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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 breathe, 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.

-Spells
Added spellcraft skill.
Added scrolls for Hemomancer spells.
Redo the Hemomancer descriptions to be less broken english.
Rename some Hemomancer spells to sound better.
Remove the meta decriptions from the Hemomancer spells.
Make the Leech Whip into a Sword. No sweeping strike, but 100% leech chance.
Make the Crimson Coat cover all body parts and use the close layer.
Implement the on-attack and when-hit mechanics alluded to in the original Blood Avatar description, plus add the crimson coat retaliation on top.

-Traits
Added a background story to recruited isolated vampires.

-Weapons
Reduce the OP nature of the blood weapons.
Optimize blood ammunition into templates.

-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.
Fix pluralizations

-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.
Fixed crafting times.

-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.

-Tileset
Use the UndeadPeople-Base tileset instead of the original.
Add tileset references for new items.
Add extra tile for the vampire eyes mutation.


-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.

-Source patches
Patch the warnings upon entering gas fields vampires are immune to in the source code.
Patch underwater breathing in the source code.
Patch mutation layering for vampire skin in the source.


-To-Do
Add a story to the goals conversation topic for vampires.
Expand the vampire towns.

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

Fix the vampire immunity to apply properly.

Add a way to become a mage.
Add a way to gain spells.
Add a way to level spellcraft.
Rename/redescribe spellcraft skill.
Redo the Warlock and Profane Conjurer spells and descriptions.
Add a tile for when using blood ascension.
Get the arcana side of the mod working as well.

Rebalance blood more so it won't make you fat so quickly.
Come up with some other way to get human blood without killing. (Via conversation topic? Depends on relationship? By force too?)
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. (Convert battery powered kits into static tools?)
Add a vampire martial art based on the vampire weapon skills.

Patch blood to be healthy for vampires in the source.