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Changes from vanilla:

-Version
Update the mod based on version 0.E.3


-Mutations
Added the vampire mutations from the CRT mod.
Fix several mutations to correctly specify they are linked to vampirism.
Added more new vampire mutations.
Tweak the vampire npcs to use these new and modified mutations.
Buff the vampire immunity in line with what makes sense.
-Immune to viri, disease, and parasites, except for ooze and fungal.
-No need to breath, thus immune to inhaled gases. And to asthma.
-Immune to nutrient deficiency, as blood should be enough.
-Partial immunity to drugs and alcohol. You won't die, but you'll still get hella buzzed. ala VtM.

-Traits
Added a background story to recruited isolated vampires.

-Weapons
Reduce the OP nature of the blood weapons.

-Armor
Adjust the blood backpacks in line with standard ones.
Allow blood hoods with helmets.
Fix blood sheaths to use either limb instead of both.

-Items
Add synthetic blood and recipe.
Fix blood to actually be healthy and enjoyable for vampires.
Remove the blood extractor. The item seemed excessive for a single recipe just as easily based on using a chemistry set and dehydrator.
Add recipe for draining human bodies of blood.

-Merchants
Add synthetic blood to vampire merchants.
Fix vampire merchants having only one item for sale at a time.

-Terrain
Change overmap names and icons of vampire lairs to match to base terrain they spawn to, so they cannot just be seached on the world map.
Change underground vampire lair icons to not be black. Afaik there isn't any way to see the underground sections in advance of going there anyway.
Change ancient graveyard name to field, so they cannot just be seached on the world map.


-Bugfixes
Add the missing ghost town configuration that was causing errors.
Add the filthy tag to mod zombies so their item drops are filthy.
Clean up a lot of broken english.


-To-Do
Fix the vampire immunity to apply properly.
Fix the warnings upon entering gas fields vampires are immune to.
Fix the warnings inside gas fields vampires are immune to.

Get the arcana side of the mod working as well.

Create a way to become a vampire.
Change vampire replies to notice if you are a vampire.

Rebalance blood more so it won't make you fat so quickly.
Come up with some other way to get human blood without killing.
Make blood an addiction.

Add a way to actually obtain the vampire crafting books. (It appears that SD cards can randomly provide the recipes.)
Fix or remove the vampire equpiment.
Add a vampire martial art based on the vampire weapon skills.
Fix crafting times.

Merge in the new tileset.

Patch blood to be healthy for vampires in the source.
Patch underwater breathing in the source code. -Done