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<!DOCTYPE faqs SYSTEM "docs.dtd">
<faqs title="Exult" changed="25 April 2024 (GMT)">
	<section title="Introduction">
		<sub name="exult_version">
			<header>Exult Version</header>
			<body>
				<para>
					These frequently asked questions are for <Exult/> v1.12.1.
					If you have another <Exult/> version this FAQ can be found where you installed it.
				</para>
			</body>
		</sub>
		<sub name="why_name_exult">
			<header>Why is it called <Exult/> - what is the meaning of this name?</header>
			<body>
				<cite name="Jeff wrote on the Boards">
					I originally wrote it [Exult] solely for X-windows, so that's where
					the 'X' comes from. The "ult", of course, comes from Ultima. It
					was only about 6 months ago [02/29/2000] that I replaced the X code with SDL,
					which is multiplatform. Then Arthuris ported it to Win32 (and to
					BeOS). He had also ported the earlier version, but it was much harder
					to maintain that way.
				</cite>
				<cite name="Ibrahim Holtzmann">
					I'd like to point out that "exult" is also an English verb that
					means "to rejoice, to exhibit great happiness".
				</cite>
			</body>
		</sub>
		<sub name="is_exult_free">
			<header>Is <Exult/> free ?</header>
			<body>
				<para>
					<Exult/> is more than free: it's Free (notice the caps). <Exult/> is released
					under the GNU GPL (General Public License). This means that the source code
					for <Exult/> is freely available and you can do whatever you want with it.
					However, if you make modifications to any of <Exult/>s components and publicly
					redistribute your work you are required to make the source freely available
					in turn. Obviously the <Exult/> team would be very grateful if any
					modifications you make are contributed back to the main code, so that
					everyone can benefit from them. If you want to work on <Exult/> please contact
					us via our
					<extref target="https://github.com/exult/exult/discussions">forum</extref>.<br/>
					More information on the GNU GPL at
					<extref target="https://www.gnu.org/copyleft/gpl.html"/>.
				</para>
			</body>
		</sub>
		<sub name="exult_donation">
			<header>Do you accept donations?</header>
			<body>
				<para>
					No, the <Exult/> team will not accept donations. For us there are greater legal matters
					involved, which none of us particularly want to explore. We do not want to risk the
					wrath of EA for directly profiting off <Exult/>.<br/>
				</para>
			</body>
		</sub>
		<sub name="origin_exult">
			<header>Does Origin or EA support <Exult/>?</header>
			<body>
				<para>
					First of all, Origin has been wiped from existence by EA a long time ago.
					Furthermore, Origin and/or people that worked for Origin have claimed that
					the source code for Ultima VII (BG/SI) has been lost for some time.
					So there is no chance for the <Exult/> team to have a look at the actual code.
				</para>
				<para>
					Also the team tried to contact some people from Origin years ago but received
					neither positive or negative response on the <Exult/> project. So far it seems
					that EA has decided to ignore <Exult/>.
				</para>
				<para>
					On the other hand former Origin employees contacted the team and congratulated
					on their effort. Most noticeable are Lord British himself and Ken Demarest
					(Programming Manager of Ultima VII)(hint:spell his name backwards).
				</para>
			</body>
		</sub>
		<sub name="other_ultimas">
			<header>Will <Exult/> support other Ultima games?</header>
			<body>
				<para>
					<Exult/> supports only Ultima VII (BG/SI and the add-ons). It will never support
					any other Ultima nor do members of the team plan to develop something similar.
					The reasons for this are that no other Ultima is similar to Ultima VII in the
					internal workings and also the team used to be quite sick of reverse engineering
					a game already.
				</para>
			</body>
		</sub>
		<sub name="pentagram">
			<header>But isn't <Pentagram/> some kind of <Exult/> for U8?</header>
			<body>
				<para>
					<Pentagram/> is a pet project by some members of the <Exult/> team (currently mostly
					Willem, Colourless, Fingolfin and Darke). It is a <strong>map and shapes viewer</strong>
					and nothing more (although the team does indeed invest some time to disassemble the Usecode
					of U8). It isn't meant to be something similar to <Exult/>. It is rather a clever plan
					to stir up interest in other coders to carry this basic work further.<br/>
					Any <strong>developer</strong> is welcome to take a look and contact us.
				</para>
				<para>
					After years this plan has come to fruit and <Pentagram/> has been merged into
					<strong>ScummVM</strong>. Even support for the two games <strong>Crusader: No Remorse</strong>
					and <strong>Crusader: No Regret</strong>, which use the same engine, has been progressing
					in <strong>ScummVM</strong>'s code.
				</para>
				<para>
					On the official <Pentagram/> homepage at <extref target="http://pentagram.info/"/>
					you will find more information on this project of before the merge with
					<strong>ScummVM</strong>.
				</para>
			</body>
		</sub>
		<sub name="multiplayer">
			<header>Will there be a multiplayer <Exult/>?</header>
			<body>
				<para>
					No.
				</para>
				<cite name="Jeff on the Forum">
					The question is 'why?'. I continue working on <Exult/>, in large part, because
					nobody makes games like Ultima VII anymore. While I think a multiplayer game
					would be technically interesting, I don't see the need. There are <em>lots</em>
					of them already, and many experienced people working on new ones.
				</cite>
				<para>
					Note however that <Exult/> is open source. If you want a multiplayer Ultima VII no one
					holds you back to code it in.
				</para>
			</body>
		</sub>
		<sub name="whereis_exult">
			<header>Where do I find <Exult/>?</header>
			<body>
				<para>
					The latest official version is found on
					<extref target="https://exult.info/"/><br/>
					The source code of <Exult/> is hosted on GitHub's Git server which you can
					browse and download at <extref target="https://github.com/exult"/>.<br/>
					Daily snapshots of the source code, Windows and macOS binaries can be found at
					<extref target="https://exult.info/download.php"/>.<br/>
					Paulo started a PPA for Ubuntu at
					<extref target="https://launchpad.net/~exult-team/+archive/exult-daily"/>.<br/>
				</para>
				<para>
					To use the PPA for Ubuntu follow these steps in terminal:<br/>
					<kbd>$  sudo apt-add-repository ppa:exult-team/exult-daily</kbd><br/>
					#Adds the repository - you will be required to accept the key file.
					Just press 'Enter'<br/>
					<kbd>$ sudo apt-get update</kbd><br/>
					#Updates your cache.<br/>
					<kbd>$ sudo apt-get install exult exult-audiopack</kbd><br/>
					#Installs Exult itself and audio files
				</para>
			</body>
		</sub>
		<sub name="whatis_snapshot">
			<header>What is a snapshot? Are these screenshots or what?</header>
			<body>
				<para>
					Bugs and not yet implemented features in <Exult/> get fixed almost daily in the code.
					A release is very time consuming that's why there are so few.
				</para>
				<para>
					The snapshot is the newest source code of the program. It is updated every
					night if commits landed in our repository on that day. There is information on how to
					build your own binary in the source but there is also the newest pre-compiled Windows
					and macOS executables.<br/>
					If there is no new one this means that either there were no changes to the code
					or the source failed to compile.
				</para>
			</body>
		</sub>
		<sub name="compile_snapshot">
			<header>How do I compile a source code snapshot for my OS?</header>
			<body>
				<para>
					The source code snapshots contain the files Readme.windows, Readme.MacOSX
					that explain everything. The instructions for Linux systems are
					traditionally in the file called INSTALL.
				</para>
			</body>
		</sub>
		<sub name="latest_version">
			<header>What is the latest version of <Exult/>?</header>
			<body>
				<para>
					The current official release is 1.8.<br/>
					See also <ref target="whereis_exult"/>
					to learn where to get the latest version.
				</para>
				<para>
					To find out which version you are running, press <key>v</key> while in game.
				</para>
				<para>
					At the moment we recommend that people use the latest snapshot rather than
					our last official version since many critical bugs have been fixed since the
					last release.
				</para>
			</body>
		</sub>
		<sub name="what_platforms">
			<header>On what platform does <Exult/> run?</header>
			<body>
				<para>
					<Exult/> should be able to be compiled (with minor modifications) on
					any platform that SDL2 supports. Right now the source can be compiled
					in <strong>Linux, macOS, OpenBSD, FreeBSD,</strong> and
					<strong>Windows (XP/Vista/7, 10, 11)</strong>.
				</para>
				<ul>
					<li><strong>iOS (iPhone and iPad)</strong><br/>
					After initial porting by our member Lanica Dragon, Chaoji Li (aka Litchie)
					successfully ported <Exult/> to iOS. On the iPad <Exult/>  really shines
					and is very enjoyable. However Ultima VII's item management makes it much
					harder to use on the smaller iPhone screens.<br/></li>

					<li><strong>Android, Java</strong><br/>
					Jeff, Dr.Code, is started porting <Exult/> to Android by rewriting it in Java.
					Unfortunately this port has been abandoned but its former progress can be viewed in its
					old	<extref target="https://goo.gl/VJCNG">forum</extref> thread.</li>

					<li><strong>Android, native</strong><br/>
					KenC ported <Exult/> directly to Android, without rewriting it in Java. After a long
					hiatus he continued his work on
					<extref target="https://github.com/ceckak/exult/tree/android-port">Github</extref>,
					before we merged it with <Exult/> after our 1.8 release.</li>
				</ul>
			</body>
		</sub>
		<sub name="old_platforms">
			<header>Platforms <Exult/> used to run on</header>
			<body>
				<para>
					<Exult/> used to run on many more platforms but these are mostly devices and operating systems that have
					not been in use for ages now. Support for these has been removed from the Exult source to streamline
					our code. Or the 3rd party ports have been inactive for years.
				</para>
				<ul>
					<li><strong>Windows 9X, 2k, XP</strong><br/>
					Since we needed to go forward with our code we decided to no longer support the old Windows versions.</li>
					<li><strong>Zaurus</strong><br/>
					Artaxerxes developed the port to Zaurus, a Linux/ARM based PDA.
					It is already fully playable (Artaxerxes played through SI). Pictures of the Zaurus
					running SI can be found at
					<extref target="https://exult.info/images/screenshots/zaurus/"/>.</li>
					<li><strong>PocketPC</strong><br/>
					Lanica Dragon successfully ported <Exult/> to the PocketPC.</li>
					<li><strong>Amiga/MorphOS</strong><br/>
					Ruediger Hanke ported <Exult/> to MorphOS and AmigaOS. Unfortunately the port has
					been abandoned for quite some time now. But you can only find the archived homepage
					for this port at
					<extref target="https://web.archive.org/web/20070927190600/http://www.muenster.de/~tomjoad/exult.html"/>.
					Unfortunately the download is no longer available.</li>
					<li><strong>Dingoo</strong><br/>
					<Exult/> has been ported to Dingoo (see
					<extref target="https://crankgaming.blogspot.com/2010/09/exult-v14svn6317-for-dingux-beta2.html">this Announcement</extref>)
					by SiENcE.</li>
					<li><strong>Sony PSP</strong><br/>
					Phantom Fighter ported <Exult/> 1.2 to <extref target="http://thefoodsucks.com/portfolio/exult-psp/">Sony PSP</extref></li>
					<li><strong>Xbox 360</strong><br/>
					And Cancerous1 is in the progress of porting <Exult/> to
					<extref target="https://code.google.com/p/exultx-nosdlmixer/">Xbox 360</extref>.</li>
				</ul>
				<para>
					A long time ago <Exult/> used to compile on <strong>MacOS 8.5</strong> (or higher),
					<strong>Solaris</strong> and <strong>BeOS</strong>.
				</para>
			</body>
		</sub>
		<sub name="any_port">
			<header>Will there be a port of <Exult/> for &lt;insert platform here&gt;?</header>
			<body>
				<para>
					That depends on a great many things. For one, it requires a developer that (1) has the
					necessary free time, (2) the necessary knowledge about programming for the platform in
					question, (3) the necessary motivation to do the port and (4) access to the platform in
					question. Any of the <Exult/> developers may lack one or more of the items above, but it
					will probably the fourth (and, by consequence, the third) item. This is likely fatal
					for the port: programming using an emulator (if one is even available) may result in a
					port that works on the emulator but not on the original (unless the emulator is that
					good), and programming without any access at all to the platform in question is a
					pointless and frustrating exercise in futility.
				</para>
				<para>
					Moreover, some platforms might require BG and/or SI to come bundled with <Exult/>; that alone
					would disqualify any official builds for legal reasons.
				</para>
			</body>
		</sub>
	</section>
	<section title="Exult and Ultima VII">
		<sub name="u7_needed">
			<header>Do I need Ultima VII?</header>
			<body>
				<para>
					Yes. <Exult/> won't work without the original files.
				</para>
			</body>
		</sub>
		<sub name="u7_versions">
			<header>Does <Exult/> work on all versions of the game?</header>
			<body>
				<para>
					It seems to run most of the available versions of the game. The most common
					ones nowadays with the included Add-ons (Forge of Virtue and Silver Seed)
					run for sure.
				</para>
				<para>
					In the past there were reported problems with the localized versions of the
					game (French, German and Spanish) but these should not be a problem anymore.
					The reported problems were that conversation threads didn't seem to skip to the
					next line in the proper places and therefore were unreadable in some cases.<br/>
					SI was published in English and Spanish (to our surprise)
					but we seem to have fixed the main problem with the Spanish version.
				</para>
				<para>
					If you are running a localized version of BG or SI and you notice any
					problems please contact us.
				</para>
			</body>
		</sub>
		<sub name="play_serpentbeta">
			<header>Can you play the beta of Serpent Isle?</header>
			<body>
				<para>
					We added support for the beta version of Serpent Isle that surfaced at some point.<br/>
					It's interesting to see how SI changed from this beta but it's not stable enough to
					play through the game.
				</para>
			</body>
		</sub>
		<sub name="play_through_u7">
			<header>Can you play through Ultima VII yet?</header>
			<body>
				<para>
					You can play through the BG, FoV, SI and SS without cheating and
					plot holes.
				</para>
			</body>
		</sub>
		<sub name="si_support">
			<header>How about Serpent Isle?</header>
			<body>
				<para>
					Serpent Isle has been playable without cheating and plot holes for a long time now.
				</para>
				<para>
					Old quotes on this topic from the time when SI wasn't playable at all in <Exult/>.
				</para>
				<cite name="Colourless">
					I can't say much about the what will happen except that a completely
					working Serpent Isle will be an annoying task to complete. It is
					close to BG in some ways, but very different in others.
				</cite>
				<cite name="Jeff">
					My feelings about SI are the same as Colourless, who has done all
					the work so far on it. I'd much prefer to add enhancements to BG
					(which would apply to SI as well), and perhaps write a new RPG.
					Now, if EA would provide us with information about SI's internals,
					that would change things. And also, since <Exult/> is open-source,
					it would be fine if anyone wants to volunteer to work on SI.
				</cite>
			</body>
		</sub>
		<sub name="addon_support">
			<header>Do the Add-ons work?</header>
			<body>
				<para>
					"Forge of Virtue" (Add-on to Black Gate) and the "The Silver Seed"
					(Add-on to Serpent Isle) are bug-free.
				</para>
			</body>
		</sub>
		<sub name="old_savegames">
			<header>Do save games from the original work in <Exult/>?</header>
			<body>
				<para>
					Save games that were made with the original Ultima VII or U7Run don't work
					with <Exult/>. You have to start a new game when you begin playing with <Exult/>.
					Sorry!
				</para>
			</body>
		</sub>
		<sub name="saves_compatibility">
			<header>Do <Exult/> savegames work on all Operating Systems?</header>
			<body>
				<para>
					<Exult/> savegames are compatible on all supported Operating Systems. For example
					a saved game of the macOS port of <Exult/> works on Windows 10 as well.
				</para>
				<para>
					However it is not advisable to continue playing with savegames of games started
					with old versions of <Exult/>.
				</para>
			</body>
		</sub>
		<sub name="u7_download">
			<header>Where do I find Ultima VII on the net to download?</header>
			<body>
				<para>
					If you are looking for a legitimate copy of the games, go to
					<extref target="https://www.gog.com">GOG.com</extref>. They are offering the
					complete Ultima VII since November 2011 for a decent price.
				</para>
				<para>
					<em>Don't</em> ask the team for copies. And please don't ask for
					the answers to the copyright questions.
				</para>
			</body>
		</sub>
	</section>
	<section title="Miscellaneous">
		<sub name="walkthroughs">
			<header>Where do I find a walkthrough?</header>
			<body>
				<para>
					If you need help with the game itself, like walkthroughs, hints, location of
					NPCs items, take a look at the following sites:
				</para>
				<ul>
					<li><extref target="https://web.archive.org/web/20151106222650/http://www.ultimainfo.net/Codex/Ultima7.htm">
						Paulon Dragons selection of notes and information on Ultima VII</extref></li>
					<li><extref target="https://web.archive.org/web/20151106222650/http://www.ultimainfo.net/Codex/FAQ2.htm#U7">
						The Ultima VII section of Paulon Dragons Ultima games FAQ</extref></li>
					<li><extref target="https://web.archive.org/web/20151106222650/http://www.ultimainfo.net/FAQ/ultimafaqs.htm#11">
						The Ultima VII section of the more detailed Ultima Gameplay FAQ</extref></li>
				</ul>
				<para>
					Please be aware that if you play by using a walkthrough you may accidentally skip important parts of the game,
					especially when playing SI you have to be careful since SI is much more linear than BG.<br/>
					Please see <ref target="why_gameplayfaq"/> for more information.
				</para>
			</body>
		</sub>
		<sub name="where_cfg">
			<header>Where do I find the configuration file?</header>
			<body>
				<para>
					You can find exult.cfg in specific directories:
				</para>
				<ul>
					<li>On Linux systems you can expect to find it in <kbd>$HOME/.exult.cfg</kbd></li>
					<li>macOS saves it to <kbd>~/Library/Preferences/exult.cfg</kbd></li>
					<li>Windows (7, 8, 10, 11) save exult.cfg to <kbd>LOCAL_APPDATA\Exult</kbd>,
						but on these this translates to <kbd>C:\Users\YourUsername\AppData\Local\Exult</kbd></li>
					<li>On all supported Windows versions you can quickly access this folder by executing<br/>
						<kbd>shell:Local AppData\Exult</kbd><br/>
						in the 'Quick Access' of Explorer.</li>
				</ul>
			</body>
		</sub>
		<sub name="savegames_gone">
			<header>I updated Exult to the new version. Where have my savegames gone?</header>
			<body>
				<para>
					With version 1.4.9rc1 we changed the location where Exult saves its savegames to.
					The new location differs depending on your operating system, for details see
					<extref doc="docs" target="path_config">Path-Settings</extref>.<br/>
					Your old savegames are probably still in the folder of the original games as
					we used to save them there.<br/>
					Just copy them from the old location to the new location.
				</para>
				<para>
					However it is not advisable to continue playing with savegames of games started
					with old versions of <Exult/>.
				</para>
			</body>
		</sub>
		<sub name="si_ext_intro">
			<header>Will you implement the extended intro for SI?</header>
			<body>
				<para>
					In February 2021 we did implement the extended intro in Exult and it is now the
					default intro played when you start a SI game in <Exult/>.<br/>
					Below you can find our old view on implementing it.
				</para>
				<para>
					Information on the extended intro for Serpent Isle can be found at
					<extref target="https://ultimacodex.com/2011/11/the-original-serpent-isle-introduction/"/>.
					At this moment we don't even think about implementing this extended intro.<br/>
					Why not?<br/>
					It sure would be nice to use it. But you may have noticed some effects
					missing from the intro. You may have noticed that there is no sound. You may
					have noticed that there is neither speech nor subtitles.<br/>
					All that would have to be addressed and add to that the longer running time and
					that you have to synchronize the music with it. Then what about the size of it?
					You would need to compress it and make sure all our supported platforms make use
					of it.
				</para>
				<para>
					Everyone volunteering to do it is welcome to.
				</para>
			</body>
		</sub>
		<sub name="party_formation">
			<header>Why is the party formation different?</header>
			<body>
				<para>
					In <Exult/> the party (the Avatar and his companions) move quite differently than
					they do in the original. The problem is that this was controlled by the original
					executable. Changing the formation now is not as easy as it sounds as the party
					formation has effects on other game internals. Changing it to be more like the
					original may force us to replay the whole game to make sure we didn't introduce
					new bugs.
				</para>
				<para>
					Some time ago Jeff added an optional formation that behaves way more like in the
					original game and it has become the default formation now.<br/>
					This can be changed in the <extref doc="docs" target="exult_config">exult.cfg</extref>.
				</para>
				<cite name="Jeff">
					It's not a bug, it's a feature! I like it that way.  Everyone is sensitive to
					different things, and I always though the formation-walking in the original
					Ultima VII looked really stupid. Eventually, someone may add the original type of walking
					to <Exult/>, probably as an option.
				</cite>
			</body>
		</sub>
		<sub name="save_crash">
			<header>What should I do when Exult keeps crashing when I try to save?</header>
			<body>
				<para>
					This is <strong>not</strong> normal behavior for <Exult/>. Normally when you restart
					and "Journey Onward" <Exult/> will actually restore to the point you saved.
				</para>
				<para>
					<em>Please do not play further</em> at this point. You should restore to an earlier
					save game, no matter how much game time you loose. Your game must have gotten
					corrupted and when you play on with it you will most likely experience even more
					serious problems.
				</para>
				<para>
					Please also avoid saving when a scripted sequence is running. Whenever you can't control
					the Avatar on your own a scripted scene is running and saving at this time may break the
					game on reloading.
				</para>
			</body>
		</sub>
		<sub name="choppy_game">
			<header>Why does the game run so choppy?</header>
			<body>
				<para>
					Well, every Ultima required a fast computer. Even though <Exult/> is just an
					engine that runs the ancient Ultima VII it still requires a fast computer.
				</para>
				<para>
					Seriously, if the game runs choppy for you, try the speed setting in the Game Options
					menu and if that doesn't help also play with the original resolution (320x200),
					try a different scaler or disable scaling altogether.
				</para>
			</body>
		</sub>
		<sub name="no_sfx">
			<header>Why can't I hear the Sound Effects?</header>
			<body>
				<para>
					Please read the Audio section of our <extref doc="docs" target="wave_sfx"/>.
				</para>
			</body>
		</sub>
		<sub name="no_intro_speech">
			<header>Why can't I hear the speech in the intro?</header>
			<body>
				<para>
					We've been made aware that if your introsnd.dat file becomes corrupt you might lose
					speech in the intro. The file is located in your games static folder. So if you hit
					this problem you need to restore this file.
				</para>
			</body>
		</sub>
		<sub name="red_x">
			<header>What does the red crossed out speaker next to the gamename mean?</header>
			<body>
				<para>
					It means that you have not configured the sound effects yet or correctly.<br/>
					Please read the Audio section of our <extref doc="docs" target="wave_sfx"/>.
				</para>
			</body>
		</sub>
		<sub name="diferent_volume">
			<header>Why is the music so much louder/softer than the sfx/speech?</header>
			<body>
				<para>
					Some music is played via midi but the sfx (sound effects) and speech are
					played via wave. Midi and wave volume are set up separately in the settings
					of your Operating System and not by <Exult/>.<br/>
					However music playback through the digital music files or FMOpl are not using
					the system's midi volume setting and are controlled similar to the SFX.
				</para>
			</body>
		</sub>
		<sub name="blank_screen">
			<header>Why does my monitor stay black when I try to run <Exult/>?</header>
			<body>
				<para>
					The most common reason for this is that you try to run <Exult/> full screen in a
					resolution that isn't supported by either your monitor or your graphics card.
					Edit your exult.cfg (see <extref doc="docs" target="exult_config"/>) to disable
					full screen. If <Exult/> now runs fine in a window you have to select a different
					resolution (also editable in exult.cfg) to run it full screen.<br/>
					If it still doesn't run please contact us.
				</para>
			</body>
		</sub>
		<sub name="improvements">
			<header>
				What are the improvements in <Exult/> over the original Ultima VII?</header>
			<body>
				<ul>
				<li>Many more keyboard shortcuts than the original had. Including in BG the
					<key>k</key> key that checks if you have the right key for a lock in your
					inventory. The list of keys can be found in the Documentation.</li>
				<li>A new worked over Game Options menu. This menu is explained in detail in the
					<extref target="docs.php">Documentation</extref> and many of the following
					improvements  and Video/Audio options can be accessed via this menu. Open
					this Game Options Menu by pressing <key>Esc</key> in the game.</li>
				<li>SI style paperdoll (inventory screen) in BG. Very impressive. For this you
					need to have Serpent Isle installed on your hard drive and you must set the
					path to it in exult.cfg (see the Documentation) and activate it in the
					Gameplay Options.<br/>
					This new inventory screen acts sometimes a little buggy, so if an item seems
					to have disappeared disable the paperdolls in the Gameplay Options.</li>
				<li>A beautiful new save game box. This allows you much more save games than
					the original (you should run out of disc space before you run out of save game
					slots), shows a screenshot of the location you saved at, the members of your
					party, your stats, game time and the date you actually saved. The save game
					box is opened either via the game menu or the <key>s</key> key.</li>
				<li>Face status bars at the bottom of the screen that show your health (and that
					of your party members) as well as your mana. Double-clicking on the face opens
					the inventory and double-clicking on the bars shows the status screen.</li>
				<li>Middle mouse button support. In the normal game, the middle mouse button
					activates the target-function (which could also be accomplished by pressing
					't'). for modal gumps, the middle mouse acts as 'return', the right button
					as 'escape', so you can now for example accept the default slider value by
					just pressing the middle button. The escape function is also available
					during most other actions like selecting a target or conversations.</li>
				<li>Wheel mouse support. If you have a wheel mouse some features are auto-enabled
					in <Exult/>.<br/>
					In slider gumps (e.g. how much gold you want to
					drop), scrolling the mouse up/down, moves the slider either left or right.
					Holding down <key>Alt</key> while using the wheel scrolls 10 steps.<br/>
					The save game menu scrolls one line, while pressing <key>Alt</key> it scrolls
					pages.<br/>
					You can also scroll the map of the game up or down and while pressing
					<key>Alt</key>  you scroll left or right.</li>
				<li>Fast Mouse which makes the mouse cursor move faster in full screen mode.</li>
				<li>Multiracial Avatar in BG. As with the paperdoll support you need to have SI
					installed and the path set in exult.cfg.</li>
				<li>Higher resolutions than the original. You can set the resolution as high as
					your computer supports. But there are some issues with it and it is considered
					cheating.</li>
				<li>Compressed save games. <Exult/> compresses save games by default as
					zip files. They are still labeled *.sav and have the save game name in the zip
					comment.</li>
				<li>A notebook for making notes and the possibility to automatically add notes.</li>
				<li>Shortcut bar on top of the screen with many useful shortcuts. This is especially
					useful for touch devices without a physical keyboard (.e.g. iOS devices).</li>
				<li>The Serpent Isle extended intro. This was slimmed down in the original to save
					floppy disk space but we restored it from material posted online by the artist
					Denis Loubet.</li>
				</ul>
			</body>
		</sub>
		<sub name="paperdoll_issues">
			<header>
				Are there issues with the SI style paperdoll in BG?
			</header>
			<body>
				<para>
					There are some issues. The paperdoll in BG is still limited to the slots
					it had originally.<br/>
					That means:
				</para>
				<ul>
					<li>You can either equip a pair of gauntlets or one/two rings.</li>
					<li>The 'shield behind back', 'weapon behind back' and 'belt' slots are one
					and the same in BG. (So if you have a weapon on your back, you can't use your
					belt slot)</li>
					<li>If an item seems to have disappeared disable the paperdolls in the Game
					Options, retrieve the item and enable the paperdolls again.</li>
				</ul>
				<para>
					Sparks paperdoll looks very odd (Spark on steroids) as there is no paperdoll
					for kids in SI and we have to use the adult paperdoll. For this to change we'd
					need a volunteer to recreate a lot of paperdoll art for a smaller paperdoll.
				</para>
			</body>
		</sub>
		<sub name="disable_improvements">
			<header>
				How do I disable all improvements?
			</header>
			<body>
				<para>
					To get an Ultima VII that looks and behaves as close to the original as possible there
					are several things to do (though I wonder why you'd want to do that):
				</para>
				<ul>
					<li>make custom key bindings files (see <extref target="docs.php">Documentation</extref>)
						in which you disable all the keys that were not in the original for Black Gate and
						Serpents Isle.<br/>
						To enable the old save game menu you have to assign <key>s</key> to old_file_gump
						(the line in your custom key bindings file should look like: S old_file_gump)</li>
					<li>Edit the exult.cfg file to point to those custom keys.</li>
					<li>Disable SI-style paperdolls for BG in exult.cfg (see the documentation for that).</li>
					<li>Alternatively click on the disk icon and disable the paperdolls in the Gameplay Display
						options.</li>
					<li>Edit the exult.cfg to use the resolution of 320x200, to run in full screen and
						disable scalers.</li>
					<li>The disc icon in the Avatar paperdoll opens the new game menu. As of now this cannot
						be altered. Sorry!</li>
				</ul>
			</body>
		</sub>
		<sub name="exult_engine">
			<header>
				I heard that <Exult/> is meant to be a game engine. Can I make my own game with <Exult/>?
			</header>
			<body>
				<para>
					We've been working on "<Studio/>" which is aimed to be an editor for
					all kinds of files that are used by Ultima VII and it is coming along nicely.
				</para>
				<para>
					For much more information "<Studio/>" see <extref doc="studio" target="whatis_studio"/>.
				</para>
				<cite name="Jeff">
					As for the future, my main plan is to add editing capabilities,
					with the long-range goal of writing an original RPG.
				</cite>
			</body>
		</sub>
		<sub name="mods_patches">
			<header>Are there patches or Mods for <Exult/></header>
			<body>
				<para>
					With <Studio/> advancing more and more, there are actually now a couple of patches
					and Mods (modifications) for <Exult/>.<br/>
					A nice collection can be found at
					<extref target="https://www.exult.info/seventowers/">Seven Towers</extref>, Marzo's Mods
					and his documentation of Ultima VII/<Exult/> Usecode. Other patches/mods can be
					found at:
				</para>
				<para>
					A list of all known mods can be found on our
					<extref target="https://github.com/exult/exult/discussions/260">Github</extref>
					with most being available on our
					<extref target="https://exult.info/download.php">download page</extref>.
				</para>
				<para>
					All the patches and mods require that you install the latest snapshot. They are not likely to
					work with the last official release.
				</para>
				<para>
					The <extref doc="docs" target="mods_intro"/> gives detailed instructions on how to install
					mods and patches in <Exult/>.
				</para>
			</body>
		</sub>
	</section>
	<section title="Bugs, known issues and not yet implemented features">
		<sub name="known_bugs">
			<header>Bugs</header>
			<body>
				<para>
					To see a list of open bug reports go to
					<extref target="https://github.com/exult/exult/issues"/> and our old bugtracker at
					<extref target="https://sourceforge.net/p/exult/bugs/"/>.
				</para>
			</body>
		</sub>
		<sub name="bug_report">
			<header>How do I submit a proper bug report?</header>
			<body>
				<ol>
					<li>Read the <extref target="https://exult.info/docs.php">Documentation</extref>
						and this FAQ to see if that is not already covered and you have all set up correctly.</li>
					<li>Before you report a bug to the
						<extref target="https://github.com/exult/exult/issues">bug tracker</extref>
						please try the latest
						<extref target="https://exult.info/download.php">snapshot</extref>.
						If the bug still occurs make sure that no one else has already reported the bug
						(in the bug tracker).</li>
					<li>You can only submit a bug report in our tracker if you are a
						<extref target="https://github.com">GitHub</extref> member.</li>
					<li>Make sense in the topic! For example, if the problem is with Rowenna in Skara Brae
						don't just write "Skara Brae" in the topic. "BG: Rowenna crashes game" makes more
						sense.</li>
					<li>Include information on what version of <Exult/> you are using. You should have used
						the latest snapshot but please tell us the date of the snapshot.</li>
					<li>State which Operating System you use (Windows 11, Ubuntu, macOS 14.4,...).</li>
					<li>Please include a save game (use common sense if it is really needed). You will find
						those in the game directories you put in the exult.cfg. They are called exult**bg.sav
						(** is a number) for BG and exult**si.sav for SI. You can look up the filename in the
						save game dialog as well (to the right, above the party members). As some parts of the game
						may require you to complete other quests or stuff before you get to the bug you want to
						report it's much easier for the team to look at the problem (speeds the process up a bit
						as they are much more likely you take a look at the problem this way).</li>
					<li>You may be asked to provide the log files of <Exult/>. These are named stdout.txt and
						stderr.txt and can be found where exult.cfg is saved to, see
						<ref1 target="where_cfg"/>.</li>
					<li>You may be asked to provide the log files of <Studio/>. These are named studio_out.txt and
						studio_err.txt and can also be found where exult.cfg is saved to, see
						<ref1 target="where_cfg"/>.</li>
					<li><em>One</em> bug per subject please. It's easier to track what has been fixed if you
						follow this.</li>
				</ol>
				<para>
					Any bug report that requires a save game will most likely be
					<strong>tagged invalid</strong> if we don't receive a save game after we requested it.
				</para>
				<para>
					So if you want to have a bug fixed, please follow these steps!
				</para>
			</body>
		</sub>
		<sub name="by_design">
			<header>Broken by Design</header>
			<body>
				<para>
					<Exult/> often behaves and works differently than the original Ultima VII. These
					behaviors are sometimes features that just differ from the way the original
					worked.<br/>
					Some are bugs that the development team consider to have almost no detrimental
					effect to the enjoyment/running of the game, but would require a large amount
					of time and effort to fix.<br/>
					Please don't bother the team about those as some of these will be fixed in the
					future, others will only be fixed when someone who thinks it should be done
					differently sits down and codes it.<br/>
					The following are such 'features' of <Exult/>:
				</para>
				<ul>
					<li>Birds and animals open doors and such, like the human and sentient
						creatures of Britannia do. You should rarely encounter this anymore
						since there are better intelligence checks, but it can still happen.</li>
					<li>The way the Avatar and the companions walk. Is it 2 frames or 3 frames?
						This has been changed a lot as this was disputed almost every four weeks.
						Finally it works like the original and the Avatar uses two frames and the
						companions use three frames.</li>
					<li>Some music loops endlessly in <Exult/>. This is actually a correction of a bug
						in the original. We respects the midi looping flag as set by Ultima VII's original data
						files but the original didn't. Users who prefer the original (broken) are able
						to choose so in the Game menu.</li>
					<li>Some sound effects (sfx) are missing. While we still haven't implemented some sfx,
						most are playing and we have improved upon the original by allowing more sound
						effects to play at the same time and also balance the effect when it is a continuous
						one, meaning its volume is affected how near you are the sfx playing object and also
						differs between left and right. However we found the fire effects to be terrible in
						quality and have disabled these. So no crackling fire for the flaming sword,
						campfires, etc.</li>
				</ul>
			</body>
		</sub>
		<sub name="known_issues">
			<header>Known Issues</header>
			<body>
				<ul>
					<li>There might be a bug when you have any of the games installed in a
						path with spaces in it (see <extref doc="docs" target="path_config"/>).</li>
					<li>Stealing and killing innocent NPCs doesn't work yet like it does in the original.</li>
					<li>Movement is sometimes jerky or slow.</li>
					<li>If you run a resolution higher than the original (320x200) some NPCs
						that are further away from the Avatar may seem to disappear and reappear when
						you get away or closer to them.</li>
				</ul>
			</body>
		</sub>
		<sub name="compile_issues">
			<header>Known Compile Issues</header>
			<body>
				<ul>
					<li>After compiling, remember to copy the exult*.flx files from the data folder in
						the source to the <Exult/> data folder you chose in exult.cfg. This applies only if
						you don't use <kbd>make install</kbd>.</li>
				</ul>
			</body>
		</sub>
	</section>
	<section title="Gameplay FAQ">
		<sub name="why_gameplayfaq">
			<header>Why is there a gameplay FAQ?</header>
			<body>
				<para>
					Although you can find many useful gameplay FAQs on the internet we do get asked
					some questions quite frequently as people think these are bugs with <Exult/>.
				</para>
				<para>
					Most of the times the problem is that people don't play the game regularly but depend
					overly on walkthroughs and don't read what NPCs in the game tell you to do.
				</para>
				<para>
					<strong>Note that this section contains text that may spoil your game.
					Caution is advised.</strong>
				</para>
				<para>
					We added a mark to the question (BG/FoV/SI/SS) to show which Ultima VII game is
					affected by this. See <extref doc="docs" target="terms"/> to learn which game
					these marks point to.
				</para>
			</body>
		</sub>
		<sub name="who_speaks">
			<header>Why don't all NPCs have audible speech (BG+SI)?</header>
			<body>
				<para>
					The documentation and installation files of the original may be a bit misleading.
					There are only a few NPCs in the games that have audible speech. In BG only the
					Guardian can be heard during the game.<br/>
					Apart from the Intro you can only hear the Guardian and the Great Earth Serpent
					in SI.
				</para>
			</body>
		</sub>
		<sub name="reagents_differ">
			<header>Why do spells require different reagents than the manual lists (BG+SI)?</header>
			<body>
				<para>
					The manuals of both BG and SI listed different requirements for two spells than what
					was actually required in the original game and <Exult/>.
				</para>
				<ul>
					<li>BG Restoration<br/>
						The original game and <Exult/> use garlic, ginseng, mandrake root, spider silk.<br/>
						Manual lists garlic, ginseng, mandrake root, sulfurous ash.</li>
					<li>SI Imbalance<br/>
						The original game and <Exult/> use bloodspawn, nightshade, serpent scale, sulfurous ash,
						worm heart,<br/>
						while the Manual lists nightshade, serpent scale, sulfurous ash, worm heart.</li>
				</ul>
				<para>
					Unfortunately very old <Exult/> versions were also wrong in more spell requirements and
					reagent costs. This has since been corrected.
				</para>
			</body>
		</sub>
		<sub name="sextant_roof">
			<header>Why can't I see my location on the map (BG+SI)?</header>
			<body>
				<para>
					To see your location marked on the map with a yellow cross you need to have sextant
					in your inventory. And you need to be in the open. Since you can't use a sextant
					under a roof, in a cave or in a dungeon you will not see your position marked there.
				</para>
			</body>
		</sub>
		<sub name="how_move_ships">
			<header>So why can't I sail a ship in BG?</header>
			<body>
				<para>
					To sail a ship in BG you naturally need to have the deed to this ship in your party.
					Then double-click on the sail of the ship and your party moves aboard it and sits down.
					Once they are all seated, double-click the gangplank to close it. Now double-click on
					the sail once more to have it unfold. You should be able to move the ship then.
				</para>
			</body>
		</sub>
		<sub name="virtue_stones">
			<header>Why can't I cast mark/recall on the Virtue Runes (BG)?</header>
			<body>
				<para>
					You never could do this in the original as well. You have to use the
					<strong>Virtue Stones</strong> that you find in the same building as the runes.
				</para>
			</body>
		</sub>
		<sub name="skarabrae_sacrifice">
			<header>Why can't I get the sacrifice in Skara Brae to work (BG)?</header>
			<body>
				<para>
					"I'm trying to get Forsythe in Skara Brae to sacrifice himself to destroy the well of
					souls. But I can't seem to get Rowenna or Trent to talk to me about sacrifice."<br/>
					The solution to this is that Rowenna and Trent are standing too far apart. When you
					reunited the pair you initiated the conversation with Trent from too far away
					(this happens when you run at a higher resolution than the original one).<br/>
					Now you can either reload a game from before you reunited them or you have to hackmove
					Rowenna closer to Trent. After that the two will talk to you about sacrifice.
				</para>
				<para>
					Stuart Hillman told us of another way around this bug: Stand next to Trent when talking to Rowenna
					and next to her when talking to Trent.
				</para>
			</body>
		</sub>
		<sub name="skarabrae_forsythe">
			<header>Why can't I talk to the mayor of Skara Brae (BG)?</header>
			<body>
				<para>
					You might be talking to "The Other Forsythe"(TM). There's a ghost in the Skara Brae
					town hall that looks like Forsythe, but isn't.<br/>
					This was fixed in more recent versions of <Exult/> but with games started with earlier
					versions this bug is still present. You need to start a new game of <Exult/> to fix
					this. But this bug poses no problem, so if you don't want to start a new game,
					just ignore that clone and search for the real Forsythe.
				</para>
			</body>
		</sub>
		<sub name="skarabrae_mute">
			<header>Why can't I talk to anyone in Skara Brae (BG)?</header>
			<body>
				<para>
					To talk to the ghosts in Skara Brae you need to cast Seance. But this spell has a time
					limit so you might need to cast it again when the ghosts ignore you.
				</para>
			</body>
		</sub>
		<sub name="tetrahedron">
			<header>Multiple problems with the tetrahedron generator and prism (BG)?</header>
			<body>
				<para>
					Some of our users have problems entering the generator and finding the prism afterwards.
				</para>
				<para>
					To enter the tetrahedron generator you have to wear the ethereal ring (enchanted by Penumbra).
					It is important to <strong>wear</strong> the ring on a finger and not just hold it like a weapon.
				</para>
				<para>
					After you defeated the enemy you have to double click the prism to destroy the generator.
					You will then find the black prism (without the yellow outline) to your feet. Look
					closely and take it with you.
				</para>
			</body>
		</sub>
		<sub name="alagnar_dead">
			<header>Why is Alagnar not dead (BG)?</header>
			<body>
				<para>
					At a certain point in the game Alagnar is supposed to be murdered. Unfortunately
					there is a bug in the original game data, that lets him walk around alive in his
					own murder scene. To avoid this bug you have to enter his house through the south door.
				</para>
			</body>
		</sub>
		<sub name="demon_gem">
			<header>Where did my gem of the Demon vanish to (FoV)?</header>
			<body>
				<para>
					For forging the black sword you need to bind the demon to the gem you got from
					that invincible dragon you met in the test of courage. Some people mistake that
					little dark-blue gem with the glowing gem you received from Lord British.<br/>
					If you use the glowing gem on the isle of fire it just vanishes with a shattering
					sound.
				</para>
			</body>
		</sub>
		<sub name="stone_of_castambre">
			<header>Attacking the Stone of Castambre doesn't work (FoV)</header>
			<body>
				<para>
					You need to <em>use</em> (double-click) the pick while it's in your hands
					instead of attacking with it. After that, select the tree with the resulting
					crosshairs.
				</para>
			</body>
		</sub>
		<sub name="pikeman_disappears">
			<header>Where is the pikeman that lets you train in Monitor (SI)?</header>
			<body>
				<para>
					The pikeman that lets you enter the list field in Monitor sometimes disappears due
					to a bug in the game (even the original).<br/>
					This bug occurs when you enter the banquet scene of Monitor. To avoid this bug, we
					recommend, that you approach the banquet hall from the right and/or double-click the
					entrance door to the hall when the party is standing very close to it.
				</para>
			</body>
		</sub>
		<sub name="hawk_gangplank">
			<header>How to break the game by closing Capt. Hawk's gangplank (SI)?</header>
			<body>
				<para>
					When you are at the Sleeping Bull, do <em>NOT</em> close the gangplank to Captain Hawk's ship.
					After you've got him out of Jail and you are ready for him to take you to Moonshade, he will
					not be able to do so when the gangplank is closed. If you have accidentally done that you will
					have to resort to cheating (enable hackmover) for fixing that.
				</para>
			</body>
		</sub>
		<sub name="fedabiblio_quest">
			<header>How do I get the Mandrake Roots for Fedabiblio (SI)?</header>
			<body>
				<para>
					Fedabiblio in Moonshade sends you on a quest to find fresh Mandrake Roots. You get
					to Monk Island but can't find the any fresh roots.<br/>
					The problem is that fresh roots only appear depending on the tide. One of the nameless
					monks of the island tells you to ask him when the tide is right. Keep coming back to him
					and when he tells you the tide is right walk to the northern shore of the island to find
					fresh roots.
				</para>
			</body>
		</sub>
		<sub name="pothos_mad_mage">
			<header>Why won't Pothos take the blood moss and talk about the mad mage (SI)?</header>
			<body>
				<para>
					Pothos won't take the moss if he hasn't sent you to fetch it for him. If you want
					him to tell you about the mad mage and how to get to him you first have to talk with
					Bucia (also in Moonshade) about Pothos. Then you can talk to Pothos about it and he will
					sent you off to fetch him fresh blood moss. Read what he says because it is important to
					get <strong>fresh</strong> blood moss.
				</para>
			</body>
		</sub>
		<sub name="great_hierophant">
			<header>Why can't I summon the Great Hierophant (SI)?</header>
			<body>
				<para>
					If you follow some walkthrough you might find that your summoning of the
					Great Hierophant doesn't work. This is a problem with the walkthrough. You
					need to have a personal item of the Great Hierophant in your inventory, namely
					the Serpent Staff.
				</para>
				<para>
					If possible don't just play following the walkthrough, but go out and explore
					Serpent Isle. It's hard to imagine someone could miss the cave to the east of
					Monitor.
				</para>
			</body>
		</sub>
		<sub name="xenka_sacrifice">
			<header>Why won't Xenka speak about sacrifice (SI)?</header>
			<body>
				<para>
					For Xenka to speak about sacrifice some parts of the game need to have been played
					correctly. The sacrifice conversation option will only turn up if:
				</para>
				<ul>
					<li>you have returned the amulet to the Gwani <strong>AND</strong></li>
					<li>you have spoken with the Chaos Hierophant <strong>AND</strong></li>
					<li>you have picked up the Serpent Staff from its proper location
					(see <ref target="serpent_staff"/>) <strong>AND</strong></li>
					<li>you have not yet healed the Chaos Serpent</li>
				</ul>
			</body>
		</sub>
		<sub name="si_npc_gone">
			<header>Where did XY disappear to (SI)?</header>
			<body>
				<para>
					SI is very plot driven, so to stop people from breaking the plot, certain NPCs
					stay in a unaccessible spot on the map until you meet them by following the plot,
					or disappear from the map until they are needed again. If you cheat by
					teleporting to them before the scripted meeting you are bound to break the plot
					and most likely forced to reload an earlier savegame or start the whole game again.<br/>
					So please take care when teleporting around the map.
				</para>
			</body>
		</sub>
		<sub name="karnax_gone">
			<header>Why can't I find Karnax, Xenka or the other monks (SI)?</header>
			<body>
				<para>
					See the above question. You have to use the Dark Path to make the monks appear
					on Monk Island. If you just use the teleport cheat they won't show up.
				</para>
				<para>
					The same applies to Xenka. Even though Xenka returns to Monk Island while you
					are there, next time you return to the island you will need to go through the
					Dark Path. Otherwise she will not be found there.
				</para>
			</body>
		</sub>
		<sub name="cure_companions">
			<header>Why can't I cure my friends of their madness (SI)?</header>
			<body>
				<para>
					After defeating the Banes in the White Dragon Castle, your friends are dead and
					need to be revived and subsequently cured of their madness. Instead of reviving
					them through the hourglass, take the bodies to Monk Island monastery. Ask Karnax
					to revive them and then cure them with the respective waters. If you revive and
					cure them elsewhere, you will not be able to cure the last of them because you
					need to be on Monk Island.
				</para>
			</body>
		</sub>
		<sub name="serpent_staff">
			<header>An important note about the Serpent Staff (SI)</header>
			<body>
				<para>
					The Serpent Staff in SI is a very important item. It doesn't seem like it but
					it is crucial to some major plot elements that you have the staff in your
					possession.<br/>
					Unfortunately the game also demands that you get the staff properly. For that I
					recommend to get it without cheating and to stand right next to it.
				</para>
				<para>
					Just picking it up and not transferring it to the inventory at once, but instead
					putting it on the ground again could break later plot. Willem coded a workaround
					in <Exult/> so the problem might disappear.
				</para>
			</body>
		</sub>
		<sub name="pillars_fort">
			<header>How to break the plot by double clicking some pillars (SI-SS)</header>
			<body>
				<para>
					In the dining hall of the fort in the add-on Silver Seed you can double click the
					pillars. This teleports you to the test in the gargoyle city. If you haven't done
					this test yet this breaks that plot later on and if you already have it is still a
					nuisance. So better don't do it.
				</para>
				<para>
					Obviously a slight oversight of the add-on designers. Could be fixed by changing the
					usecode and the map slightly.
				</para>
			</body>
		</sub>
		<sub name="altar_discipline">
			<header>Left or right on the Altar of Discipline (SI)</header>
			<body>
				<para>
					In the Temple of Discipline you need to place a quartz and obsidian symbol
					(Y-shape) onto the altar to disable the trap and to call a bridge into being.<br/>
					The book "The Symbol of Discipline" you find in the upper floor states:
				</para>
				<cite name="The Symbol of Discipline by Sharless">
					The altar before the serpent statue doth have upon it two slots ...
					bolts of lightning fire from the altar unless the quartz symbol is placed
					in the slot on the left side. A bridge ... is called into being if the obsidian
					symbol is placed in the right slot...
				</cite>
				<para>
					This is highly confusing as the player looks at the screen and associates west
					in the game with left and east with right. Whoever wrote this originally must
					have imagined the Avatar standing to the north of the altar and facing the temple
					entrance.<br/>
					So you need to place the quartz symbol onto the east depression of the altar and
					the obsidian symbol onto the west depression.
				</para>
			</body>
		</sub>
		<sub name="open_doors_requirement">
			<header>Why some NPCs are unable to open doors if their schedule requires it (SI-SS)</header>
			<body>
				<para>
					Cantra, Lydia, Frigidazzi, Frigidazzi's Messenger (Goblin Woman) and skinless Yelinda
					are unable to open/close doors. This is apparent when their schedules change and you
					try to observe them by following them around.
				</para>
				<para>
					The original and <Exult/> determine the ability to open doors by the intelligence
					assigned to the shape of an NPC and not the intelligence the NPCs have in the game.
				</para>
			</body>
		</sub>
	</section>
	<section title="Questions and Answers">
		<sub name="howto_get_answers">
			<header>
				How can I get answers concerning Ultima VII/<Exult/>?
			</header>
			<body>
				<para>
					The best way to get answers to questions about <Exult/> is to go to our discussion forum at:<br/>
					<extref target="https://github.com/exult/exult/discussions"/>
				</para>
				<para>
					To get answers concerning Ultima VII in general go to the Ultima Dragons group on FaceBook:<br/>
					<extref target="https://www.facebook.com/groups/UltimaDragons"/>
				</para>
				<para>
					Some <Exult/> developers like to hang out on IRC on irc.libera.chat,
					channel <kbd>#exult</kbd>.<br/>
				</para>
			</body>
		</sub>
		<sub name="contact">
			<header>How do I contact the author of this FAQ?</header>
			<body>
				<para>
					This FAQ is maintained by Dominus Dragon of the
					<extref target="https://www.udic.org">UDIC</extref>
					AKA Dominik Reichardt.
					Feel free to contact me with improvements or complaints regarding
					the FAQ.<br/>
					Best way to contact me is through our forum at
					<extref target="https://github.com/exult/exult/discussions"/>.
				</para>
			</body>
		</sub>
	</section>
	<section title="Important Links">
		<sub name="main_links">
			<header>Important Links</header>
			<body>
				<ul>
					<li><Exult/> homepage at <extref target="https://exult.info/"/></li>
					<li>Code snapshot at <extref target="https://exult.info/download.php"/></li>
					<li>Our forum at <extref target="https://github.com/exult/exult/discussions"/></li>
					<li>Bug reports to <extref target="https://github.com/exult/exult/issues"/></li>
				</ul>
			</body>
		</sub>
	</section>
	<section title="Changes to the FAQ">
		<sub name="25042024">
			<header>- 25 April 2024</header>
			<body>
				<ul>
					<li>A lot of small fixes.</li>
					<li><ref1 target="skarabrae_mute"/> you need to cast Seance.</li>
				</ul>
			</body>
		</sub>
		<sub name="23042024">
			<header>- 23 April 2024</header>
			<body>
				<ul>
					<li><ref1 target="exult_donation"/> SF hasn't been accepting donations for a while now.</li>
					<li><ref1 target="what_platforms"/> Android port is now part of <Exult/>.</li>
					<li><ref1 target="play_serpentbeta"/> mentioning the SI beta.</li>
					<li><ref1 target="diferent_volume"/> differentiated a bit.</li>
					<li><ref1 target="by_design"/> fire sfx are disabled by design.</li>
					<li><ref1 target="open_doors_requirement"/> added to gameplay FAQ.</li>
				</ul>
			</body>
		</sub>
		<sub name="24012022">
			<header>- 24 January 2022</header>
			<body>
				<ul>
					<li><ref1 target="whatis_snapshot"/> Snapshots are done every night if there were code changes.</li>
					<li><ref1 target="what_platforms"/> The Android port lives again.</li>
					<li><ref1 target="si_ext_intro"/> We did implement the extended intro.</li>
				</ul>
			</body>
		</sub>
		<sub name="03102021">
			<header>- 03 October 2021</header>
			<body>
				<ul>
					<li><ref1 target="howto_get_answers"/> we are now using irc.libera.chat and exultbot went missing.</li>
				</ul>
			</body>
		</sub>
		<sub name="20022021">
			<header>- 20 February 2021</header>
			<body>
				<ul>
					<li>Changed links to our homepage to exult.info, SDL to SDL2, Mac OS X to macOS.</li>
					<li>Removed references to Windows CE/Pocket PC.</li>
					<li>Many little changes to wordings and indentation.</li>
					<li><ref1 target="pentagram"/> merged with ScummVM.</li>
					<li><ref1 target="whereis_exult"/> Kirben no longer handles the snapshots and there are also
						macOS ones, following sections changed accordingly as well.</li>
					<li><ref1 target="improvements"/> Shortcut bar and extended SI intro added.</li>
					<li><ref1 target="bug_report"/> bug tracker is now on Github.</li>
				</ul>
			</body>
		</sub>
		<sub name="older_changes">
			<header>older changes</header>
			<body>
				<para>
					For older changes of the documentation, please see its git history.
				</para>
			</body>
		</sub>
	</section>
</faqs>
