Unofficial Patch 6.3 released!
Unofficial Patch 6.3 released!
The latest unofficial patch version 6.3 is available from its home at The Patches Scrolls: Vampire: The Masquerade - Bloodlines : Patches, Updates, Addons, Downloads (The Patches Scrolls) As usual the changelog is listed right below!
v6.3 02.07.2009
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+Added Mitnick quest for library card and changed Gary's quest items.
+Increased Dragon's Breath damage and created a separate round type.
+Placed a katana into Fu Syndicate and a girl into VV's private pool.
+Added humanity point and lines for giving Lily's items back to her.
+Swapped crossbows in temple basement with Steyr AUGs like in ending.
+Removed humanity loss for killing victims at the Hallowbrook hotel.
+Added explosion and boss flag for the Venture Tower Dominated guard.
Fixed missing Dima and Russians issues and cop and Bruno subtitles.
Improved Gargoyle logs and delayed phone dialogues to fit animation.
Fixed edicts errors generated by use of Auspex, thanks to SunBlade.
Exchanged Venture Tower guard models and armed them with Steyr AUGs.
Fixed Arthur/Knox issue and Kiki's standing hair, thanks to MooCHa.
Corrected Beckett bonus dialogue and two missing Ocean House sounds.
Removed three more plus items to improve basic patch compatibility.
v6.3 02.07.2009
----
+Added Mitnick quest for library card and changed Gary's quest items.
+Increased Dragon's Breath damage and created a separate round type.
+Placed a katana into Fu Syndicate and a girl into VV's private pool.
+Added humanity point and lines for giving Lily's items back to her.
+Swapped crossbows in temple basement with Steyr AUGs like in ending.
+Removed humanity loss for killing victims at the Hallowbrook hotel.
+Added explosion and boss flag for the Venture Tower Dominated guard.
Fixed missing Dima and Russians issues and cop and Bruno subtitles.
Improved Gargoyle logs and delayed phone dialogues to fit animation.
Fixed edicts errors generated by use of Auspex, thanks to SunBlade.
Exchanged Venture Tower guard models and armed them with Steyr AUGs.
Fixed Arthur/Knox issue and Kiki's standing hair, thanks to MooCHa.
Corrected Beckett bonus dialogue and two missing Ocean House sounds.
Removed three more plus items to improve basic patch compatibility.
- MisguidedPengu
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- LyudmilaKatzen
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When you are going through the install process, make sure you change your installation folder to the one under the Steam folder. The default option is under "Activision" and if you bought the game through Steam, it won't be there. For me it's something like Steam/steamapps/common/vampire the masquerade - bloodlines. The first time I installed it I just clicked right through everything without paying much attention, then wondered why it didn't work lol.MisguidedPengu wrote:I hear it's easy enough to install this patch and make it work with Steam, but for the life of me, I can't figure out how. Any tips?
I hate it when my food name-drops.
- MisguidedPengu
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- Crenshinibon
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I appreciate all the work you have done with the latest patches, but I must bring up the Tremere's disciplines once again. As they're supposed to the "mage" class, with Thaumaturgy being their bread and butter skill, they seem to lack the "self sufficient factor that appears to have been intended (in my opinion). The way they are now, a character with Animalism (such as a Gangrel or a Nosferatu) is more self sufficient and is at more liberty to use their skills than the Tremere.
Their two skills that drain Blood:
Blood Strike - Costs one blood, restores one blood, damages target, small movement area to regain blood. This skill is essentially a skill that that doesn't cost anything, but isn't spammable due to the fact that you get no blood return should the target die.
Blood Salvo - Costs three blood, restores one per target in a cone, damages target, small movement area to regain blood. Yes, this skill has the potential to restore a lot of blood, but the situations that call for this can be quite uncommon and dangerous.
Bloodsuckers' Communion - Costs three blood, restores six blood, kills target, medium movement area to regain blood.
I really think that it's wrong for the Animalism skill to be so much more powerful than the Tremere discipline of the same level. In my opinion, the Tremere need the blood more so than the two clans that have Animalism, as unlike them, the Tremere possesses high cost disciplines within the Thaumaturgy and the Domination categories. Even when Blood Strike (which technically could be a free spell) and Blood Salvo are used, if you kill the target, you get no return and in mid combat, against multiple targets, where Blood Salvo works best, you're at a disadvantage in not moving to get the blood back, which can be difficult with the enemies bashing you. To compare to the use of Bloodsuckers' Communion, Blood Salvo needs at least six targets for the same return, and even then, they have to survive the attack and not force you out of your movement range.
Also, what do you think of making the killing strike of the Blood Strike and Blood Salvo disciplines return blood?
Is it possible to allow us to see how much life an enemy has left (which would aid with the current use of Blood Strike, in terms of not using it for the finishing blow)?
Their two skills that drain Blood:
Blood Strike - Costs one blood, restores one blood, damages target, small movement area to regain blood. This skill is essentially a skill that that doesn't cost anything, but isn't spammable due to the fact that you get no blood return should the target die.
Blood Salvo - Costs three blood, restores one per target in a cone, damages target, small movement area to regain blood. Yes, this skill has the potential to restore a lot of blood, but the situations that call for this can be quite uncommon and dangerous.
Bloodsuckers' Communion - Costs three blood, restores six blood, kills target, medium movement area to regain blood.
I really think that it's wrong for the Animalism skill to be so much more powerful than the Tremere discipline of the same level. In my opinion, the Tremere need the blood more so than the two clans that have Animalism, as unlike them, the Tremere possesses high cost disciplines within the Thaumaturgy and the Domination categories. Even when Blood Strike (which technically could be a free spell) and Blood Salvo are used, if you kill the target, you get no return and in mid combat, against multiple targets, where Blood Salvo works best, you're at a disadvantage in not moving to get the blood back, which can be difficult with the enemies bashing you. To compare to the use of Bloodsuckers' Communion, Blood Salvo needs at least six targets for the same return, and even then, they have to survive the attack and not force you out of your movement range.
Also, what do you think of making the killing strike of the Blood Strike and Blood Salvo disciplines return blood?
Is it possible to allow us to see how much life an enemy has left (which would aid with the current use of Blood Strike, in terms of not using it for the finishing blow)?
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
I find this rather strange as many other people complain that Thaumaturgy is too powerful already and especially Blood Strike makes the game too easy!Crenshinibon wrote:As they're supposed to the "mage" class, with Thaumaturgy being their bread and butter skill, they seem to lack the "self sufficient factor that appears to have been intended (in my opinion).
Now that would make sense, but it seems as if the whole thing is hard-coded because I can't find where this is done.Also, what do you think of making the killing strike of the Blood Strike and Blood Salvo disciplines return blood?
Of course, just turn the damage floaters on, if they are dark red better not use Blood Strike again...Is it possible to allow us to see how much life an enemy has left (which would aid with the current use of Blood Strike, in terms of not using it for the finishing blow)?
- Crenshinibon
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I've heard a lot of people say that Thaumaturgy is not worth leveling past three as Blood Salvo is very situational (and Blood Boil can be replaced with Mass Suicide).
So the only way to prevent the last hit blood loss is to manually stop?
I never noticed that the numbers darkened when the target is closer to death. Thanks for the information.
So the only way to prevent the last hit blood loss is to manually stop?
I never noticed that the numbers darkened when the target is closer to death. Thanks for the information.
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”