VTMB: Camarilla Edition Ver. 1.x Download Here
VTMB: Camarilla Edition Ver. 1.x Download Here
VTMB: Camarilla Edition 1.0 Released Today (10/2/09)
Camarilla Edition is now available for download. You may visit our forum and download it from there in our Downloads Section or you can download it directly from the link below. Included in the Installer is a Game Manual (.pdf) which would be wise to read for all the following changes.
We feel we found most of the bugs however if you run across anything we missed, please register on our forum and create a thread so we can fix it. We have a section specifically for Bug Reporting.
Know that this is only version 1.0 and we will continue to make improvements. In fact we would like to hear your ideas for future updates so again please register on our forum so you can post your ideas and suggestions to make this wonderful overhaul even better!!
Direct Download: FileSend - VTMB Camarilla Edition 1.0.exe
Official Forum: VTMB: Camarilla Edition Official Forum
Thanks,
-Zer0Morph
Download Instructions
I thought I would go ahead and include both the Official 1.2 Patch and Wesp's Unofficial Patch 5.9 as VTMB: CE was built using both of these updates. You will want to first install the regular copy of VTM Bloodlines from the disks. Next download and install the 1.2 patch, then install the 5.9 patch, and lastly install VTMB: CE, in that order.
Feel free to use earlier or later versions of the Unofficial Patches, however I cannot guarantee that everything will work properly, although most likely it will, I just didn't have time to BETA Test every version of the Unofficial Patches.
Download VTMB Official Patch 1.2: FileSend - Vampire Bloodlines Patch 1.2.exe
Download VTMB Unofficial Patch 5.9: FileSend - Vampire Bloodlines Patch 5.9.exe
Camarilla Edition is now available for download. You may visit our forum and download it from there in our Downloads Section or you can download it directly from the link below. Included in the Installer is a Game Manual (.pdf) which would be wise to read for all the following changes.
We feel we found most of the bugs however if you run across anything we missed, please register on our forum and create a thread so we can fix it. We have a section specifically for Bug Reporting.
Know that this is only version 1.0 and we will continue to make improvements. In fact we would like to hear your ideas for future updates so again please register on our forum so you can post your ideas and suggestions to make this wonderful overhaul even better!!
Direct Download: FileSend - VTMB Camarilla Edition 1.0.exe
Official Forum: VTMB: Camarilla Edition Official Forum
Thanks,
-Zer0Morph
Download Instructions
I thought I would go ahead and include both the Official 1.2 Patch and Wesp's Unofficial Patch 5.9 as VTMB: CE was built using both of these updates. You will want to first install the regular copy of VTM Bloodlines from the disks. Next download and install the 1.2 patch, then install the 5.9 patch, and lastly install VTMB: CE, in that order.
Feel free to use earlier or later versions of the Unofficial Patches, however I cannot guarantee that everything will work properly, although most likely it will, I just didn't have time to BETA Test every version of the Unofficial Patches.
Download VTMB Official Patch 1.2: FileSend - Vampire Bloodlines Patch 1.2.exe
Download VTMB Unofficial Patch 5.9: FileSend - Vampire Bloodlines Patch 5.9.exe
Since you didn't include it, I'll take the liberty of posting a [url="http://camarillaedition.darkbb.com/community-news-media-downloads-f3/what-is-vtmb-camarilla-edition-t29.htm"]direct link[/url] to a thread in your forums which describes what exactly this is.
[Should you have a problem with that, send me a PM and I'll edit it.]
[Should you have a problem with that, send me a PM and I'll edit it.]
"While sanity provides a comfortable perspective of the universe, only through its absence one will be given a glimpse at what might lie beyond.
The question remains, though - Does insight remove sanity, or will insight be given to the mad?"
The question remains, though - Does insight remove sanity, or will insight be given to the mad?"
Shizz,
Thanks for looking out for us but I was hoping people would take the time to check out our home page. Either way I can go ahead and post the information here to save em a trip.
Overview
VTMB: Camarilla Edition is an Expansion Overhaul that completely changes the game mechanics and how we approach the game of Bloodlines. After playing through Bloodlines over 10 times the replay value has decreased, and we started thinking of ways to improve the game to make it much more realistic. I have long since been a fan of Bethesda's Open Ended Sandbox games so that is the feel I wanted to bring to Bloodlines.
One of the biggest problems with Bloodlines is that you never get the sense of BEING a Vampire. I mean you have powers and you drink blood, but only to fuel those powers most of which are extremely short lived. Not only that but I have never dropped below a humanity of 10 because I was never in danger of going hungry. So what we did was completely overhaul how everything from Feeding and Regeneration, to Bloodpool and Disciplines work, giving you a completely new experience to Bloodlines unlike anything you've played in the past.
Below are some of the features included in VTMB: Camarilla Edition.
Complete Discipline Overhaul / Game Balance.
- One of the biggest changes in Camarilla Edition are the Disciplines. We went through and overhauled every aspect of each Discipline paying careful attention to every minor detail. With our overall goal in mind some
of the Disciplines got a minor tweak while others were completely replaced with new ones. Some of the new Disciplines include...
Dominate - The Forgetful Mind (Target based allowing the Vampire to vanish from sight)
Dominate - Enslave (Target based seduction, the NPC will follow you as your new BloodDoll)
Thaumaturgy - Theft of Vitae (Target based allowing the Tremere to siphon blood from a distance)
Note: Most of the old Disciplines have been overhauled to the point of feeling like brand new powers.
Regeneration
- You now regenerate very slowly over time and feeding will not speed up regeneration much at all. You
will be relying on the discipline "Blood Heal" ALOT now.
Bloodloss
- Your Vampire will lose 1 Bloodpoint every 3 minutes in any zone except the tutorial. The timer runs even during dialogue forcing you to feed every so often. No longer will you be able to skip carefree through the mission maps with a full vial of blood.
Note: As you lose blood, your health will be weakend.
Hunger/Frenzy
- Now going hungry has major drawbacks. When your Vampire reaches 1 point in their Bloodpool they will automatically frenzy every 30 seconds until they find blood. Keeping your humanity high will be tough but crucial for the Masquerade.
Histories
- Most histories were overhauled for game balance and concept reasons. The histories will weigh much more on the characters, both positives and negatives. A few new Histories were also implemented.
Skins/Eyes
- These have been extensively reworked in several ways. First off most of the PC skins have been overhauled or tweaked in some way. Many of the female (and even male) skins were pretty ugly so we pulled together
our resources to bring you alot of new material. Several unique NPCs have also seen a change to their appearance, including the automobiles and construction equipment.
Also we felt it was very unrealistic that alot of humans had Vampire eyes. We went ahead and fixed that! Every single human that had Vampire eyes we fixed so that they look human again, and every single Vampire that had human eyes now have Vampire eyes (check out Smiling Jack). Also Clan Gangrel now all have something in common with their new greenish/yellow glowing eyes.
Music
- New Music was carefully implemented within bars we felt were lacking. The Asylum in Santa Monica has new music as well as Confession and The Last Round in Los Angeles.
UI/Interface
- Walk/Run has been turned into a toggle using the SHIFT key. You now may click SHIFT to change from walk/run instead of holding down SHIFT. Also alot of people didn't know that Wesp implemented a camera function that allows you to turn the camera different angles. You can do this by hitting the arrows on the number (10-key) pad.
Attributes/Abilities
- We made these change for better game balance and felt the synergy between the Attribute or Ability worked
better with the appropriate Feat.
Wits -> Defense
Intelligence -> Hacking, Research
Manipulation -> Haggle, Intimidate
Thanks for looking out for us but I was hoping people would take the time to check out our home page. Either way I can go ahead and post the information here to save em a trip.
Overview
VTMB: Camarilla Edition is an Expansion Overhaul that completely changes the game mechanics and how we approach the game of Bloodlines. After playing through Bloodlines over 10 times the replay value has decreased, and we started thinking of ways to improve the game to make it much more realistic. I have long since been a fan of Bethesda's Open Ended Sandbox games so that is the feel I wanted to bring to Bloodlines.
One of the biggest problems with Bloodlines is that you never get the sense of BEING a Vampire. I mean you have powers and you drink blood, but only to fuel those powers most of which are extremely short lived. Not only that but I have never dropped below a humanity of 10 because I was never in danger of going hungry. So what we did was completely overhaul how everything from Feeding and Regeneration, to Bloodpool and Disciplines work, giving you a completely new experience to Bloodlines unlike anything you've played in the past.
Below are some of the features included in VTMB: Camarilla Edition.
Complete Discipline Overhaul / Game Balance.
- One of the biggest changes in Camarilla Edition are the Disciplines. We went through and overhauled every aspect of each Discipline paying careful attention to every minor detail. With our overall goal in mind some
of the Disciplines got a minor tweak while others were completely replaced with new ones. Some of the new Disciplines include...
Dominate - The Forgetful Mind (Target based allowing the Vampire to vanish from sight)
Dominate - Enslave (Target based seduction, the NPC will follow you as your new BloodDoll)
Thaumaturgy - Theft of Vitae (Target based allowing the Tremere to siphon blood from a distance)
Note: Most of the old Disciplines have been overhauled to the point of feeling like brand new powers.
Regeneration
- You now regenerate very slowly over time and feeding will not speed up regeneration much at all. You
will be relying on the discipline "Blood Heal" ALOT now.
Bloodloss
- Your Vampire will lose 1 Bloodpoint every 3 minutes in any zone except the tutorial. The timer runs even during dialogue forcing you to feed every so often. No longer will you be able to skip carefree through the mission maps with a full vial of blood.
Note: As you lose blood, your health will be weakend.
Hunger/Frenzy
- Now going hungry has major drawbacks. When your Vampire reaches 1 point in their Bloodpool they will automatically frenzy every 30 seconds until they find blood. Keeping your humanity high will be tough but crucial for the Masquerade.
Histories
- Most histories were overhauled for game balance and concept reasons. The histories will weigh much more on the characters, both positives and negatives. A few new Histories were also implemented.
Skins/Eyes
- These have been extensively reworked in several ways. First off most of the PC skins have been overhauled or tweaked in some way. Many of the female (and even male) skins were pretty ugly so we pulled together
our resources to bring you alot of new material. Several unique NPCs have also seen a change to their appearance, including the automobiles and construction equipment.
Also we felt it was very unrealistic that alot of humans had Vampire eyes. We went ahead and fixed that! Every single human that had Vampire eyes we fixed so that they look human again, and every single Vampire that had human eyes now have Vampire eyes (check out Smiling Jack). Also Clan Gangrel now all have something in common with their new greenish/yellow glowing eyes.
Music
- New Music was carefully implemented within bars we felt were lacking. The Asylum in Santa Monica has new music as well as Confession and The Last Round in Los Angeles.
UI/Interface
- Walk/Run has been turned into a toggle using the SHIFT key. You now may click SHIFT to change from walk/run instead of holding down SHIFT. Also alot of people didn't know that Wesp implemented a camera function that allows you to turn the camera different angles. You can do this by hitting the arrows on the number (10-key) pad.
Attributes/Abilities
- We made these change for better game balance and felt the synergy between the Attribute or Ability worked
better with the appropriate Feat.
Wits -> Defense
Intelligence -> Hacking, Research
Manipulation -> Haggle, Intimidate
In my experience, people are more willing to "hunt" for info (even if it's just following a link) once they've received some sort of incentive. As stated above, however, it's your call.
Anyway, OT: Looks very, very interesting.... I'll try it ASAP. It's uplifting to see a modding team willing to give their time and skills to this aging-but-great game!
Anyway, OT: Looks very, very interesting.... I'll try it ASAP. It's uplifting to see a modding team willing to give their time and skills to this aging-but-great game!
"While sanity provides a comfortable perspective of the universe, only through its absence one will be given a glimpse at what might lie beyond.
The question remains, though - Does insight remove sanity, or will insight be given to the mad?"
The question remains, though - Does insight remove sanity, or will insight be given to the mad?"
Isn't losing one blood point per three minutes a bit extreme? I can agree that there should be some kind of drain, but even in the PNP it is *only* one blood point per day.
Especially considering the Ventrue's restrictions and certain histories, limitations on blood reserves shouldn't be so harsh.
Especially considering the Ventrue's restrictions and certain histories, limitations on blood reserves shouldn't be so harsh.
[INDENT]'..tolerance when fog rolls in clouds unfold your selfless wings feathers that float from arabesque pillows I sold to be consumed by the snow white cold if only the plaster could hold withstand the flam[url="http://bit.ly/foT0XQ"]e[/url] then this fountain torch would know no shame and be outstripped only by the sun that burns with the glory and honor of your..'[/INDENT]
How far have you gotten in the game? What would be a fairer blood drain in minutes?Tricky wrote:Isn't losing one blood point per three minutes a bit extreme? I can agree that there should be some kind of drain, but even in the PNP it is *only* one blood point per day.
Especially considering the Ventrue's restrictions and certain histories, limitations on blood reserves shouldn't be so harsh.
Anything we've changed, we can change again so let us know how everything balances out, WE'RE LISTENING!
Sorry, I haven't played it yet. But rest assured I know the game well enough.
[INDENT]'..tolerance when fog rolls in clouds unfold your selfless wings feathers that float from arabesque pillows I sold to be consumed by the snow white cold if only the plaster could hold withstand the flam[url="http://bit.ly/foT0XQ"]e[/url] then this fountain torch would know no shame and be outstripped only by the sun that burns with the glory and honor of your..'[/INDENT]
I think three minutes is working fine so far. But I've found a bug. It started in Santa Monica, when I bought the third point in Domination (Suicide, and i'm a ventrue). The problem is that I can't use the discipline because Suicide is not appearing in the Disciplines Pool (I don't remember if that is it's name, but it is the thing that displays the disciplines you have, in the bottom right corner of the screen). I already tried to restart the game, but the problem persists.
That's it. And forgive me for any mispelling or errors in this message. I'm brazilian.
I will continue playing to look for anymore bugs. If I find anything, I'll tell you guys! In my opinion, this is one of the best mods I have ever played for this game! Good job!
That's it. And forgive me for any mispelling or errors in this message. I'm brazilian.
I will continue playing to look for anymore bugs. If I find anything, I'll tell you guys! In my opinion, this is one of the best mods I have ever played for this game! Good job!
KILL THEM ALL!
There are 5 known bugs in CE Ver. 1.0, all very minor and easy to navigate around. #4 is the one you ran into, read below...
#1.When first entering a zone you may see a tiny message that says “A.I. Disabled” and it may
take an extra few seconds to load. This is perfectly normal and nothing is wrong with your game.
The first time I saw this I freaked out but it’s nothing to worry about. This is due to the Blood-Timer
running in the background and it only happens the first time entering a zone. The next time you
enter it will load instantly. (This is fixed in CE Ver. 1.1)
#2. When you use the Dominate power called "Enslave" the NPC will follow and fight for you during which
you can drain their blood. After the effect wears off the NPC will fall into a deep slumber however if you bump
into the NPC or try to feed on them while they are asleep, they will wake up follow you everywhere.
The only way to get them to leave you is to enter another zone, feed on them again, or kill them.
#3. As of now the walk/run toggle is bound to the "SHIFT" key. If you make any changes to the
"Walk" key or the "SHIFT" button it will screw up the walk/run toggle. To restore it simply get out of
the game and come back in, that will fix it.
#4. You will notice when you finally get tier 3-5 powers from Disciplines like Dementation and
Dominate, when you scroll through your powers with your mouse they won't be there. In order to use
them you will need to hotkey them to any number key 0-9. To do this hit "K" to open up the hotkey
menu (by default) and you can set them there.
#5. Blood Buff now only uses 1 blood point per activation, however if you use it a 2nd time while the first
duration is still running, it will cost 3 blood points. We are not sure why this happens and are currently
looking into it.
#1.When first entering a zone you may see a tiny message that says “A.I. Disabled” and it may
take an extra few seconds to load. This is perfectly normal and nothing is wrong with your game.
The first time I saw this I freaked out but it’s nothing to worry about. This is due to the Blood-Timer
running in the background and it only happens the first time entering a zone. The next time you
enter it will load instantly. (This is fixed in CE Ver. 1.1)
#2. When you use the Dominate power called "Enslave" the NPC will follow and fight for you during which
you can drain their blood. After the effect wears off the NPC will fall into a deep slumber however if you bump
into the NPC or try to feed on them while they are asleep, they will wake up follow you everywhere.
The only way to get them to leave you is to enter another zone, feed on them again, or kill them.
#3. As of now the walk/run toggle is bound to the "SHIFT" key. If you make any changes to the
"Walk" key or the "SHIFT" button it will screw up the walk/run toggle. To restore it simply get out of
the game and come back in, that will fix it.
#4. You will notice when you finally get tier 3-5 powers from Disciplines like Dementation and
Dominate, when you scroll through your powers with your mouse they won't be there. In order to use
them you will need to hotkey them to any number key 0-9. To do this hit "K" to open up the hotkey
menu (by default) and you can set them there.
#5. Blood Buff now only uses 1 blood point per activation, however if you use it a 2nd time while the first
duration is still running, it will cost 3 blood points. We are not sure why this happens and are currently
looking into it.
Right now CE Ver. 1.0 is 100% compatible with Unofficial Patch Ver. 5.9, however we have brought CE Ver. 1.1 up to speed with Unofficial Patch Ver. 6.5.
You can try Unofficial Patch Ver. 6.5 with CE Ver. 1.0 and it probably WILL work just fine, but I haven't fully tested it yet and I didn't want to tell everyone it would work if it didn't.
CE Ver. 1.1 will be released in the next few weeks and will be 100% compatible with Unofficial Patch 6.5 and is offering some amazingly awesome new features, including a new discipline for ALL clans, so stay tuned.
You can try Unofficial Patch Ver. 6.5 with CE Ver. 1.0 and it probably WILL work just fine, but I haven't fully tested it yet and I didn't want to tell everyone it would work if it didn't.
CE Ver. 1.1 will be released in the next few weeks and will be 100% compatible with Unofficial Patch 6.5 and is offering some amazingly awesome new features, including a new discipline for ALL clans, so stay tuned.
Well so far Camarilla Edition Ver. 1.0 has been pretty successful. We had over 200 downloads over the weekend and plenty of buzz about it.
This past week has been pretty busy with getting the word out about CE, answering questions on the boards, and finally preparing to get CE 1.1 ready for release.
Let's talk about CE 1.1 for a second, because I'm really pumped and can't wait until it's finished. It's going to blow CE 1.0 out of the water. One of the coolest features we are implementing is a brand new discipline for all 7 Camarilla clans. Well I guess it's not really new per se, but it's definately a massive overhaul. In CE 1.1 "Bloodheal" will be a 5 Tier Upgradable discipline just like any other discipline. All clans will now have 4 disciplines in their character sheet to chose from.
I don't want to give away too much but this will definately put a huge spin on strategy and how you approach the game. Not to mention 7 new Histories have been added affecting Bloodheal or Regeneration in some way.
Man O Man I'm so excited!
Screenshot of one of the new Histories
Screenshot of the new "Bloodheal" Discipline
This past week has been pretty busy with getting the word out about CE, answering questions on the boards, and finally preparing to get CE 1.1 ready for release.
Let's talk about CE 1.1 for a second, because I'm really pumped and can't wait until it's finished. It's going to blow CE 1.0 out of the water. One of the coolest features we are implementing is a brand new discipline for all 7 Camarilla clans. Well I guess it's not really new per se, but it's definately a massive overhaul. In CE 1.1 "Bloodheal" will be a 5 Tier Upgradable discipline just like any other discipline. All clans will now have 4 disciplines in their character sheet to chose from.
I don't want to give away too much but this will definately put a huge spin on strategy and how you approach the game. Not to mention 7 new Histories have been added affecting Bloodheal or Regeneration in some way.
Man O Man I'm so excited!
Screenshot of one of the new Histories
Screenshot of the new "Bloodheal" Discipline
it may be better...
...to tone down the blood loss and have some sort of timer showing time remaining to sunrise, with a certain number of minutes passing automatically every time you change screens, i.e., go into or out of a building, and a larger time unit when you do major location changes, via either sewer or Big Yellow Taxi. I mean- there is traffic in LA, right? If you can make it into your haven before then, there might be an option to "Rest" for the day- if stuck outside, or out of your haven, you're screwed. Well-dressed, helpless comatose folks tend to get robbed and moved to a hospital- in broad daylight.
Oh, and between nights, then an acceptable blood loss might be 2 or 3 units.
...to tone down the blood loss and have some sort of timer showing time remaining to sunrise, with a certain number of minutes passing automatically every time you change screens, i.e., go into or out of a building, and a larger time unit when you do major location changes, via either sewer or Big Yellow Taxi. I mean- there is traffic in LA, right? If you can make it into your haven before then, there might be an option to "Rest" for the day- if stuck outside, or out of your haven, you're screwed. Well-dressed, helpless comatose folks tend to get robbed and moved to a hospital- in broad daylight.
Oh, and between nights, then an acceptable blood loss might be 2 or 3 units.
That makes me curious, as I thought that Blood Heal which I added with the plus patch was the only discipline there was to restore. So did I miss another unused discipline or do you use the hunters Numina somehow?Zer0Morph wrote: CE Ver. 1.1 will be released in the next few weeks and will be 100% compatible with Unofficial Patch 6.5 and is offering some amazingly awesome new features, including a new discipline for ALL clans, so stay tuned.
Oops, I overlooked the second page here. So you just made Blood Heal visible and upgradable in the stat sheet...
We talked about a daylight timer but felt because of how the game is setup, it would be tedius to the player and would hurt the fun factor, so the bloodtimer was the next best thing. A daylight timer is a great idea, but won't work very well with the current HL2 engine.forgedude wrote:...to tone down the blood loss and have some sort of timer showing time remaining to sunrise, with a certain number of minutes passing automatically every time you change screens, i.e., go into or out of a building, and a larger time unit when you do major location changes, via either sewer or Big Yellow Taxi. I mean- there is traffic in LA, right? If you can make it into your haven before then, there might be an option to "Rest" for the day- if stuck outside, or out of your haven, you're screwed. Well-dressed, helpless comatose folks tend to get robbed and moved to a hospital- in broad daylight.
Oh, and between nights, then an acceptable blood loss might be 2 or 3 units.
Thats right, we expanded on what you already made. We made it visible, upgradable, and significantly slowed down the rate at which you regenerate to 15%, and removed ALL regeneration bonuses for feeding. It works very well and allows the player to further customized their vampire in the direction they want, where they can focus on 1 or 2 disciplines or spread out the XP among 3 or 4.Wesp5 wrote:That makes me curious, as I thought that Blood Heal which I added with the plus patch was the only discipline there was to restore. So did I miss another unused discipline or do you use the hunters Numina somehow?
Oops, I overlooked the second page here. So you just made Blood Heal visible and upgradable in the stat sheet...
It definately changes the strategy drastically.
VTMB: Camarilla Edition Ver. 1.1 is set for release on Friday, Oct. 16th 2009!!
Here is a list of Features included with CE 1.1
Unofficial Patches
- Wesps Unofficial Patch 6.5 is included with this install, which also includes Official Patch 1.2.
Bug Fixes
- AI Disabled / Node Graph is out of Date error has been fixed, thank goodness!
Dialogue
- Overhauled the tutorial, it is now possible to convince Jack to let you keep his gun, along with MANY other surprises.
- Minor changes to prostitue dialogue.
New Disciplines
- Every clan now has Bloodheal as an upgradable 4th Discipline. You will now see Bloodheal on your character sheet and can be upgraded like any normal Discipline. See Game Manual for details...
Disciplines / Game Balance
- Most of the tier 5 discipline timers were drastically reduced. They are no longer infinite, instead reduced to 90 - 180 seconds respectively.
Discipline Graphical
- Removed all effects from Presence except for the slight yellow glowing aura that still surrounds the player.
Regeneration
- Feeding no longer helps regeneration what so ever.
Histories
- Several new histories have been included reflecting the new Bloodheal Discipline. These histories include...
Heart of Stone
Vagabond
Disconnected
Tzimisce Blood
Zen Master
Child of Saulot
Adrenaline Junkie
Skins/Eyes
- Ventrue Male Armor01 now wears a red shirt, black pants, red lipstick removed, and back of arms have veins.
- Brian's eyes are now dark blue instead of light green.
Music
- New Music was added to Asp Hole.
Game Manual
- Updated to reflect the changes, and now explains how to change the Bloodtimer for bloodloss.
Download the NEW Game Manual for Camarilla Edition 1.1 TODAY!
VTMB: Camarilla Edition Download Center
Here is a list of Features included with CE 1.1
Unofficial Patches
- Wesps Unofficial Patch 6.5 is included with this install, which also includes Official Patch 1.2.
Bug Fixes
- AI Disabled / Node Graph is out of Date error has been fixed, thank goodness!
Dialogue
- Overhauled the tutorial, it is now possible to convince Jack to let you keep his gun, along with MANY other surprises.
- Minor changes to prostitue dialogue.
New Disciplines
- Every clan now has Bloodheal as an upgradable 4th Discipline. You will now see Bloodheal on your character sheet and can be upgraded like any normal Discipline. See Game Manual for details...
Disciplines / Game Balance
- Most of the tier 5 discipline timers were drastically reduced. They are no longer infinite, instead reduced to 90 - 180 seconds respectively.
Discipline Graphical
- Removed all effects from Presence except for the slight yellow glowing aura that still surrounds the player.
Regeneration
- Feeding no longer helps regeneration what so ever.
Histories
- Several new histories have been included reflecting the new Bloodheal Discipline. These histories include...
Heart of Stone
Vagabond
Disconnected
Tzimisce Blood
Zen Master
Child of Saulot
Adrenaline Junkie
Skins/Eyes
- Ventrue Male Armor01 now wears a red shirt, black pants, red lipstick removed, and back of arms have veins.
- Brian's eyes are now dark blue instead of light green.
Music
- New Music was added to Asp Hole.
Game Manual
- Updated to reflect the changes, and now explains how to change the Bloodtimer for bloodloss.
Download the NEW Game Manual for Camarilla Edition 1.1 TODAY!
VTMB: Camarilla Edition Download Center