels to compensate for the lack of spells above 4th level. They fight as Fighters and save as Fighters or Clerics, whichever gives the better save. They roll one d8 per hit die to level 9.

Wokan:
Replaces Ranger. Advancement is at half rate of Magic-User. Spells are as for Magic-User class, with slight alterations at higher levels to compensate for the lack of spells above 4th level. They fight as Fighters and save as Fighters or Magic-Users, whichever gives the better save. They start with 2d6 for hit dice and roll one d6 per hit die to level 10.

Magic-User:
No goblinoid character can advance past level 10 in this class, so spells of level 6+ are available only to hostile monsters.

Alignments:
To preserve the proper flavor, all goblinoid characters must be neutral or evil; no good alignments are allowed.

Player Character Icons:
Anyone using this hack should replace every icon that can be replaced. The standard goblinoid icons should be used for a start, and other icons should be added to complete the set. The default player character icons are good candidates for monster icons.

Monsters:
Note that humans and demi-humans should have the race "Monster". THAC0, AC, and damage bonuses against goblinoid characters should be built into the monster combat values, as they can be assumed to apply to all player characters. However, no monster should have these vulnerabilities, as they make no sense with the new character types.

Aquatic Adventures

Checklist for Character Generation Hacks Using UATOOLS (continued)

Example: Aquatic Hack

This hack is the most ambitious hack in this package. It makes use of information in PC 3, the "Sea Peoples". There is no AD&D source for any of this information other than the standard 2nd edition rulebooks. The overall level limit is 25.

Races:
Once again we completely replace the traditional races. The new races are as follows:

Elf (Aquatic):
Legal classes are Fighter, Wokan, Cleric/Fighter, Cleric/Wokan, Fighter/Magic-User, and Cleric/Fighter/Magic-User. Elves are limited to level 20 as Clerics and Magic-Users. Ability score ranges are as follows:
Str:   9-18/75
Int:   9-19
Wis:   7-17
Dex:  10-19
Con:   6-17
Cha:   8-18
Half-Elf:
Legal classes are as for Elf; they can also be Shamans. These characters are the result of matings between Aquatic Elves and Havai or Mer-folk. Half-Elves are limited to level 15 as Clerics and Magic-Users and to level 20 as Fighters and Shamans. Ability score ranges are as follows:
Str:   9-18/90
Int:   4-18
Wis:   3-18
Dex:   9-19
Con:   7-18
Cha:   6-18
Tritu (also known as "Triton"; replaces "Dwarf"):
Legal classes are Fighter, Cleric/Fighter, Fighter/Magic-User, and Cleric/Fighter/Magic- User. Tritu have unlimited advancement in all available classes. Ability score ranges are as follows:
Str:   9-18/50
Int:   9-19
Wis:   9-19
Dex:   3-18
Con:   3-18
Cha:   8-18
Nixie (replaces "Gnome"):
Legal classes are Wokan, Fighter/Magic- User, Cleric/Wokan, and Cleric/Fighter/Magic-User. Nixies are limited to level 6 as Clerics and to level 8 as Magic-Users. Ability score ranges are as follows:
Str:   9-15
Int:   9-18
Wis:   3-18
Dex:  13-19
Con:  10-16
Cha:  15-19
Sahuagin (also known as "Shark-kin"; replaces "Halfling"):
Legal classes are Fighter, Shaman, Wokan, Cleric/Fighter, and Cleric/Wokan. Sahuagin are limited to level 10 as Clerics. Ability score ranges are as follows:
Str:  17-19
Int:   3-16 
Wis:   3-18
Dex:   7-19
Con:  10-18
Cha:   3-16
Havai (also known as "Mer-Folk"; replaces "Human"):
Legal classes are Fighter, Shaman, and Wokan. Ability score rangers are as follows:
Str:   9-18/00
Int:   3-17
Wis:   3-18
Dex:   9-19
Con:   8-18
Cha:   8-18
Classes:
Except as noted, all class data matches standard 2nd edition rules.

Shaman:
Replaces Paladin. Advancement is at half rate of Fighter. Spells are as for Cleric class, with slight alterations at higher levels to compensate for the lack of spells above 4th level. They fight as Fighters and save as Fighters or Clerics, whichever gives the better save. They roll one d8 per hit die to level 9.

Wokan:
Replaces Ranger. Advancement is at half rate of Magic-User. Spells are as for Magic-User class, with slight alterations at higher levels to compensate for the lack of spells above 4th level. They fight as Fighters and save as Fighters or Magic-Users, whichever gives the better save. They start with 2d6 for hit dice and roll one d6 per hit die to level 10.

Player Character Icons:
Anyone using this hack should replace every icon that can be replaced. Finding suitable replacements is a challenge, as there are currently very few icons of aquatic humanoids.

Item Editing:
Armor is limited to shells, shields are not allowed (as they are ineffective in water), and only piercing weapons work. Favored weapons are tridents, spears, daggers, and crossbows; do not even consider using blunt or chopping weapons.

Combat:
Obviously, the preferred mode of combat is "indoors" with the "Coral" combat art. If it is necessary to fight "outdoors", the "Swamp" art is the least jarring option. You should ensure that monsters abide by the same equipment restrictions as the player characters, but it is not necessary to impose any other restrictions, as the player characters are assumed to know the aquatic versions of any spells that are used. However, you should negate the vulnerability of all monsters to class and racial combat abilities, as they no longer make sense with the new character types.
Of course, the player characters will have considerable difficulty if you let them leave the water, but that is left as an exercise for the adventure designer.

DragonLance/Krynn

Checklist for Character Generation Hacks Using UATOOLS (continued)

Example: Krynn/Dragonlance

For this hack we must accept some simplifications, some of which will be maddening to those who have played the "Krynn" gold-box games. However, anyone who can accept the loss of certain details will find generation of this hack fairly straightforward. Overall level limit is 14. Most Krynn characters are single-classed; the primary exceptions are Fighter/Thieves. References for this hack are the hardback "Dragonlance Adventures" and the "Tales of the Lance" boxed set; refer to those works for any information not given here.

Races:
All standard races except "Halfling" are found on Krynn. You can replace that race with "Kender" or "Minotaur", depending on your personal preferences.

Elf:
This race includes Silvanesti and Kagonesti; Kagonesti and Sea Elves are too different from the other subraces to fit in here (although monsters or NPCs of these subraces are properly designated as Elves). Legal classes are Cleric, Fighter, Paladin, Ranger, Magic- User, Thief, and Fighter/Thief. Elves are limited to level 14 as Clerics and to level 12 as Paladins.

Half-Elf:
Legal classes are as for Elves. Half-Elves may also be Cleric/Fighters (for Solamnic Knights). Half-Elves are limited to level 9 as Fighters, level 10 as Paladins and Magic-Users, and level 11 as Rangers.

Dwarf:
Legal classes are Cleric, Fighter, Paladin, Ranger, Thief, and Fighter/Thief. Dwarves are limited to level 10 as Clerics.

Gnome:
Legal classes are Cleric, Fighter, Thief, Fighter/Thief, and Magic-User/Thief. Gnomes are limited to level 9 as Clerics and to level 11 as Fighters.

Kender:
Kender lose their "Taunt" ability and their special "hoopak" weapon. However, they can become Thieves or Fighter/Thieves. They are limited to level 9 as Fighters. If you exclude Kender from the available races, designate NPC Kender as "Gnomes".

Minotaur:
This race actually makes a better replacement for Halflings, as they lose less in the process of conversion to UA. Legal classes are Fighter, Ranger, Cleric/Fighter, Fighter/Magic-User, and Fighter/Thief. They are limited to level 10 as Thieves. The major difficulty with using this race is the lack of 1x1 Minotaur icons. If you exclude Minotaurs from the available races, designate NPC Minotaurs as "Monsters".

Human:
Legal classes are Cleric, Fighter, Paladin, Ranger, Magic- User, Thief, Cleric/Fighter (for Solamnic Knights), and Fighter/Thief (for Barbarians and Mariners).

Irda:
Members of this race usually disguise themselves as Humans, so designate NPCs of that race as Human. If you elect to use them as a player character race, they should replace Gnomes. Legal classes for Irda are Cleric, Fighter, Paladin, Ranger, Magic-User, and Thief. Irda have unlimited advancement in all available classes.

Classes:
Except as noted, all class data matches standard 2nd edition rules.

Cleric:
Sorry, there is no way to distinguish Clerics by cult or even by alignment. All Clerics have the same abilities.

Ranger:
This class follows the 2nd edition rules for spell progression.

Magic-User:
This class also suffers a major loss of detail. There is no way to simulate the effects of alignment or of the three moons on this class.

Dark Sun/Athas

Checklist for Character Generation Hacks Using UATOOLS (continued)

Example: Athas/Dark Sun

A hack for Athas (the "Dark Sun" world) definitely requires support from the "Chargen" (character generator) program that I am currently working on. Many character types that are common in this setting cannot be generated within the standard program regardless of how we hack it.

For this hack we must accept even more simplifications than we did for the "Krynn/Dragonlance" hack. The overall level limit is 20; characters of higher level have special abilities that UA cannot handle properly. Refer to the "Dark Sun" boxed set (1991 edition; the 1995 edition was not yet available when this article was written) for any information not given here.

Ability Scores:
The ability scores of Athasian characters are higher than those of standard AD&D characters. In some cases, these scores are higher than UA can properly handle. So, we will adopt the following simplifications:

  1. Maximum strength is 19 for Muls, 18 (no percentile roll) for Halflings, and 18/00 for all other races.

  2. For other ability scores, an adjusted maximum score of 18-20 becomes 18, while an adjusted maximum score of 21+ becomes 19.

Races:
All standard races except "Gnome" are found on Athas. We will let the "Mul" replace that race. "Half-Giant" and "Thri-kreen" characters are possible but have a nominal race of "Monster".

Elf:
Legal classes are Fighter, Cleric, Gladiator, Preserver, Thief, and all reasonable combinations of two or three of these classes. Elves are limited to level 18 as Fighters and to level 14 as Gladiators.

Half-Elf:
Legal classes are Druid, Fighter, Cleric, Gladiator, Preserver, Thief, and all reasonable combinations of two or three of these classes. Half-Elves are limited to level 18 as Druids and to level 16 as Preservers and Thieves.

Dwarf:
Legal classes are Fighter, Cleric, Gladiator, Thief, and all reasonable combinations of two of these classes. Dwarves are limited to level 16 as Thieves. There is no easy way to simulate the effects of a Dwarf's focus.

Mul (replaces "Gnome"):
Legal classes are Druid, Fighter, Cleric, Gladiator, and any reasonable combination of two of these classes. Muls are limited to level 16 as Druids and Thieves.

Halfling:
Legal classes are Druid, Fighter, Cleric, Gladiator, Preserver, Thief, and any reasonable combination of two of these classes. Halflings are limited to level 16 as Fighters.

Human:
Legal classes are Druid, Fighter, Cleric, Gladiator, Preserver, and Thief.

Classes:
Except as noted, all class data matches standard 2nd edition rules.

Druid (replaces Cleric):
Most Cleric spells in UA are in the Sphere of Cosmos by Dark Sun rules. Since Druids have major access to this sphere while Clerics have only minor access, Druids become the major priest class and replace Clerics here. Druids must be of True Neutral alignment. NPC Templars should also be treated as members of this class in all respects except for alignment, which should be LE, NE, or CE.

Cleric (replaces Paladin):
Since there are no Paladins on Athas, this class can be adjusted to represent a Cleric. Spells are as for Cleric of Wisdom 18, except that no spells above level 4 are ever granted.

Gladiator (replaces Ranger):
Members of this class advance as a Ranger, have a damage bonus equal to level against most humanoid opponents, and otherwise function as Fighters. They are always single-classed.

Preserver:
This class functions in all ways as a Magic-User. NPC Defilers are also treated as members of this class, although they should have special abilities such as "Carrion Stench" to represent the destructive effect of their magic on their surroundings.

Equipment:
Metal is scarce on Athas, so armor should be scarce. Also, if we assume the player characters to be "good guys", they will probably be of low social status or even slaves, so starting equipment should be "Poor" at best. Common metal items and magic items of any material should be relatively scarce.

Player Character Icons:
Anyone using this hack should replace those icons that show heavily armored warriors. Most Athasians will be scantily clad or wearing robes. Dwarves and Muls of either gender are typically bald.

Monsters:
Since the natural enemies of Dwarves have been wiped out, the THAC0 and AC bonuses of Dwarves and Gnomes should have no effect. However, nearly all humanoid opponents should be vulnerable to the "Ranger DB" ability.

Birthright

Checklist for Character Generation Hacks Using UATOOLS

Example: Birthright hack

This hack is based on the recently released product of the same name. It can use standard UA character types or be expanded by the upcoming "Character Generator". Overall level limit is 20.

Regents and Scions:
Unless the character generator is used (to give "blooded" characters their extra hit points and special abilities), all player characters are assumed to be unblooded standard heroes. A "low" adventure assumes that all characters are unblooded and greatly restricts the available spells, while a "high" adventure allows all magic spells and gives the various races new special abilities as per the "Birthright" rules.

Races:

Elf:
Elves may be Fighters, Rangers, Thieves, Fighter/Thieves, or Magic-User/Thieves. Elves are limited to level 16 as Thieves. In a "low" adventure, Elves are limited to level 12 as Magic-Users and must be multi-classed Magic-User/Thieves. In a "high" adventure, Elves have unlimited advancement as Magic-Users and may also be Fighter/ Magic-Users or single-classed Magic-Users.

Half-Elf:
Half-Elves may be Clerics, Fighters, Rangers, Thieves, Cleric/Fighters, Fighter/Thieves, and Magic-User/Thieves. The character generator may be used to support a Cleric/Thief template. Half-Elves are limited to level 12 as Clerics and to level 16 as Thieves. In a "high" adventure, Half-Elves are limited to level 16 as Magic-Users but can be Fighter/Magic-Users or single-classed Magic- Users.

Dwarf:
Dwarves may be Clerics, Fighters, Thieves, Cleric/Fighters, and Fighter/Thieves. They are limited to level 10 as Thieves.

Gnome:
Since this race does not exist in Cerilia (the world of Birthright) and there are no suitable replacements, this race should be "stubbed out" of the character creation menu.

Halfling:
Halflings may be Clerics, Fighters, Rangers, Thieves, Cleric/Rangers, and Fighter/Thieves. They are limited to level 12 as Clerics.

Human:
Humans have the same class options as in standard UA. In a "low" adventure, they may be Magic-User/Thieves but not single-classed Magic-Users.

Classes:
All classes function normally as per 2nd edition rules except as noted.

Magic-User:
In a "low" adventure, high level spells are limited to the schools of Divination, Illusion, and Enchantment. Spells of other schools above second level are unavailable. All Magic-Users are multi-classed Magic-User/Thieves (representing Bards). In a "high" adventure, Magic-Users function as per standard AD&D.

Bugs of the Past Haunt Us Today!

Special Note

Yeah, this is John here, bugging you yet again while you try to read the NL. This section is a compilation of bugs from previous issues of the NL, so that potential designers who need to be aware of them (and hackers who might try to fix them) have all the material they need in one nice spot. Enjoy!

--Ekstra


Autery's Big Bug List!

With the UA version 1.2 patch disk, many of the original bugs in FRUA were fixed, but it's evident from the discussion area in AOL that people are still having problems. Likewise, even in the newer uploaded games, the authors seem to be missing bugs as well. This is just to inform those of you who might be interested of some of the ones I've found. The list isn't all inclusive, but you're welcome to e-mail me (or send additional comments to the NL) regarding any others. Likewise, if anyone (esp. hackers) finds a way to fix them, please let me know:
  1. Potions of giant strength -- these have a limitless duration. (Thanks to all of you designers--including the author of "The Dungeon" --who've included them in their magic shops... Unfortunately, you'll never see them in my own designs).

  2. Thrown weapons -- any weapon that can be thrown and retrieved after battle will increase the xp award for a combat. This may not be very important in high-level adventures or with non-magical weapons, but it should be kept in mind for lower level games with +1 or better daggers, hammers, etc.

  3. Bundled or joined items -- items that are joined and then sold in a shop are worth more than the sum of their individual values--at least, so the game seems to think. In effect, if 2 items are joined, they can be sold at 4 times their worth, if 3 are joined, they sell for 8 times, and so forth. Designers who don't want their adventurers to acquire a lot of money quickly should consider this.

  4. Dungeon 36 -- once you've saved this level, 'do only once' events will never occur. It's still possible to use the level, but keep this in mind. Other strange bugs have been reported regarding this dungeon. If your mod. isn't 36 dungeons long, don't use it.

  5. NPC Says event -- you can't tie an event to 'happen' if this 'doesn't happen'. Presumably, the game treats this event as if it happened, whether the NPC is in the party or not. This doesn't prevent the event from happening in the future if it's set to 'do only once,' but it does make it impossible to set up a chain of events on the NPC not saying something.

  6. Add/Remove NPC event -- same as above.

  7. Sleep events -- if you have more than one sleep event in the same zone, the second and succeeding events will only happen if whatever triggers the chain always happens. Ie., if the first event in the chain is supposed to only happen at night and the next only happens during the day, the party will never be awakened during the day. A simple way to fix this is to insert a chain before the events. If the chain is set to "always happens," the other two events will work as desired.

  8. Monster immunity to confusion -- selecting this in the monster editor seems to have no effect (confusion spells work on them quite well). There may be a way around this, but I haven't found it yet. Interestingly, setting the monster's intelligence and wisdom to very low numbers (such as what low-level thieves have) seems to improve their saving throws.

  9. Monster ability scores -- adjusting these numbers higher than the default seems to have no effect, at least so I've found with dexterity and strength. I've seen this mentioned on-line, regarding NPCs and "who tries" events, so I assume other abilities might be the same. Ability scores can be raised by copying from a monster who has the desired scores or higher.

  10. Shops -- on a similar note to #3, this isn't really a bug, but it bugs me (as a designer, not a player) when I see it: If you design a module with several shops in it, don't set one to sell things at x2 and the other at x10. Unless the module is a demonstration of capitalism and good business sense, and it doesn't matter if the characters have all the money they could ever want by walking from one store to the other - the lowest priced store should be set to no less than 1/2 the highest priced store. The only exception is for non-magical arrows, bolts, darts, and javelins. Since these can't be re-sold, a shop that sells only these items can reasonably be set to far lower prices than the other stores.

  11. Summoned Monsters -- If the monster type chosen in the global info of a module happens to have a fear aura, an interesting effect will occur...whenever characters go into combat on that level, whatever monsters they face will have to save vs. that fear aura (just as if it were radiated by a party member). Note that a monster needn't be summoned for this effect to occur. This presents some interesting possibilities for designers -- the ability to reflect the party's growing (fearsome) reputation being but one. Keep in mind, though, that most monsters (by default) are not immune to fear. Thus, using this intentionally may require some monster stats to be modified -- by giving immunity to fear -- or they won't fit into the expected mold (undead being a prime example).

  12. Self-Corrupting Dungeons -- At times, one event chain will copy over another, making two of one chain and removing the other one. Worse, the lost events (and text) still count against the total of that module. If you attempt to delete one of the duplicated sets, both are deleted at the same time. This glitch can cause serious problems in your games if (for example) the missing chain of events is vital to continuing the adventure. Unfortunately, the problem isn't limited to any specific module in FRUA -- I've seen it in overland 4 and dungeons 4, 12, and 14. The only way to "repair" the faulty module is to clear it and start over, so the best course for designers is to save often and watch out for the glitch. If it happens, revert to your saved module and avoid using the location on the map where the problem occurred.

    Game/event options:

  13. Auto Approach -- Choosing auto approach in the combat event has no effect on the final range of the monsters. In fact, unless a sprite is chosen for art, and the monsters are set for nearby or far away, this choice will have no effect at all.

  14. Execute event at destination -- You may want to test this option if using it (with a transfer module) to send characters to an overland map. In most cases, the event at the destination won't fire until the party leaves the space and then returns.

  15. Graphics -- If a big picture is used for combat graphics, and a treasure event happens afterwards, the character names will not appear on the latter screen. The treasure can still be given out, but the player won't know who's getting the items without a bit of experimenting. The problem (missing character names) will happen on almost any event following one where a big pic is used. While it's not much problem before a "treasure event," it can be frustrating if followed by a "Who Tries" event (to disarm a trap, for example...).

  16. Module Art -- Choosing "River" art seems to have no effect. In some of the older gold-box games, characters would actually be faced with a river, among the other obstacles on the map. I've been unable to duplicate this. Since the art currently appears much the same as "Forest," it's possible the pointer has been misplaced.

  17. Party Never Dies -- This option (in the combat event) is to prevent the entire party from being lost. If they lose the battle, all previously unconscious characters (even those who were that way before the battle began ;) will be restored to 1 hit point. The option doesn't prevent characters from being disintegrated, though, so it IS still possible for a party to lose.

  18. Set Level -- The "Alter" menu allows players to change the level of the game, making it easier or more difficult by changing the hit points of the monsters. However, the experience points for the encounters don't change, no matter what the level. The pointer for this has probably been misplaced as well.

    Events:

  19. Combat Treasure -- This event doesn't have to be placed immediately before a combat to work. It could be placed anywhere on the map or any time before the actual combat. If placed on the map, the treasure will be given after the party's first battle (provided the party has passed over that area of the dungeon). Avoid removing the "do only once" option if you do this, though -- multiple "combat treasure" events are cumulative, so a party which passes over the event 5 times will receive 5 times the treasure after the next combat.

  20. Encounter Event -- The "advance" option has no effect on the monster range in combat. This contradicts the "help" file. Virtually the only way to set different ranges is to use different combats on each chain of this event (one for combat, the other for talk, etc.).

  21. Pass Time -- This event has no effect on character age. Aside from visual effects, its only purpose is to make spells on party members wear off.

  22. Quests -- Contrary to the help text, quests CAN be set to failed or completed with another event -- Utilities. If 128 is stored in the quest, the quest is "failed." To give "quest complete," use the utilities event to store 255 in the quest. Another error in help file is that text will only be displayed if a yes or no question is used with the quest. In reality, all text placed here will be shown no matter which option is chosen.

  23. Who Tries event -- If using this event to perform "ability checks" (i.e., comparing strength, etc., to a dice roll), it doesn't seem to matter what type of die is chosen. A character apparently has the same chance of succeeding whether a d20 or a d100 is used.

    Monster effects:

  24. Monster Items -- Another contradiction in the help text, monsters won't use special magic items (scrolls, wands, etc.) in combat. At least, none will that I've found...

  25. Owl Bear Hug -- This monster effect will keep a character from moving (if it succeeds), but it seemingly has no other effect. The crushing damage is ignored, and normal attacks continue.

    Items:

  26. Armor glitch -- Leather armor can't be worn by Rangers or Paladins. This can be easily fixed by using the item editor (the current "class info" is wrong).

  27. Scroll of Protection from Dragon Breath -- A glitch sometimes occurs in the game when a character attempts to ready this item -- the program states that "^ is already wearing armor!" A more serious glitch sometimes happens if a mage is carrying the item and already has it equipped. When he uses it, he loses the ability to cast spells (permanently).

  28. Weapon glitch -- Slings can be used by mages (and not by thieves). Though I take shameless advantage of this as a player, the item is set wrong in the .dat files. The item editor will fix this as well. I haven't checked all slings, but +1 slings are currently usable by mages, while +5 slings are not...

    Misc:

  29. Art Gallery -- Although you can put as many pics in your art directory as you'd like, FRUA will only list a limited number. I've been told the exact amount varies according to how much RAM your computer has. With 4 Meg, my list tops out at just over 24 pics. (ed.- memory may have nothing to do with this - my 1 meg system displays all 400-odd pics in my directory :) <John (Again): I doubt memory has anything at all to do with this. It's too disproportionate. Bryan got 400-some pics on a 1 meg system, Autery got 24 pics on a 4 meg system, and I get 640 (I counted!) pics on a 16 meg system. I also got 640 on my old 2 meg system. I have no explanation for it.>

  30. Constitution 19 -- According to the help text, a character with a 19 constitution should regenerate 1 hit point per hour. Although this worked in SSI's earlier games (and perhaps in UA version 1.0), it doesn't in FRUA version 1.2.

  31. Dispelling Disease -- Casting "dispel magic" on a diseased character has drastic effects...the disease remains, but the character loses 4 points of charisma! This might be a nasty effect if a dungeon designer were to have his gamers encounter a group of priests alongside a mummy or two... ;)
-Autery

Oh, No! More Bugs!

<Editor's Note: This was originally an e-mail from FET Selonn to Autery. Autery thought it would be a great idea for the bugs column, and sent it along to me. I have severely altered the opening statement, but I don't think FET will mind much. It keeps the basic idea, but instead of addressing it specifically to Autery, it addresses it to all UAers reading this article. Sorry for the lengthy digression--Ekstra>

Hi UAers! It's FET Selonn. This is basically a response to Autery's articles on Bugs n' Stuff in FRUA. I've found a few that haven't been mentioned before (that I know of). So I thought I'd pass them on to you. Some are not exactly "bugs", but errors by the programmers. Here goes!

ITEMS:

  1. The encumbrance of the Composite Short Bow and the Composite Long Bow are reversed. The Long Bow should be 80, and the Short Bow 50.

  2. +4 weapons cost less than the +3 Weapons.

  3. According to AD&D 1st Ed. rules (page 28 in DM Guide), magical armor is supposed to weigh 50% less than normal armor. Because they are made of lighter and stronger metals (like Frodo's mithril shirt), they allow freer movement and are less bulky. 2nd Ed. rules word it a little differently, saying that the weight of the armor is the same, but that the character receives a bonus to their overall encumbrance instead. To the point. All of the magical armor in FRUA weighs the same as its normal counterpart. Besides the AC increase; there is no encumbrance bonus at all. I've tested it. This is not a BIG point, but it is a nice thing for the player. It worked in Pool of Radiance.

  4. This is something that EKSTRA ran into lately, and I have already been through it myself. The pointer for "arrows" is 30. It is the only one that you can use for making arrows. If you edit another Pointer...say 78, and make it "Is an arrow or bolt," it doesn't work. When you make an item with that Pointer the game will not recognize it as an "arrow". Instead it does all kinds of strange things...like corrupting that item slot. If you have a back-up of your original item(s).dat you can still import the original item and pointer back over it. So basically you're stuck with only one pointer for arrows. Change it and all arrows in the game are changed! I know, it's tragic! <Not again! Yeah, it's me. Actually, this wasn't quite the problem I had. My problem was in renaming the string "Arrow", which had some really wild effects. I had not attempted changing any other item pointers to be arrows or bolts, and (in the end) I found a better string to modify. However, it is still a bug worth noting.>
(Of course, most of the above can be fixed with the Item Editor!)

SPELLS:

  1. The Cleric's HOLD PERSON spell only affects "humans". It is supposed to also affect: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes. The only way around this is to change the monster's race to human in the Monster Editor. Oh, well.

?????:

  1. This is a genuine bug. I don't know what caused it, but it happened to me. Somehow my first monster slot (basilisk) just plain disappeared! Along with its connected sprite picture. It was just gone! No saving throw! The only way I found to correct this was to open a new design, and copy everything over to it, which was a pain since I had to import all the icons, sprites, and pictures again! How do you know if you've got it? The Dracolich is the 10th monster on the list, if it's the 9th...you're bugged.
I'm sure there are some more that have slipped my mind. I don't always remember to write them down when I encounter any problems. Lastly, do you think anyone would be interested in an encumbrance sheet for misc. items, weapons, etc.? Let me know.

I hope these are of use. Thanks!

-FET Selonn


Music Update

This information is here as a result of Kaviyd's and my own work with music files for UA. We have discovered a few more anomolies to hacking music.

In my previous article (see NL #10), I mentioned that file size was important. I was wrong. We have gotten files as small as 3K and as large as 20K to work properly in UA. (Original file sizes are about 5.5K and 8.5K.) So, apparently, I was wrong about this when I wrote my article.

I had also thought that the number of tracks used in the song was important. It isn't. The number of tracks means nothing to MIDIFORM (the program which converts MID to XMI) nor to UA. The number of channels matters, however. The file can only use channels 2-8, and channel 10 for percussion. Channel 1 cannot be used. (This is generally an easy thing to fix; use your MIDI editor to change everything with channel 1 to channel 8 or something.) The number of notes played simultaneously is important. While UA may have no argument with it (we will never know), MIDIFORM does. Because MIDIFORM will not convert a file (at all) with more than 32 simultaneous notes played anywhere, UA (by default) won't be able to use that music. The only way around this is to alter (sometimes severely--listen to the rendition of the Mountain King included in the package of 13 tunes on AOL) the music. So, this is important. (This is, in fact, one reason that the initial batch of 5--and then re-uploaded with 6--tunes only had three of the Star Wars tunes in it. Much of the music I had from Star Wars played more than 32 simultaneous notes.)

One important aspect in this whole thing is that sometimes, apparently randomly, a tune will not function in UA. There seems to be no rhyme nor reason to this. Tunes that should work won't, and tunes that shouldn't do. You have to do your own testing. Now, for one more important update since my article in issue 10. I will not be available for converting music anymore. MIDIFORM is available on America OnLine, and should be available on the net and on CompuServe (maybe Prodigy, too). It is in a (rather large) programming package called MIDPAK. (This may also be known as DIGPAK). Anyway, you can use the program MIDIFORM in that collection to do conversions for your own use and uploading. With any luck, perhaps the collections I have uploaded to AOL will have made it to the net.

I have successfully created a music file for ADDQ2.XMI, which is the one that contains the six short tunes between Overture and Victory! I cheated on this, though--I used the music from Buck Rogers: Matrix Cubed. However, I did use all of its music in this, except for its overture. And it worked!!! I uploaded it, with a couple other files that I had not previously uploaded. Then, I set about making my own middle file. I had almost every piece of Star Wars music ever made, and there are a lot of them. So, I figured, what a great place to start! I extracted five minor themes from a piece I had that was the closing credits music from "The Empire Strikes Back", and saved them as separate MIDIs. Then, I got a sixth piece of music from a file I had containing "Yoda's Theme", and saved it as a separate MIDI. (Before saving any of these, I made sure that they would work in UA as per the rules above.) I built up an ADDQ2.XMI file from them. It worked, also! Except, the Imperial March crashed (!) UA somewhere in the middle. Then, I remembered that while all of the themes in that file were short (except the Imperial March), if you add them up, it was long. (Say each piece of music is 15 seconds. 6 pieces of music x 15 seconds = 90 seconds.) I realized that UA had been cutting off Victory and Overture tunes at about a minute each. I thought about it. I went back into the file, and cut back some of the pieces of music. I deleted one, split another into two (which worked well, because it did technically have two different themes in it), and really shortened the Imperial March. I resaved all of the MIDIs, and rebuilt the file. This time, it worked perfectly! So, I fixed up the other Star Wars tunes from the first music collection, and uploaded it. I also sent it to Kaviyd (as he had been helping me gather quite a bit of music) and UARaistlin (as he had, once upon a time, planned on doing a Star Wars module and wanted music). Anyway, we can build our own middle music files, but we need to keep the tunes short. Really short. Like, 10 seconds each, tops.

I've also recently discovered that there are some interesting effects to some of the instruments. If you use French Horns or the BrassSect instruments (I forget the patch numbers, I'm sorry), then (in UA) you hear (instead of French Horns or a Brass Section) what sounds like a loud snare drum or cymbal crash. Many other instruments sound differently than they should. Always test (and listen to) your music. And go back and edit it, if necessary.

So, to briefly recap:

  1. I don't do music requests anymore. In fact, technically, I never did any.
  2. It is possible to make middle sound files! But the music must be very short.
  3. General rules for converting MIDI to XMI:
    1. You must not use MIDI Channel 1.
    2. You may only use MIDI Channels 2-8, and 10. (10 is the drum set.)
    3. More than 32 notes cannot play at the same time.
    4. Some instruments sound vastly different in XMI format than they do in MID format. Always test your files!
  4. You can get MIDIFORM (the program to convert MID to XMI) on America Online in the MIDPAK kit. It should be available at some anonymous FTP sites, as well. It is also available in the book, Tricks of the Game Programming Gurus. You should be able to find a copy of MIDIFORM somewhere.
That's all for this time around....

--Ekstra

Much thanks to Kaviyd@AOL.COM for his contribution of information and the music he brought to me. Kaviyd--I will be working with some of those other music files now that I have successfully created an ADDQ2.XMI file!


The Hidden Secrets of STRG001.DAT!

I've got some technical information for you. I've uncoded the STRG001.DAT files. What are they for? Well, I'll explain. The STRG001.DAT files contain information on menus in each module. To be specific they contain the menus in the Art Gallery, the Picture, Sprite, Combat Icon, Big Picture, and Overland Map menus. The FRUA program also references this STRG001.DAT file for the Monster Editor and the monster names are contained in this file. (Monster names are contained in the MON?????.DAT files as well, but changing these will not change the graphic menu names.)

Now what good is all this? Well, to be honest, it is very valuable. With modifications to this file you can EXCHANGE graphics in FRUA. For example, Your Picture "Bit 'O Moander" can be used as a full size Big Picture, or Sprite, or Overland Map.

Do you want to know how? Well, ok! Let me start by giving you the technical information on STRG001.DAT. This file contains 262 records, each record contains 14 bytes. That's a total of 3668 bytes or the length of the file. Now the 14 bytes are what I want to focus on.

**********************************************************************

   Byte 1 - This byte holds the value for what number picture to load.
ex:  42 - 'BIGP0042.TLB', 'PICA1042.TLB', ect...
     (Here is a reference chart for graphic .TLB files)
       1 to 75      - PICA1???.TLB
       76 to 137   - PICB1???.TLB
       138 to 163 - PICC1???.TLB
       164 to 192 - PICD1???.TLB
       193 to 226 - PICE1???.TLB
       227 to 262 - PICF1???.TLB
       1 to 262    - SPRI0???.TLB
       1 to 262    - BIGP0???.TLB
       1 to 127    - CPIC1???.TLB


   Byte 2 - This byte contains a value for what type of graphic that file
number is (Reference: Byte 1).
     (Here is a table of the values byte 2 will equal.)

Type of Graphic   Default   Renamed   Imported   Renamed&Imported


---------------------------------------------------------------------
Pictures            1          1         129         129
 (All but Mon & NPC)

*Combat Icons       4          68        132         196
 (Mosnter Names)

*Pictures           5          69        133         197
 (Monster Names)

*Sprites            6          70        134         198
 (Monster Names)

*Combat Icons       8          72        136         200
 (NPC Names)

*Pictures           9          73        137         201
 (NPC Names)

Big Pictures        16         16        144         144

Overland Maps       32         32        160         160

* - This means that type of graphic is associated with the monster
editor.  You'll see these names on the Monster Menu.
 
  -  Note:  Any of these values MOD 64 will equal the default value.

----------------------------------------------------------------------

   Byte 3 through Byte 14 - These 12 Bytes are coded, when uncoded they 
will spell out the 15 letter graphic name.
     (Here is decoding information - Letter ? will be an ASCII value)
     (Note this only works for LETTERS not SYMBOLS, write for more
     info.)

     Letter 1 = INT(Byte3 / 4) + 64
     Letter 2 = (16 * (Byte3 MOD 4) + INT(Byte4 / 16)) + 64
     Letter 3 = (4 * (Byte4 MOD 16) + INT(Byte5 / 64)) + 64
     Letter 4 = (Byte5 MOD 64) + 64

     Letter 5 = INT(Byte6 / 4) + 64
     Letter 6 = (16 * (Byte6 MOD 4) + INT(Byte7 / 16)) + 64
     Letter 7 = (4 * (Byte7 MOD 16) + INT(Byte8 / 64)) + 64
     Letter 8 = (Byte8 MOD 64) + 64

     Letter 9 = INT(Byte9 / 4) + 64
     Letter 10 = (16 * (Byte9 MOD 4) + INT(Byte10 / 16)) + 64
     Letter 11 = (4 * (Byte10 MOD 16) + INT(Byte11 / 64)) + 64
     Letter 12 = (Byte11 MOD 64) + 64

     Letter 13 = INT(Byte12 / 4) + 64
     Letter 14 = (16 * (Byte12 MOD 4) + INT(Byte13 / 16)) + 64
     Letter 15 = (4 * (Byte13 MOD 16) + INT(Byte14 / 64)) + 64
*********************************************************************

Now that all the technical is spelled out let me explain how to change a Picture to a Big Picture. Let's say we are looking at record #6 - Bit O' MOANDER (A Picture not associated with the monster menu).

Step #1:
Create a test design!!! Then import any type of graphic so FRUA will create a file named 'STRG001.DAT'. You can then unimport it.

Step #2:
HEX Edit or write a program to read 'STRG001.DAT' Look for where Byte 1 = 135 (remember each record is 14 bytes) Byte 1 = 135 that means it will load a file named "?????135.TLB" We don't want to change this value.

Step #3:
Directly following Byte 1 is Byte 2 which equals 1 or 129. Byte 2 = 1 if default, or 129 if imported (see reference chart). We see 1 or (129 MOD 64) = 1 so we will know the file name is "PICB1135.TLB" *Note: That if the value was 6, the file name would be named "SPRI0135.TLB", but it isn't, so we move on.)

Step #4:
We are going to change Byte 2 from 1 or 129 to 144 (Big Picture Value, see reference chart) and then save the change to "STRG001.DAT'.

Step #5
Now that we have done this we will create a file named 'BIGP0135.TLB' by copying one of our other Big Picture files. Example: C:\FRUA\TEST.DSN> COPY BIGP0252.TLB BIGP0135.TLB

Step #6
We will now run FRUA and go to the Big Picture Menu. WOW! I see BIT O' MOANDER as a big picture! How about you? You'll notice it moved from the Picture Menu to the Big Picture Menu. Now it's time to include the warning: DO NOT UNIMPORT THIS GRAPHIC, you'll get a disk read error.
Ok, it's that easy!!! But life is never that simple. If you were to repeat this procedure with say a Byte 2 value of 5, you will find that the monster disappears from the Monster Editor (just as BIT 'O MOANDER disappeared from the Picture Menu). If you'll check that reference chart again, all graphic types with an * have monster names, any of these converted to another type of picture will mean that monster is gone!!! O well, what do you want anyway, you can now expand FRUA past that pathetic 8 Big Picture limit, or decrease that stupid 37 Sprite max (note you will lose monsters if you convert a Sprite).

To help you explore the FRUA 'STRG001.DAT' files I'm including a little program that will read an 'STRG001.DAT' file, show the record number, file number, the graphic code, and uncode the name for you to read. It's called PICTNAME.EXE. <John: It ain't perfect, but it works well most of the time. I got extra letters on a few of the names in one of my mods, but it seems to generally work.>

If you have any questions, and I'm sure you can think of a few, contact me here on AOL at screen name: Peter Kos. I'll be happy to write any utility program you might need to explore the 'STRG001.DAT' files, just ask!!!

Look for a Module I just uploaded to AOL called BIGPICS.ZIP * Note: the description says 34 extra slots! That is wrong. I didn't notice at the time the loss of 34 monsters, but it has 42 Big Picture Slots regardless.

Peter J. Kos
--Peter Kos@AOL.COM


The WANTED! Section

This month there will be no WANTED! section. I apologize for this, but during the period of chaos, the WANTED! ads were lost. This will be recontinued as soon as ads come in to the new address, UANL2.

I apologize for any inconvenience this might cause anyone.

--Ekstra


Designer's Guides

"Realistic Movement" with Custom Backdrops

Okay, this is a neat idea I thought of while playing Might and Magic. You ever notice how in many CRPGs, the floors and ceilings sort of change when you move and you feel more like you're actually moving? Then, you look at UA and you feel like we're behind the times? Well, with the backdrop editor, you can now perform a neat trick to make players feel more like they're moving.

First, the explanation of how. You take a backdrop. You flip it on its horizontal axis. (just the backdrop, not the whole image. Use Deluxe Paint's select tool to select only the backdrop.) If the backdrop has something that really shouldn't change position that drastically (say, the moon, the sun, something like that), then only select the floor portion of the backdrop. Save this as another file. You now have two LBM files (in this example, we have EXAMPLE1.LBM and EXAMPLE2.LBM) and the backdrop editor. Import both backdrops into separate slots, so that you can use both of them in your module. Fire up UA. Go into the edit module mode, choose one of your dungeons, and put up the walls. (Trust me, you want the map done before you put down backdrops....it makes it soooooo much easier!!) In order for the backdrops to look right, you have to have both backdrops available within your dungeon. Then, you lay them out like a checkerboard. Once this is done completely, wander through the dungeon (even still in design mode), and notice the difference.....Wonderful, isn't it?

Of course, like any UA fix, this has its problems. There is sometimes a kind of flash between the screens as it loads up the new backdrops. This isn't too bad or anything, but it might be on slower computers. The problem affecting most UAers with this fix, though, is that it literally cuts in half the amount of backdrops you can have. First of all, there are only 19 backdrops to begin with. This means that it gets cut down to 9. Then, you can only have 2 unique backdrops per dungeon. (Using 2 backdrops for each unique backdrop, makes 2 unique backdrops only.) This is probably not much of a problem (not too many people really use four backdrops per dungeon, unless they use one map to simulate many, many, many places. But it can be very limiting. However, I feel that these problems are mostly minor compared to the benefits. (It looks sooooo much better.)

I have included the LBM files. They are EXAMPLE1.LBM and EXAMPLE2.LBM. I would have included them as PCX files, but the Backdrop editor only supports LBM files.

example1.lbm example2.lbm

--Ekstra


Random Combats--2 Ideas

Here are two (fairly) simple techniques to make your random combats more popular with the RC-hating populus...
  1. Create a special quest event that's reserved for Random Combat status. Let's call it Quest 41. Write this number down so you don't forget it.

    Your first event in your first dungeon should be a quest stage. Advance quest 41 to stage '1'.

    Next, ask the party (with a Yes/No Question) if they want random combat. If 'Yes' is chosen, do nothing. Leave the quest set at '1'. If they choose 'No', use the 'utilities event' to take the quest from the party.

    Lastly, create your random combat(s). On the first page of each step- combat, set the 'Event only happens if...' to 'quest 41 in progress'. With this in place, the combat only occurs if the party requested random combats. Otherwise, the game simply pretends the event doesn't exist...

    A warning -- make sure you re-set the quest to '1' each time you give the yes/no option (I like to throw it in every 4 or 5 dungeons -- in case a player decides that no, he doesn't like all the combats, or yes, he'd rather be fighting monsters at every corner than wander an empty keep).

  2. This one's very simple (I'm not sure if someone's mentioned it already): Again, have your first event set quest 41 to stage '1'. Then, create a random combat. Set the 'Event only happens if..' to 'quest 41 in progress'. After each combat, use the utility event to add a certain value to a quest (ie - add 1 to 41 after every combat). Then, chain a 'quest' stage to this. Decide how many random encounters you want the party to hit, and then set the quest to two above this (ie -- you want the party to be attacked ten times, so you set the quest to '12'). Have the quest completed if this way-point is reached. Once the quest is completed, the combats won't occur any more!
Sound good? I think they'll work. :>

-Bryan-


The Effective Use of Sound

New music files abound! Therefore, I took it upon myself to write this article on the effective use of music, as well as other sounds, in a UA module! This article is useful even when using the default music from UA, because it explains some of the basics of the effective use of music. So, if you're interested in improving your modules through the use of audio stimuli, read on! Before anything, let's talk a bit about music. It's more important than you think. A lot of mods are pretty much silent, and that does detract from them. I don't know about you, but I like having music-- even the standard UA stuff--to enhance the "feel" of the mod. It's much like a movie, when you think about it. Try this: If you have a newer TV that has Closed Captioning, turn it on. Then, turn off the sound on the TV. Next, put in a movie where the music is important, like any of the following: any Star Wars movie, Jurassic Park, Ricochet, any Indiana Jones movie, Stargate. (Those are just examples, but....) Notice anything different now? Yeah, the movie really goes bad without the sound! The same tension, excitement, and sometimes fear that go with the sound disappear without it. UA modules are the same way! You must include some "ear candy" to go with the "eye candy" (art and other visible stimuli) or else your mod will suffer!

First off, the effective use of music is an artform, just as writing it is. This is why many movies have both musical score credits and musical direction credits. Someone has to decide what goes where for proper effect. This artform is a relatively simple one, though, and anyone with a good ear for music can pick up this skill in no time. You simply have to know what works where. Let me give you an example: Your players stumble across an old, decrepit mansion. Using the default music, which tune (or tunes) would you select for this? Right, Mystery or Uh Oh would be perfect. Using Victory would be senseless. See? Simple.

Second, every major bad guy or good guy should have theme music. Period. You have it; use it! The major bad guy should have some major bad guy-sounding music; the Evil March would be perfect! The major good guy should have major good guy-sounding music; Treasure would work well. This is also simple, and can add a great deal to your module.

Third, you should save one piece of music for the closing sequence. What piece depends on what your closing sequence is like. Generally, Victory is a good choice, provided it hasn't been used beforehand. Using these tips, I hope we will see a new wave of modules that make full use of the sounds available in UA!

--Ekstra


Staff Box, Notes, Submission Info

Staff Box

-The UANL staff:-)

*Editorial staff:
Editor-in-chief: EKSTRA <ekstra@Aol.Com>        
Assistant Editor: Kaviyd <kaviyd@aol.com>
Associate Editor: MntnBkeDan <mntnbkedan@aol.com>

*Columnists:
Reviews & Previews: Currently open...
Art: Dika Wolf <dikawolf@aol.com>
Beginner's Corner: Currently open...
Writing Workshop: Currently open...
UA City: Currently open...

*Contributors (all from AOL unless noted):
DBoyd11074, Autery, Peter Kos, PCC Bryan, FET Selonn, Nyteshde

The UANL address: UANL2@aol.com
---------------------------------------------------------------------

You know all those columns that say "Currently open..."? Well, I'd love to have you in those positions!!! I would like everybody who would want to be a member of the NL team to write in with why you would like whatever position. You should include at least two columns for that position. I also encourage new columns on anything UA-related.

For instance, say you really like writing, and are a good writer. You send in two or three articles for the Writing Workshop (proving that you can keep the deadlines and are dedicated to remaining on staff) and the position is probably yours! (However, if I get multiple requests for one position, chances are I will pick what I consider to be the better candidate for the permanent position, and place the other articles in future NLs as freelance articles. Either way, the articles get into the NL!)

The Beginner's Corner is very similar to the Writing Workshop in requirements, except that your articles have to be geared toward beginner players and designers. For instance, you might write up tips on what you view as the perfect party, or you might write up step-by-steps on how to use complex quest chains and such. The ideal candidate also has one more requirement: He/She must have at least two modules uploaded to either America OnLine or the FRUA FTP sites.

If you wanted to be the Official Reviewer, you would have to send in six to eight reviews. (Yi!) This is because the reviewer needs to review three or four items per issue. However, the reviewer can review anything UA-related: Art, hacks, music, mods, examples, tutorials, etc.

The UA City is a special case. Upon my receipt of the notes from ShadowMaster, I will then put in my official request for a replacement.

I look forward to hearing from you!


Submission Guidelines

The UANL is open to all submissions from all authors. I encourage all of you to submit & become a part of the NL. Not only does it save the staff some unnecessary work, but it also makes the NL more interesting. However, there are several guidelines that need to be followed: We are now accepting submissions from every category of story - news, reviews, tips, etc. We also welcome and encourage art and module submissions. The Wanted! column will not be continued if I don't get more ads in (free, of course :)

Submissions are a key part of any hobbyist newsletter; ours is no exception. As I've said time and time again, this is YOUR NL! If you want it to be the best that it possibly can, you need to submit. We, the editors, cannot do it all by ourselves; we need your help (esp. you Internet users!)

All kinds of submissions are welcome. You're welcome to send in demos of your mods (provided that they are under 100K; we will only publish a maximum of 100K--that's file size, not the number of files --each issue because we want to keep the file size down). You can send in original pics, bigpics, sprites, and icons if you want. (If you send in a scan, you better have drawn/painted/photographed the original!) You can send in articles on almost anything UA-related, if you like. If you want to include a small set of hacks or whatever (like a PC icon file, or a set of item hacks, or some backdrops, or whatever), we can publish it. In other words, if you can think of it, and it's UA-related, we can probably publish it!

(NOTE: all submitted material is subject to editing for clarity, brevity, and/or vulgarity. The UANL staff accepts no responsibility for anything said or implied in the free-lance articles; if you have a gripe, see its author. ;)


Editor's Notes

I really don't know what to say that I haven't yet. UA seems to be picking up more devotees every day, as we are still answering many a "Where do I get UA?" post...This is good, it shows that public interest has not waned. (Why is it that SSI doesn't hear these people asking for more copies of UA? SSI must like not getting paid!) More and more uploads of more and more various types are appearing on AOL's boards, including music done by yours truly (with a great deal of help from Kaviyd, without whom the second collection never would have happened), backdrops, art, modules, tips, even logs of the closed UA AOL message boards! It seems to be a pretty good time for UA. It's been around at least 2 years, I think, and yet it's still going strong. How many other games can say that? I think it will be around, basically, forever. And, I for one am glad! This is the only game I have that I have continually left on my hard drive since I got it. Every other game has gotten removed. But, due to its very nature, UA is the ultimate game! And, with all of the new hacks being perfected, it seems that UA will finally earn the name Unlimited!

Viva Unlimited Adventures!

--Ekstra


General Notes

There have been massive delays in the creation of this NL for many reasons. The most stunning reason is because the Editor-In-Chief, Coric (PCC Bryan, Bryan SM) has stepped down, and I (EKSTRA) have had to play a bit of catch-up when attempting to fill his shoes. I was shocked when I heard that Bryan was stepping down, but I did not want to see the NL die off, so I offered to replace him. The long version of the story is in the NL's opening screen.

Anyway, here we go for UANL12!

This archive should contain:

NOTES    TXT   This file, I hope.
UANL12   EXE   The NL itself.
EXAMPLE1 LBM   Example file for Ekstra's article on backdrops.
EXAMPLE2 LBM   Another example file for Ekstra's article on backdrops.
VISTATEM PCX   Example file for Dika Wolf's Art Tips column.
FIGURE1  PCX   Another example file for Dika Wolf's Art Tips column.
C_SHMRN2 PCX   An original Autery icon of a female mage. One of his best!
P_JAME01 PCX   "Teaser" pic from Ekstra's upcoming module, "The Beast Within,"
               the promo of which appears in this NL.
PICTNAME EXE   Utility for seeing the names of all of the art inside a module,
               based solely on STRG001.DAT. (Courtesy of Peter Kos.)

HTML last updated: Oct 15, 1995