Known UA Bugs
by Dan Autery
Reprinted From UANL #7
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 in regards to 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, as regards 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).