Update on the project!!

Posted by Zygon Dragon on 4th October 2016 in Updates
It’s been a while since we’ve updated things here! Rest assured, work on the mod has picked up quite a bit as of late.  I’ve been working on getting an idea of where we’re at in the mod via spreadsheet and what needs to be done, fixed, added, and so on.  It’s been a huge help in figuring out what to do next.  For the past few days I’ve been doing map work, finishing both the Britain sewers and Buccaneer’s Cave areas since they both connect.  The overworld seems to be near complete, just needing some fine tuning and cleaning up here and there.  NPCs in the overworld are mostly done, with a handful still needing to be done and many needing some fine tuning.  Crowley is still working hard on the backlog of new sprites and things needed for the mod, and Pegbyter has been working on a sidequest that isn’t crucial to the game, but will shed new light on some things from U5.  A hint of what’s to come:  Have you ever wanted to get revenge on Chuckles that didn’t involve shooting him with a cannon? Perhaps he’s been hiding something all of these years… something that Lord British wouldn’t find very virtuous…
Sorry for the long time in between updates, but we’ve been working sporadically and are determined to see this to the finish line! We’re still looking for pixel artists who can finish the portraits and make them look nice, so let us know if you’re willing and able!

Journey Onward …

Posted by Zygon Dragon on 5th December 2014 in Updates












I apologise for the lack of updates to the main site, however, things have been active behind the scenes.  Yes, that picture is indeed our title screen…the issue has been resolved, thanks to the offered help of Zacros!  The title screen problem had been nagging us so long that I had stopped concentrating on a demo but just fixing other issues with coding that I could resolve.  So now, I’m trying to get something together once more.  At the very least, I’ll put in Britain and maybe another town that I have complete for the most part.  The intro will be included even though it is a “working rough draft” of it and not completely polished yet.  What you will see should give you an idea of how the intro will function.  Until then, take a moment to bask in the awesomeness of the new title screen.

To make up for the lack of major updates on the site, we’ve created a Facebook page so you’ll be able to keep up with some of the “micro updates” and progress before major updates are made.  A lot of the work done on the mod is consistent but not big enough to warrant an site update, but a lot of map work and coding is done in the mean time.   You can find that page here:  https://www.facebook.com/pages/Ultima-VI-The-False-Prophet-Exult-Remake/373686836142464 so “Like” and “Share” it!


My new years resolution is….holy crap it’s August!

Posted by Zygon Dragon on 11th August 2014 in Updates

Sorry for the long delay in updating! While the title screen situation has held up things a little, we’ve still been doing some work on the project. Crowley has been hard at work with new shapes, with some new shapes for Sentri and Katrina, as well as one for Jaana in the works.  Other graphical upgrades to things we needed such as the gears have been included also. Aside from doing some map work and coding here and there, I have also attempted to work on the U6 Balloon.  Aside from an incredibly clunky last ditch solution, I’ve been working on how to create it as a barge, kind of like the magic carpet in U7.  I actually have one somewhat functional, albiet a few eyesores dealing with wrong looking graphics while turned but that shouldn’t be too much of a problem for one of our new team recruits who has been helping me with new graphics for the balloon itself.  Also, we’ve got someone to help with coding and writing for a subplot that I think hardcore and purist fans of U5 will enjoy.  When I hear from the new recruits I’ll officially add them to the team in a new update.  

So I once again apologize for the lack of updates, as you know real life crap gets in the way but I’ve been working on it here and there so it never has gone stagnant behind the scenes.  Hopefully, the title screen problem will be fixed and we can resume with the demo. 


Katrina Grpahics:

katrina00 katrina01 katrina02 katrina03 katrina07 katrina08 katrina29 katrinabody



Sentri Graphics:

sentri00 sentri01 sentri02 sentri03 sentri29 sentribody



Pushme Pullyu and demo update

Posted by Zygon Dragon on 23rd September 2013 in Updates

Another quick update to show we’re still alive and kicking! The demo right now is in testing phases, finding a lot of bugs and such that needed to be fixed before any sort of release.  The big issue right now is the title screen.  You can read the struggle on the Exult forums, and I’m not exactly sure why it isn’t working.  I’ve made two title screens, one from the original U6 title graphics and one that I altered the original black gate title screen from.  Both title screens show up as either a garbled square, or blank (black screen with menu options).  I’m not very literate with any sort of paint programs so the problem might be how I’m creating them, or if I’m even using the correct palette formats or something.  So, if anyone out there wants to take a stab at this problem, please do.  Maybe someone out there can create a title screen for us that actually shows up like the TFL title did in their mod.  If you want to learn the basic stuff, here is the thread on the Exult forum that I have been following:  http://exult.sourceforge.net/forum/read.php?f=1&i=515022&t=515022

If you can create a working title screen for us, you’ll be credited for it and given our thanks, and a huge hurdle in releasing a demo will be cleared.    I have exhausted all options on getting it done myself, I’ve tried everything I can think of.  Hopefully, someone out there knows what they are doing and can help out.  In other news, here is a pic of new shape created of Pushme Pullyu by a contributor who wished to remain anonymous:

horsy.png02 deadpushpull deadpushpull2




– Agentorangeguy

Update between an update

Posted by Zygon Dragon on 21st June 2013 in Updates

Hey everyone, this is an “update-between-an-update” to say we’re still working on things and will have a demo hopefully soon.  Finishing up on the intro script and then it should be ready albiet some minor tweakings here and there.  The areas that will be released are Castle British and the entire city of Britain, and the city of Trinsic.  Quite possibly will include the sewers.  Here in the next month, I will have much more time to work on the mod and should get something done before the end of July as far as a demo goes.  –agentorangeguy

Seeking a present update. Music and first demo soon!

Posted by Zygon Dragon on 7th March 2013 in Updates

Hello everyone! Sorry for the lack of updates lately, but rest assured, we’re still alive and kicking.  First of all, we’d like to welcome 2 new people to the team, Archangel and Natsu.  Archangel has come on board to tackle the music, using his musical talents to update and remaster all of the tracks in U6.  Currently, Archangel has finished the U6 Forest Theme and the gargoyle intro theme and they sound fantastic.  The gargoyle intro theme sounds mysterious and adds the sense of danger in an unknown land which fits the situation perfectly.  The U6 Forest theme (My favorite track in the game, by the way) adds to the mystique of exploring the dense forests and no longer sounds repetitive.  I am looking forward to Archangel working his magic on the other tracks as well.  Additionally, he has offered several in-game book submissions that are well written that will be found upon the various bookshelves of Britannia.  Below the update you will find the updated U6 Forest Theme and the Gargoyle theme for your listening pleasure.  Also, be sure to check out his other work on the links to his other sites below.


Natsu has offered his programming skills to provide some additional help with the coding, and possibly on trying to finish the portraits. He is also in the planning stages of something that would greatly enhance the U6 mod. I can’t give out any details as of right now because he is trying to get accustomed to the ins and outs of the Exult engine and what it is capable of, but the idea itself is exciting and something that hasn’t been done with the Exult engine before.

Crowley has been working on new sprites for the mod, such as a blonde Shamino which suits his U6 portrait better.  Also, he provided us with magic locked chests.  In the works are several other visual upgrades for npcs such as Blaine, Seggallion, and the gypsies such as Taynith.  Sythifuge has been putting the finishing touches on the grave sprite for us, and from what I’ve seen of it so far it looks pretty well done.  This grave shape will function like his – when you use a shovel to dig up the graves, the ‘lid’ (the grave mound) will be removed, revealing the corpse/empty grave below, and leaving a pile of dirt next to it.  I can’t wait to put it in game and try it out.

Map work progress on the mod has been steady even though there have been no site updates lately.  Mostly I have been putting the finishing touches on the mainland.  All cities, towns, shrines, are complete.  Only Paws remains needing npc conversations, and some of the wanderers such as the gypsies and so on.

I have also been experimenting with a few new interaction features that are currently working on a test mod and will be inserted into the U6 mod soon.  One new feature is that you can now create campfires!  It works similar to how campfires worked in UO; first you double click a dagger then target a tree, which creates “kindling” (currently, using the ‘branch’ imported from SI).  Double clicking the branch on the ground will start a fire which starts small and grows.  After about 2 hours or so in-game, the fire starts to dwindle down, until it goes to hot coals (frame 0 of campfire).  Eventually, it turns into a scorchmark then disappears once you’re off-screen.

Another new feature I have been experimenting with is being able to cook raw meat on frying pans after getting the meat from deer, cows, etc.  On my test mod, I imported the ‘raw wolf meat’ shape from SI (temporary for now) and made 4 or 5 separate shapes for each type of meat.  For example, one shape is “raw beef” which takes the place of the cooked beef that is normally found on the corpses of cows, and one shape for ‘raw venison’ which takes the place of the meat on the deer, and so on.  Double clicking the meat will bring up a target, which you target on a frying pan.  It checks to see if that frying pan is on a campfire, if not, you’ll be prompted to move it closer to the fire.  Once you are cooking the meat, it plays the sizzling sound effect, then you have a 1/5 chance of failing to cook it. If the cooking fails, it is deleted and your companions might nag you that you left it on too long or something.  If success, it changes the raw meat to the corresponding cooked meat.  Eventually, I would like to implement the U6 style camping where the party would sleep themselves and one would stand watch to wake the party in the event of a random monster ambush.

In our next update, there WILL be a demo!  We’ve received well above the amount I asked for in book submissions and still welcome more.  Most are put in the game but I’m still working on inserting the others.  The demo will be of the Trinsic area, as it received the most votes on our website poll.  Within this area will be the city of Trinsic, some shipwrecks, the gypsies (with scripted Wanda interactions…) and the Shrine of Honor which can be freed from the gargoyles.  All other buildings and places won’t be available, as to concentrate everyone’s attention to the Trinsic area alone.  In addition to the Trinsic area NPC’s, I will probably throw in a few NPCs that will be available to talk to such as Gwenno, and Sinjen from Yew to show off some new sprites from Crowley.

Hopefully we’ll have the next update sooner than later!  –agentorangeguy

ruins Minoc hmmm Friends

Update: Bee hives and ant mounds

Posted by Zygon Dragon on 18th November 2012 in Updates
The ant mound is finished – all levels of it- with a few minor things needed.  Crowley has made earthen steps leading up out of each ant mound hole that we are using instead of stone or wood steps.

The second level of the Britain sewers are also completed now.  I made it resemble actual sewers, where in the original U6 seemed to be very bare.  Those underground rivers? They look disgusting now.  Garbage strewn everywhere.  I am working to complete the 3rd level at the moment.

Another new shape Crowley has made – Beehives.  I no longer have to use barrels as place holders, and the beehives look nice!

Coming soon: The scripted opening, at least the first version of it. I hope to release a demo soon that starts with that intro, and then a city/dungeon that is avaliable for demo.

In game books and progress update

Posted by Zygon Dragon on 10th October 2012 in Updates

New Magincia and Serpents Hold are now complete with working NPC’s, Moonglow is halfway finished. The overworld map is near complete, just a little touching up here and there and adding a few areas like Stonegate castle and finishing up with Sutek’s place. Paws needs NPC conversations done, then all cities will be fully functional.

Crowley and Sythifuge have been working on new shapes. Crowley has made some more U6 armor shapes such as the spiked collar and is currently working on new sprites for hat-wearing npcs such as Tholden, and new sprites for the gypsies Taynith, Blaine, and the dancing gypsy girl. Sythifuge has supplied us with his shapes for the Avatar’s house on earth, that will be used for the fully scripted U6 intro. Screenshots will probably be shown in a future update.

We have been getting some excellent book submissions, which the count stands at 4 right now. Keep them coming!

We need some more graphics artists to help finish touching up the U6 portraits. If you think you can help out, send me an email agentorangeguy(at)yahoo(dot)com.


World Build Update

Posted by Zygon Dragon on 14th August 2012 in Updates

Here’s a quick update from agentorangeguy.

I’ve been doing a lot of map work lately, cleaning up areas and polishing them up. The only “rough” areas left are a few islands near Serpents’ Hold, Isle of the Avatar, and possibly a few small areas on the mainland. Structure wise, the only part left to build on the main map is the Isle of the Avatar and Stonegate castle. Finally, the main map is near complete!

From there, the npcs will be finished on the main map. The towns left needing full npc conversations are Moonglow, New Magincia, and half of Serpent’s Hold. Some of the wanderers/loners will need to be fixed as well. Many npcs need touched-up portraits by Odkin still, but in the meantime, I am using the original portraits on those.

We’re still in need of custom in game books. If we receive at least 10 eligible in-game book submissions, we will release an area of the map for a demo. There will probably be a poll to determine which areas are released, so keep checking back for updates and send in your book submissions!


General update

Posted by Zygon Dragon on 28th June 2012 in Updates

Buccaneer’s Den is finished with all NPC’s functioning correctly with conversations, and just needs updated portraits. The late night brawling will be added soon as with Jhelom. Minoc is finished with NPCs (they just need portraits) with the exception of the lady who makes the balloon.. Serpents Hold npcs are almost finished.

Crowley has been working on various new shapes, concentrating on completing the giant ant, a new look for Blaine, and other things. The balloon will probably be the next big thing to tackle, but it is still in planning stages.

Also, there has been some random touching up of areas on the map. Most of the map is complete and just needs touching up.

Shrine Trouble

BeeCave 2