To The Guilty, Death! New Version!


Hello, everyone. We are having a huge update for the game, a lot of bug and issues were corrected, so check this out! If you have download the game previously, give it another try!


TYPING ERRORS

  • There were fixed tons of Typing Erros throughout the game, as well as phrases where the text didn't jump a line when it reaches the end of the message window. I have also added more neutral pronouns in the text regarding two of the characters that we don't know the pronouns until it is actually told to us.

CLAN BANES

The Clan Banes were reworked, so here is what they used to be and how they are now:

Tremere Bane - Unstable Vitae

  • Old Effect: A Rouse Check would fail if the value taken on the d10 was less than 7.
  • Reworked Effect: All Discipline Powers now cost 1 Blood, instead of triggering a Rouse Check.
  • Designer Opinion: Even with a high difficulty set for the Rouse Check, Sebastian rarely lost Blood while using his Disciplines and some Maneuvers. This way, he'll need quite ofter to use Drain Blood to keep usefull in fights and keep himself free from a Hunger Frenzy.

Gangrel Bane - Feral Urge

  • Old Effect: The Character's Frenzy Tracker fills by itself by an amount of 5 points at the end of each turn and during map exploration.
  • Reworked Effect: The Character's Frenzy Tracker will not be reset at the end of combat (Other Clans' Frenzy Tracker now resets at the end of battle).
  • Designer Opinion: The Gangrel Bane was by far the most anoying, to the point that desincoraged map exploration. It also could make Emerald start every single combat in Frenzy. Since the only way to end Frenzy sooner is through her power, Quell the Beast, she was pretty much useless in combat most of the time. With this new Reworked Bane, this anoyance will stop. Also, Obeah is now working perfectly (Somehow, it wasn't reducing the ally's Frenzy Tracker by 50 Points, as wanted).

Ravnos Bane - Tempting Fate

  • Old Effect: The character were more prone to suffer Critical Damage in combat.
  • Reworked Effect: The Character will launch himself in front of badly wound allies to suffer damage in their place.
  • Designer Opinion: The Ravnos Bane was by far the least present in game. Even with a higher chance of suffering Critical Damage, Bernard hardly had problem with that. I think that this new Bane will fill the role of Tempting Fate better.

Salubri Bane - Martyrdom

  • Old Effect: The character's weaknesses were 25% higher than normal.
  • Reworked Effect: Any type of healing effect used on the character are 50% less effective.
  • Designer Opinion: Danube is fragile, but this is a unique trait of her character, not of her Clan. So, since in V5, the Salubri can't heal themselves, I decided that Healing effects are 50% less effective on her, so she can't be healed efficiently.

DISCIPLINES

Some Disciplines had some issues, from description typing errors to not working at all. Therefore, I decided to rework some of them:

  • Tremere Powers: Sebastian's Powers wasn't reworked. The only change done was that the Cost now i always 1 Blood, instead of rolling a Rouse Check.
  • Gangrel Powers: A typing error in Feral Whispers was corrected. The old Description says that the Wolf would act on its own, but that's not what happens, the player must select who the wolf will attack. Also, the power says that the user can speak with animals, but that is useless in the game, so that part was erased too.
  • Ravnos Powers: Daunt and Awe were only blocking the Improved Version of Blood Surge and Mend Amount, now it blocks all types of these Maneuvers. Also, Unseen Passage was only making Bernard evade physical attacks, now it makes him evade Disciplines as well.
  • Salubri Powers: Danube's powers was the ones the suffered a huge rework. The only power that she had that was a bit usefull was Valeren. Clear Body didn't pay off, Unburden the Bestial Soul wasn't working, Obeah wasn't working, Valeren healing was really low and Unswayable Mind was another one that didn't pay off. Because of that, her Powers were reworked, now they look like this:
    • Cloud Memory: Makes enemies forget how to use Disciplines for 3 turns.
    • Obeah: Reduces Frenzy Tracker by 50% and heals ally from all negative status effects.
    • Unburden The Bestial Soul: Takes an ally out of Torpor and heals them by 25%.
    • Toughness: Reduces all types of weaknesses by 50% and increases Stamina by 25% for 3 Turns.
    • Valeren: Heals an ally by 6 points.
  • Also, there was a bug where you couldn't use Valeren and Unburden the Bestial Soul outside the battles, this error was corrected.
  • Thin-Blood Powers: Now, Far Reach interrupts the ATB Charge of the Character. But what does it means? To act, a character's ATB bar must be charged, so the player can select the action that they want to play and so await for the action to be activated. If a character is striked by Far Reach, their ATB Charge is interrupted and reseted to zero, so it will have to charge all over again. This new effect is to represent the character being pushed by the telekinetic power.

BATTLE BALANCE

The battles received a Balance update. Now, they look like this (SPOILER ALERTS!!!):

  • General: All enemies new can Defend themselves, reducing any incoming damage by 50% for the current and the next turn. Also, all vampire enemies received Bite Enemy and Drain Blood.
  • FIRSTLIGHT Agents: Now there are 3 instead of 4. Not that the battle was that hard, but it is the first battle of the game, it should be easier so the players can better learn the battle system.
  • Pete's Crew: Pete had an improved version of Blood Surge and Mend Amout, that was not right. Since he is a Thin-Blood, he can't use these maneuvers, since they are especific to Characters with higher Blood Potency (like Leon and Blood of Potency's Sebastian). His Far Reach Power was also reworked. Also, Hamond and O'Brain had the wrong skills. Hamond should be the brawly one, while O'Brain should be the gunner. That was changed. The trio stats were also changed.
  • Leon: Now he only have 1 Wolf, instead of 3. Also, he is now Immune to Eyes of the Serpent and Chimerstry and have a 50% of chance of avoiding Compel, Cloud Memory, Daunt and Awe. The possibility of being affected by Eyes of the Serpent or Chimersty turns the battle to easy mode. The battle is not ment to be hard, since it is a 4 x 2, but is not meant to be that easy too.

BUGs

  • Corrected a bug when the game finishes, it wasn't showing the end game image, only a black screen.
  • The Credits font wasn't showing correctly. It didn't had any formatation and it was small.
  • The game was showing the wrong The End! image both at the end of the game and if the characters die. This was corrected.
  • Some mapping bugs were fixed, like passable tilesets (you were able to walk over the ambulance and the truck, for exemple).
  • Corrected some bugs on the 2nd Floor map where if you are playing only with Bernard and try to interact with the Key Card Door or tries to exit the second floor, the dialog shows Danube's image and dialog, however she's not in the group.
  • The prices for selling items was adjusted, since selling a .9mm pistol could easy allow the player to buy tons of items on the vending machine.
  • Corrected the BUG where Vicky's sprite glitches on and off at the end of the game.
  • The Controls' Image now is shown at the start of the game. Otherwise, players that haven't played a RPG Maker game can know that the Z and X buttons are the ones used for interecting with the game, otherwise, how could the possibly know?
  • Corrected a bug where when you pick up an item on the Gothic Hollow's kitchen, the message appears in portuguese, instead of english.
  • All suitcases were updated. Alto, their positions where changed.
  • The Gothic Hollow map now does not have infinit walls. The bar desk was also corrected, since it only have Bernard's Pilsen Mug and Danube's Wine glass on the first scene, and then is full of mugs on the next scene.
  • The game now does not heals the characters after a Scene Change. However, characters are taken out of Torpor at the end of battle.
  • Fixed a Bug where the Hunger Frenzy don't trigger when the characters reach Blood 0.
  • Fixed a Bug where the Hunger Frenzy don't block the usage of Disciplines.
  • Fixed bug where the Resilience power was allowed to be used several times, increasing your Max Vitality by an insane amout (Not so funny when the enemy uses this strategy).

Files

To The Guilty, Death! ver. 2.1.rar 927 MB
Dec 06, 2021

Get Vampire the Masquerade - To the Guilty, Death!

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