almondblight
Arcane
- Joined
- Aug 10, 2004
- Messages
- 2,633
Even if you're just looking for something "fun," presence is better. In addition to the straight debuff, you get enemies running away from you and cowering in fear.
Naw, debuffing something into the ground and then stomping it is teh funsies.Buffs are always more fun than debuffs.Why do most people seem to prefer potence to presence? Potence only seems to give a small increase to damage at the top levels while presence is a fairly strong debuff.
haha, I was 11 when this game got released and the haunted hotel scared the crap out of me. such a great game, brilliant atmosphere. Troika really was something special.Holy crap, i'm having a blast with this game. The whole Jeanette/Therese story was awesome and i also really liked that haunted house quest.
haha, I was 11 when this game got released and the haunted hotel scared the crap out of me. such a great game, brilliant atmosphere. Troika really was something special.Holy crap, i'm having a blast with this game. The whole Jeanette/Therese story was awesome and i also really liked that haunted house quest.
Yeah, those are the most memorable characters & atmosphere for sure. Rest of the game is good though, and you're just getting started. I almost finished on my 3rd playthru. I keep finding sidequests and shit that I missed before, so that keeps it interesting even though the story is totally linear. The only major letdowns, as everyone says, are the endgame and the sewer warrens; too much trash combat. The sewers are actually pretty cool other than that.Holy crap, i'm having a blast with this game. The whole Jeanette/Therese story was awesome and i also really liked that haunted house quest.
Yes. That stuff gets boring after you've seen it once or twice. But it gets pretty easy, so wahtever.Doesn't Wesp's plus patch allow you to skip major portions of the sewers, hotel, etc.?
Yeah but they are only that on the first playtrough,on replays you can just stop playing when you get to it.The sewers are not nearly as bad as the endgame parts. It's a long, boring dungeon, yes, but the endgame is not one, not two, but three long boring dungeons in sequence, the Kuei Jin temple being the ultimate low point.
I almost side with the asian bitch just to avoid it.
Going through it all is worth it, just to get to the ending cutscene and then the badass end credits.Yeah but they are only that on the first playtrough,on replays you can just stop playing when you get to it.The sewers are not nearly as bad as the endgame parts. It's a long, boring dungeon, yes, but the endgame is not one, not two, but three long boring dungeons in sequence, the Kuei Jin temple being the ultimate low point.
I almost side with the asian bitch just to avoid it.
Damn I couldn't stand the music in VTMB.
Damn I couldn't stand the music in VTMB.
Going through it all is worth it, just to get to the ending cutscene and then the badass end credits.
There are so many characters i like in this game. Venus, Gary Golden, Lacroix, Strauss, Beckett, Jeanette/Therese, Pisha, VV and even Mercurio. Heck, i even like Arthur Kilpatrick, the guy who runs the Bail Bond place.My favorite character in Chinatown is Mr. Ox.
It's all just fucking punk edgerock or some form of shitty 2000s electronic. I get that this is the 'aesthetic' that VTM is supposed to have, but I just cannot stand it. The entire game is edgy in overly edgy in general.
It's been some time since the last update, but a lot of work continues to be put towards the development of Clan Quest Mod 4.0 and an initial release is closer now than ever! The targeted release date for the release of the mod is October 31st, staying in the spirit of Halloween, but if work reaches completion before then, an earlier release may be announced sooner. Some updates are already being planned for 4.1, including integration/update with the newest version of the Unofficial Patch. Until then enjoy this next character preview.
Progress Report
Maps/Environment: 100%
Writing/Dialog: 100%
Programming / Cut Scenes: 95%
Most of what's left here involves tying up loose ends, fixing bugs and doing integration testing with some of the other mods integrated with Clan Quest Mod.
Voice: 100%
Models: 100%
Those of you that have been closely following the mods development may remember that in previous progress reports on the mod, this category of work was stalled out for a a long period of time. Since then, two artists, have stepped forward and done some astonishing work that fulfilled the most critical needs the mod needed. Kudos to Xaltar and Daniel Williams!
Every time I replay this game I have this sort of optimistic feeling of "eh... maybe it really isn't all as bad as I remember after Hollywood/when you go into the sewers".
And it always proves me wrong, so very wrong.