1
May

Ultima 2 downloads work again

   Posted by: wtf_dragon   in Site News

I almost forgot to mention that the downloads section for has been made fully functional again as well. So if you have a moment or an inkling, good reader, check thou it out!

By the way: a few sundry things need to be mentioned.

1) In the comments below, please leave your thoughts as to whether I should convert the image-handling aspect of the site over to Flickr, as I have been doing with my other websites. There’s any number of plugins that make it easy-peasy-lemon-squeezy to bring images over into articles here at , and using the external site also makes it easier to restore images to proper function in the event of my needing to switch ISPs again.

2) I’m in the process of building a redundant backup of all uploaded files using my account; I’ll start adding links to existing downloads next week.

3) I could really use some assistance with downloads, as they are restored; it would be swell if one or two people could, where possible, check the developer homepages for site content and make sure that Aiera has the most current copy of each remake, patch, and utility.

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1
May

A new Richard Garriott interview

   Posted by: wtf_dragon   in Site News

Ergonpandilus Dragon alerted me to the existence of this one, conducted by the folks at CrispyGamer! The topic of discussion seems to be , for the most part:

Crispy Gamer: Ultima VII is one of my favorites in the series because it’s so immersive, interactive and easy on the eyes, but it is also very dark. To me it felt like you were tearing down what you created in the first six games. Would that be a fair statement?

Garriott: Ah, yes. Here’s how I would frame it. The first three Ultimas were really when I was, frankly, learning how to create a game. Ultima I was written in basic, Ultima II was the first assembly language program I ever wrote, and Ultima III was really the first time I felt that I had succeeded at creating a game, despite its level of sophistication. Ultima VI, V and VI were created at a time when I was learning the process of being a storyteller. They introduced things like the Virtues, etc. I began to pay much more attention to the craft of storytelling.

Frankly, Ultima I, II and III weren’t related to each other at all, in the sense that their stories weren’t connected. Ultima IV, V and VI were only related to each other in that I kind of realized that the series was going to go on for awhile, so I tried to pick up where I left off with each game.

Ultima VII (for me, the most important moment for the series since Ultima IV) was the first time I really sat down and said, “OK, what am I really trying to accomplish with this game?” I was trying to do things like set up stories and characters that would survive for more than one product. I had seen how people were reading into the philosophy I had put together with Ultima IV, V and VI, and so I was trying to — what you describe as “tearing down” — open it up, and say there are lots of other forms of thought that are either just as good or positive, or that might also seem good or positive but are actually quite dark. So I was trying to drive what I call alternatives.

Ultima IV, Ultima VII and are my favorites. And for me, the reason why VII that was true for was because it was a game where I most completely realized the virtual world I was trying to create. In other words, the depth of interaction and responsiveness of the world it played in.

As the bloggers say, read the whole thing!

And while you’re there, don’t forget to check out another interesting Ultima-themed feature currently underway at CrispyGamer: The Black Gate Murders — an “alternative” play-through of Ultima 7 in which the object is to a) kill everyone apart from respawning characters, and to b) pass the game. At the very least, this implies a rather careful methodology in regard to the order in which NPCs are dispatched, and I for one would be curious as to whether the blogger can pull it off.

He’s already done Trinsic, the Road to Paws, and Paws proper…

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1
May

Ultima 6 Project Milestone 6 Released

   Posted by: wtf_dragon   in Site News

Just got this in my inbox last night, and I see it has gone live over at the website:

It is with much pleasure that we announce the release of Team Archon’s next milestone of the Project, Milestone 6 for 1 (PC and Mac). Some things to look forward to in this release:

  • Nearly the entire world is now available for players to explore:
    • Brand new dungeons have been added and existing dungeons have been expanded or improved. This includes Pirate Cave, Covetous/Wrong, Shame, Crypts, Cyclops Cave, Destard, Heroes’ Hole, Ant Mound, Hythloth, and Stonegate
    • Gargoyle lands are in place, including the Gargoyle Shrines and Tomb of Kings
  • Many new NPCs have been added, including all the Gargoyle NPCs, a favorite talking horse and an exiled Gargoyle
  • More quests have been implemented, and one quest which players were unable to finish in the original game can now be completed. Many more quest related items are now available to the player
  • Numerous enhancements to the core game play have been made, including improved animations and textures for the Gargoyles, and many small tweaks and improvements
  • Additional enhancements to existing areas

You can find the download links on the Official Website:

You can post comments, suggestions, and request help on the Milestone 6
board on our forums at the PB Britannia site:

I’m obviously still working on getting the downloads back in order, so there won’t be downloads of M6 mirrored here for a while yet. But all the same, good reader: check thou it out! This is a very exciting, long-anticipated project (especially for me, being that Ultima 6 was my favourite title), and this latest example of the progress the team has made is just staggering.

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22
Apr

Ultima 1 downloads work again

   Posted by: wtf_dragon   in Site News

Pace last week’s progress, the downloads for the section of the site are now all functional again, and have even been updated in one case: the Ultima Restoration project released new files to bring content from 1.69 into use.

Check thou it out!

Also: I’ve decided to adopt, as a trial for the moment, an informal convention in order to differentiate ‘tag’ links from ‘actual’ links. Links that are not ‘tag’ links will now appear in bold font.

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15
Apr

Akalabeth downloads work again

   Posted by: wtf_dragon   in Site News

There’s a couple things to report, actually. Obviously, the first is that every download of has in fact been restored to working order — feel free to check thou them out.

(Note: for some reason, the download link for the Nokia smartphone port of Aklabeth (which is stored as a file) doesn’t work properly in , but right-clicking and using “Save target as…” seems to work just fine.)

The second is to note that I’m adjusting the way I do categories on the sidebar; whereas before there was a big solid block of categories, I intend to use the advance category management plugin that the site already has installed to separate the category lists based on the series into which the listed titles fall — e.g. the Age of Darkness, Age of Enlightenment, Worlds of Ultima, etc.

Akalabeth, being something of an “odd man out” (and then not the only one) gets its own sidebar element. Expect this categorization to expand as changes progress.

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8
Apr

Changes afoot

   Posted by: wtf_dragon   in Site News

I’ve been away too long.

The downloads don’t work. The news hasn’t been updated in over a month. And don’t even get me started about . I’ve been away from too long, and has suffered for it.

So here’s the deal, the changes that will be made.

First, the template. It’s time to strike a more…classical…tone, so I’ve changed the site template. This being , everything else should still function more or less the same. If something does suddenly come up broken, let me know. This site is useless if I do nothing. It is almost as useless if the community does nothing.

Second, the downloads. These need to be restored, and they also need to be updated. Dead projects need to be pruned. Living projects need to be highlighted. And the way in which such things are displayed — which has served me well since the days of Aiera’s inception — could use a bit of an overhaul, if for no other reason than that it’d be nice if the was…you know…modern. So, starting next week, and going (ideally) week by week from there, I’m going to work to get yet another section of downloads re-established.

Third, the news. This will resume — mark my words.

And fourthly, Lost Sosaria. I’d be kidding myself if I said that Lost Sosaria, in its current form, was still alive. But by the same token, I’d be lying if I said the project was dead. I have a couple of ideas that I’m toying with for what to do with everything that has been developed thus far, and I hope to have something to show for all my ruminations by the summer.

But more on that later. For now, the template has been changed, and will see some further revision in the near future. Downloads and news will resume presently.

Sorry for my absence.

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1
Mar

New joke remake!

   Posted by: wtf_dragon   in Site News

Chris Hopkins emailed me to let me know about a new “joke remake” that he has built: Ultima IV Part II.

I’m posting this from afar, and via iPod, and with limited time, so I’ll just leave you with the URL for now, O Reader.

http://www.80sgaming.org/ultima-parody

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12
Feb

Ultima: Iris updated

   Posted by: wtf_dragon   in Site News

(or as it is also known), the frontend for , has been updated to build 2890.

Featured in this update are new graphics in the program’s and 3D modes, an updated version of the engine, and numerous bug-fixes.

Also, the licensing has been updated to version 3.

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