![]() First is fixed on the cqm_allclansquests. Quests are posted to the game once per month, and only remain active for fourteen days. They seem to be substantially less common than bone drops from the first quest, so if you are very unlucky, you may end up needing around 10-15 Ice coolers and Fishing explosives for Desert lizards and Mogres, respectively. ![]() They are comprised of three subquests, each of which is comprised of five missions. None of the bone drops are 100, yet the special bone drops are fairly common. There are two that i've noticed that are related to CQM. Zombie Quests are a specific type of mission set in Zombie Lane. Those two are fixed in a different diff file, because why not. The copper reward not getting given on partial selling, bertram dialog being always redirected to the warehouse options even after those are impossible etc. Most of them are UP 'things' that are already fixed now in 9.9. Clan responses would make this at least higher quality, but then i'd be obligated to insert a 'lore' justification as a quest, and screw that (it would also be too much work).Īnyway i found some small errors while doing this. It doesn't open the extra havens for you, add clan specific dialog or try to 'justify' the npcs throwing clan lines at the wrong clan (though i suppose it could with the mindfuck powers in cWoD. ![]() I prefer it this way because it forces you to wait and anticipate, and because the optimization problem is more interesting (i feel).Īnd the clan quest thing is just a cheat, since i don't want to replay it for every clan anymore. This 'college' mod version is tuned to story states and prince approval, not the 'credit' system that camarilla edition used. It's a version of the (deleted) camarilla college and a few changed checks so that all the clans quests are available for all clans.
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