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Every couple of years, I reload VTMB when I get the itch. I was (actually, still am) a member of Planet Vampire and remember the flame wars and have no desire whatsoever to reopen old wounds. I managed to stay neutral then and will continue at that. However, while most of the changes in the basic patch are (or at least should be) not an issue, some I just can't fathom. I mean, upgraded cars, upgraded lines, exchanged hooker locations, etc have no negative affect and do improve game play. I especially liked a certain car in the Traffik garage that made me think that the two brothers and their female cousin must have had one long road trip :) . Nobody could fix the problematic door in the Ming temple so keeping it unlocked (slider to the right) was a very good thing. Early weapon drops like the crossbow? It's a lowsy weapon anyway so why argue it? I am also looking forward to playing with the plus patch after I'm done with the basic patch. However, the following I just didn't understand since they mainly took away options:

- the second Sabatt vampire is missing from the warehouse and the door is locked and cannot be picked. There were three routes that the developers (Troika) intended for escape - that cuts it down to two.

- the missing passage in the Grout mansion. There is now a chest in a locked room that had (I believe) a telephone that opened a secret passage. One can see where the entrance and exit used to be but it is now disfunctional.

- the ability to kill the werewolf is gone. It made a fun situation into a very boring one. Running around helter skelter to get to the light switch and then to the observatory and closing the door on the wolf was fun and obviously the desired way Troika designed. Now, one just sits there watching the werewolf destroy things while waiting for the tram to return then making a beeline for it.

- The Ming temple is generally very easy until Ming. The one place where there was a somewhat challenging battle was when one first enters the basement. The four guards are missing.

If anyone remembers the reasoning behind these changes, it would really ease my mind to hear them. My intent is not to argue although there may be cases of agreeing to disagree. It would be best answered by Wesp5 but, if this causes a blood pressure rise, then it'd be better left unopened.
Also... Why late and end game enemies, wield cheap katana replicas like the one the Santa Monica Kuei Jin owns and drops? You get insanely powerful anyway at that point, why make weak enemies weaker, just like that? Any justification/explanation behind this nerf, too?
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lordhoff: I especially liked a certain car in the Traffik garage that made me think that the two brothers and their female cousin must have had one long road trip :) .
I don't get what you are referring to here. It might be that I changed some cars there to show some unused skins, but what is the meaning of brothers and cousins ;)?

Early weapon drops like the crossbow? It's a lowsy weapon anyway so why argue it?
The crossbow should not drop in the basic patch, only in the plus version and only if the Kathayan used it at the time.

- the second Sabatt vampire is missing from the warehouse and the door is locked and cannot be picked. There were three routes that the developers (Troika) intended for escape - that cuts it down to two.
I'm not aware of changing anything there! The Sabbat vampires only appear when you get caught entering and if you mean the train garage, you should always be able to jump onto the trains and exit it that way.

- the missing passage in the Grout mansion. There is now a chest in a locked room that had (I believe) a telephone that opened a secret passage. One can see where the entrance and exit used to be but it is now disfunctional.
This is like it was in the original game, as the telephone was an addition of mine which I removed from the basic patch after all the discussion on Planet Vampire. Still you can just "use" these doors to open them like before!

- Running around helter skelter to get to the light switch and then to the observatory and closing the door on the wolf was fun and obviously the desired way Troika designed.
I never removed that, neither in the basic nor the plus patch. The werewolf is sometimes hard to get into the right position or he might have glitched out completely and got stuck somewhere.

- The Ming temple is generally very easy until Ming. The one place where there was a somewhat challenging battle was when one first enters the basement. The four guards are missing.
I never removed any guards there! But I would like to know exactly which you mean so I can go and check. What color had their clothes and what weapons were they using?
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KiNgBrAdLeY7: Any justification/explanation behind this nerf, too?
This is not a nerf, in the original game these asian guys attacked with combat knifes which are even weaker and looked completely out of place! I changed them to Shin Guntos as I didn't dare to make the endgame too hard by replacing them with real katanas. Some people don't do combat builds and have huge issues with the endgame fights!
Post edited September 05, 2017 by wesp5
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wesp5: This is not a nerf, in the original game these asian guys attacked with combat knifes which are even weaker and looked completely out of place! I changed them to Shin Guntos as I didn't dare to make the endgame too hard by replacing them with real katanas. Some people don't do combat builds and have huge issues with the endgame fights!
Sorry, i got so much used to your patch, that i literally forgot the details and specifics of old 1.2!
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lordhoff: I especially liked a certain car in the Traffik garage that made me think that the two brothers and their female cousin must have had one long road trip :) .
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wesp5: I don't get what you are referring to here. It might be that I changed some cars there to show some unused skins, but what is the meaning of brothers and cousins ;)?

The Robert E Lee (Dukes of Hazzard car). I was being criptic to avoid a minor spoil.

Early weapon drops like the crossbow? It's a lowsy weapon anyway so why argue it?
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wesp5: The crossbow should not drop in the basic patch, only in the plus version and only if the Kathayan used it at the time.

I'm having a memory fart - where do they drop in the basic patch? I don't remember having them available until the Ming temple in past games but they dropped earlier - perhaps in the Hollywood sewers (Ash).

- the second Sabatt vampire is missing from the warehouse and the door is locked and cannot be picked. There were three routes that the developers (Troika) intended for escape - that cuts it down to two.
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wesp5: I'm not aware of changing anything there! The Sabbat vampires only appear when you get caught entering and if you mean the train garage, you should always be able to jump onto the trains and exit it that way.

Past the trains there's a door; the second Sabatt appeared when that was opened. Can't open it now as it is permenently locked. Didn't you move trains around or something to fix some other problem there eons ago and locked that door too?

- the missing passage in the Grout mansion. There is now a chest in a locked room that had (I believe) a telephone that opened a secret passage. One can see where the entrance and exit used to be but it is now disfunctional.
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wesp5: This is like it was in the original game, as the telephone was an addition of mine which I removed from the basic patch after all the discussion on Planet Vampire. Still you can just "use" these doors to open them like before!

Oh! Must have remembered that from the last time I played with the basic patch - long time - it was right after you developed it. Is it in the plus patch? I guess I can find the discusions in the PV archives - curious as to what the beef was (and why I don't remember the discussions in the first place).

- Running around helter skelter to get to the light switch and then to the observatory and closing the door on the wolf was fun and obviously the desired way Troika designed.
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wesp5: I never removed that, neither in the basic nor the plus patch. The werewolf is sometimes hard to get into the right position or he might have glitched out completely and got stuck somewhere.

Good to hear. I never had the werewolf not turn up until my first recent playthrough so when it didn't, I assumed that there was a change so didn't try again.

- The Ming temple is generally very easy until Ming. The one place where there was a somewhat challenging battle was when one first enters the basement. The four guards are missing.
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wesp5: I never removed any guards there! But I would like to know exactly which you mean so I can go and check. What color had their clothes and what weapons were they using?

Yellow and some sort of sword (I think, may have been knives). There was one at each entrance to the room with the pillars where one places the jade statues to get to the Ming area.
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KiNgBrAdLeY7: Any justification/explanation behind this nerf, too?
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wesp5: This is not a nerf, in the original game these asian guys attacked with combat knifes which are even weaker and looked completely out of place! I changed them to Shin Guntos as I didn't dare to make the endgame too hard by replacing them with real katanas. Some people don't do combat builds and have huge issues with the endgame fights!
[i]This game continues to surprise. Probably for the first time ever, I avoided the conflict of best armor vs heather dying by not ghouling her. I expected her to not be there when I checked later but, what caught me off guard was the entry in the morgue detailing her death.

[/i]

EDIT: one thing I forgot but I think I know the answer: unable to get the swat rifle. Too over powered?
Post edited September 06, 2017 by lordhoff

The Robert E Lee (Dukes of Hazzard car). I was being criptic to avoid a minor spoil.
I never saw that so I didn't get the meaning of your comment ;).

I'm having a memory fart - where do they drop in the basic patch? I don't remember having them available until the Ming temple in past games but they dropped earlier - perhaps in the Hollywood sewers (Ash).
Yes, they can drop there and by that time it doesn't matter.

Past the trains there's a door; the second Sabatt appeared when that was opened. Can't open it now as it is permenently locked. Didn't you move trains around or something to fix some other problem there eons ago and locked that door too?
I can't remember moving any trains, but there is some readme info about a problem with the doors. I don't know what it was, but you can always leave the garage over the top of the trains if you want.

Oh! Must have remembered that from the last time I played with the basic patch - long time - it was right after you developed it. Is it in the plus patch?
Yes, it might have been in the old basic patch before I removed it. It's now in the plus patch in the Malkavian Maze!

Good to hear. I never had the werewolf not turn up until my first recent playthrough so when it didn't, I assumed that there was a change so didn't try again.
I actually made him vulnerable to normal weapons, due to multiple requests, but he is still pretty much invincible without cheats!

Yellow and some sort of sword (I think, may have been knives). There was one at each entrance to the room with the pillars where one places the jade statues to get to the Ming area.
I think these are patrolling and will move away from there with time.

This game continues to surprise. Probably for the first time ever, I avoided the conflict of best armor vs heather dying by not ghouling her. I expected her to not be there when I checked later but, what caught me off guard was the entry in the morgue detailing her death.
That was added by me, as I love the attention to details in Bloodlines and wanted to add to it :)!

I think I know the answer: unable to get the swat rifle. Too over powered?
The SWAT rifle never was in the original game, so it had to be removed from basic too. It's in plus!
Post edited September 06, 2017 by wesp5

The Robert E Lee (Dukes of Hazzard car). I was being criptic to avoid a minor spoil.
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wesp5: I never saw that so I didn't get the meaning of your comment ;).

Oh oh; that means you didn't put it there I I didn't notice it in all my prior playthroughs.

Past the trains there's a door; the second Sabatt appeared when that was opened. Can't open it now as it is permenently locked. Didn't you move trains around or something to fix some other problem there eons ago and locked that door too?
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wesp5: I can't remember moving any trains, but there is some readme info about a problem with the doors. I don't know what it was, but you can always leave the garage over the top of the trains if you want.

That would be the only way out then unless you were stealthy coming in. In reality, I usually exit through the front doors. In the old days, I was more apt to kill everyone myself and would use the now locked door just to get the second sabatt vampire. Sometimes that delay caused me to go boom :)


I think these are patrolling and will move away from there with time.

Interesting; I remember having such a hard time sneaking past them an generally getting into a four-on-one fight.

I think I know the answer: unable to get the swat rifle. Too over powered?
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wesp5: The SWAT rifle never was in the original game, so it had to be removed from basic too. It's in plus!
Could have sworn it was there but, well, so many games, so many patches and versions of patches with a few mods thrown in and the ol' memory gets fuzzy.

Post edited September 07, 2017 by lordhoff
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lordhoff: Oh oh; that means you didn't put it there I I didn't notice it in all my prior playthroughs.
Oh, I did, but I wasn't aware of the connection. It was just an unused texture to me ;)!

Could have sworn it was there but, well, so many games, so many patches and versions of patches with a few mods thrown in and the ol' memory gets fuzzy.
It was available in the first patches because Dan Upright, who started the UP, restored it in his first version already. Which was the main reason why I figured restoring stuff is okay until the whole patch-wars broke out and I created the basic version for the purists in which I removed all these things again.
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lordhoff: - the second Sabatt vampire is missing from the warehouse and the door is locked and cannot be picked. There were three routes that the developers (Troika) intended for escape - that cuts it down to two.
How did you manage to avoid the second Sabatt vampire? I played this level through the other day, this time going uncharacteristically un-stealthy, and on the way out I encountered first one Sabatt, then another a section or two later.

I did notice that when the first Sabatt attacks, the doors are locked, and after the attack I think one of them remained locked, forcing a specific route - but that route led pretty much straight to the second Sabatt. Once I'd killed the second one it was home free from there.

That was with the plus patch, but from memory that's the same as with the regular patch (at least the version I played back then), not including the XP/humanity scoring.
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lordhoff: - Running around helter skelter to get to the light switch and then to the observatory and closing the door on the wolf was fun and obviously the desired way Troika designed.
Haven't gotten to this bit in the latest playthrough, but I definitely managed to crush the werewolf with both the standard patch and the plus patch, albeit many versions ago. It's definitely not easy - I think one time it took me a few attempts of running around before I timed it right - but personally I found it easier to squish him than to hide from him or keep outrunning him.
Post edited September 07, 2017 by squid830
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lordhoff: - the second Sabatt vampire is missing from the warehouse and the door is locked and cannot be picked. There were three routes that the developers (Troika) intended for escape - that cuts it down to two.
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squid830: How did you manage to avoid the second Sabatt vampire? I played this level through the other day, this time going uncharacteristically un-stealthy, and on the way out I encountered first one Sabatt, then another a section or two later.

I did notice that when the first Sabatt attacks, the doors are locked, and after the attack I think one of them remained locked, forcing a specific route - but that route led pretty much straight to the second Sabatt. Once I'd killed the second one it was home free from there.

That was with the plus patch, but from memory that's the same as with the regular patch (at least the version I played back then), not including the XP/humanity scoring.

I've never hit the second one as long as I went straight up the stairs and onto the roof of the train then between the two trains and out. I'd say it's because I wasn't caught until after the bomb was placed but I'm pretty sure at least one time I fought my way in to stay more in character (brujha).
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lordhoff: - Running around helter skelter to get to the light switch and then to the observatory and closing the door on the wolf was fun and obviously the desired way Troika designed.
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squid830: Haven't gotten to this bit in the latest playthrough, but I definitely managed to crush the werewolf with both the standard patch and the plus patch, albeit many versions ago. It's definitely not easy - I think one time it took me a few attempts of running around before I timed it right - but personally I found it easier to squish him than to hide from him or keep outrunning him.
There's a spot that you can crouch at that, even though he sees you, he doesn't attack (I guess it's a he - not sure one can tell with a werewolf :) ). I didn't find it - way, way back I consulted a walkthrough and it said to do it that way. It was quite a while until I learned that the wolf COULD be crushed instead. I just imagined the spot to be a cave too small for him to enter.
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squid830: I did notice that when the first Sabatt attacks, the doors are locked, and after the attack I think one of them remained locked, forcing a specific route - but that route led pretty much straight to the second Sabatt.
That could be the reason I locked this door, because you could otherwise return to the burning warehouse later and notice that it isn's actually burning ;).
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squid830: I did notice that when the first Sabatt attacks, the doors are locked, and after the attack I think one of them remained locked, forcing a specific route - but that route led pretty much straight to the second Sabatt.
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wesp5: That could be the reason I locked this door, because you could otherwise return to the burning warehouse later and notice that it isn's actually burning ;).
You know, that rings a bell.
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squid830: I did notice that when the first Sabatt attacks, the doors are locked, and after the attack I think one of them remained locked, forcing a specific route - but that route led pretty much straight to the second Sabatt.
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wesp5: That could be the reason I locked this door, because you could otherwise return to the burning warehouse later and notice that it isn's actually burning ;).
You mean after the explosion? I thought that was the purpose of the Becket convo/scene - since once that's over you're transported back to the hub in SM. I don't recall being able to move after the explosion either, but due to the convo triggering I don't think I tried...
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wesp5: That could be the reason I locked this door, because you could otherwise return to the burning warehouse later and notice that it isn's actually burning ;).
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squid830: You mean after the explosion? I thought that was the purpose of the Becket convo/scene - since once that's over you're transported back to the hub in SM. I don't recall being able to move after the explosion either, but due to the convo triggering I don't think I tried...
You know, I recall that years ago there was discussion about being able to go back in and I suppose get all the 38 and 12 gauge ammo that you missed but I never thought about it. How could that be possible since, as you said, directly after the explosion, Becket in wolf form appears running on top of a train, then the conversation, then the fade away back to the oil tank. Good observation. Maybe the door could be unlocked again afterall.
Post edited September 10, 2017 by lordhoff
I think it was something about not dying in that train house when the explosion went off and then being able to go back before meeting Beckett...