Game
Notes

A few words from Ram
- This Player Guide was one heck of an undertaking. I
would highly recommend reading the history bits as it sets up the foundation for leading
into this game, and the games to follow. If you really care about the whole story, these
parts are a must read as the in game bits aren't in anywhere near as much detail. If
you're just playing the game becuase its the latest KQ level and don't care about the
story then skip it.
-
- I didn't get everythin I wanted into this player
guide unfortuniatly. I wanted a lot more graphics and different music playing on every
page. Unfortuniatly time, time time time, where does it go? Basically I want to get this
done. Players want to play the new Rev 2, and others want Piltima 2 out tomorrow. So this
is more of a bare bones manual but fully detailed in text. I'll use this as a basis for
future player guides where less time will need to go into the detail and more can go into
the experiance. At any rate enjoy!
Special
Font for windows users
- This players guide has a FONT directory. In this
directory you will see a .TTF file. Copy this file to your windows\font directory (search
for where your other .TTF files are, and put this one there). Then close and re-open your
browser. You should see a new font for this player guide.
Game
Design
- Piltima 1 was designed to push the Quest v2.0 engine
to the edge. Now that the Quest v3.x engine is out, the game has been converted to run on
v3.x. However this game will not have the type of training guilds, magic system, combat
system, teleport pads, multi-level dungeons or the intelligence stat. None of these were
available when the game was designed and I'd rather add all these features into Piltima 2
than spend the time adding them to a game that most people have already played.
Magic
- Magic works just like a weapon. You can get scrolls
which are good for 1 use or you can purchase spellbooks which let you cast that spell
multiple times.
Money
- Why don't you start the game with any money? Because
you're from Earth and have been teleported to Palmannia. Your money is no good here.
You earn money by killing creatures that attack you or by finding it laying around.
Classes
- When you start the game you will be in a hall where
you will choose which class to play the game with. You have a choice of Fighter, Rogue or
Mage, each will start the game with different weapons and stats.
Training
- Unlike Training Guilds in native Quest 3.x levels,
there were no such things in the 2.x engine. So training at the Fighters Guild or the
Sourcerers Guild works a little different. You will fight against any of 3 levels of
trainers, each one will be harder than the last to beat. Each trainer you fight will give
you many experiance points which increase your stats automatically (you don't choose which
ones to increase).
What's
been changed or added in Piltima 1 rev 2x ?
- This is the FINAL version, i will move on to PIltima
2 from here. Rev 1.0 was more of a public beta of the game. I took all the feedback and
made the following changes and fixes in rev 2.x
-Rev 2.3 fixed the 'guild bug' in the CE version that prevent users from entering the
Guilds. This was not a bug in the Pilot version so rev23 is same as 22
- -Hopefully you will no longer end with 7000 dollars
left over :>
-The beginning creatures are richer so you can outfit yourself quicker and move on
-Level 2 creatures are a little weaker (and a little less richer)
-The trainers aren't quite as hard to beat but still not a pushover
-This version actially is completable (as was the original version for engine 2.0, however
all other versions for the 3.x engine are missing 2 events due to
- conversion restrictions one of which was the
endgame event.
-There are 'memory helper' libraries. When you know all the mantras, one of the libraries
in Palm will open. You will see all the runes and their virtue so you
- don't need to try and remember them all. Also there
is a rune library which will be accessable when you have all the runes. The library has
each run and it's
- virtue. This was done to help with the memory
aspect of the game as well as in some places its possible to hit a button when a
mantra/rune is shown and you
- miss what it is.
-Misc bugs and spelling errors have been fixed
-Holes in the story were also fixed
- -Dungeon names don't directly relate to their
anti-virtue. Adds a little more difficulty.
- -I changed the level name to just
"Piltima". This way it will be possible in the future to use previous Piltima
characters in a new Piltima game. This will be done
- by hotsyncing your saved game database out of your
pilot and keeping it in a save place until the next Piltima RPG comes along. Keep in mind
this is only
- theory, I havn't actually tested if this is
possible, but hopefully it is.
A
few words on Piltima 2
- Yes there will be one, when you can play it, I have
no ETA. At this time I doubt it'll be done for entry into the next KQ contest, I just have
too many other things going on.
- What will Piltima 2 have feature wise?
- Many things are up in the air. But it will take
advantage of EVERY feature available in the new quest 3.x engine i can tell you that much.
There will be warp points if you choose to use them, multi level dungeons and castles, a
custom character, real spells, character classes, guilds and anything else i can get in
there! I was asked once if there will be multi endings. After thinking about it, probably
not since the game has a clear goal to finish so you either die getting to that goal or
you get there successfully.
