Age of Redemption 2017
.NET FRAMEWORK HAS BEEN UPDATED IN THIS VERSION TO 4.6.1. Might not be compatible
with Windows XP or below.
Version 1.1 2017 BUILD 8
Hotfix
-Fixes an issue with diablerie still active even with Kindred Feeding Rules turned
off.
Fixes
-Fixed a crash issue in multiplayer when assuming the role of Christof during the
nightmare sequence in Prague. (Build 8 Hotfix)
-Firearm sounds now use only one sound stream rather than two to reduce sound
issues from the game's limited channels.
-Rebalanced the Quietus ability of Scorpion's Touch to no longer stack on
attackers. It limits one per attacker with 3 second cool-down.
      *This is also to hopefully address a stack-crash issue that might be
occurring due to enemies auto-firing at close range.
      *Duration of Scorpion's Torch extended to 1 minute to make up for the nerf.
-Buried Cappadocian are now stunt doubles that get replaced with a normal
fledgeling model after using their awaken animation.
      *This is to address a long term animation issue that occurs when enthralling
buried Cappadocians.
-Fixed some logic issues in the vanilla region trap script. Now utilizes the unused
[scatter] variable along with other fixes.
-Fixed more scene data bugs found in several modern day levels.
      *Some region data bugs were referencing non-existent scripts in Setite Haven.
      *All non-cutscene related AI pause regions were removed. No more free target
practice!
-Fixed Hank's Gun Haven shop to sell grenade launcher as well as ammo.
-Adjusted the weapon ammo float texts so they wont overlap effect icons.
-Turning off helmets in the config app should now work properly for all players.
-Polished up more of the ammo overhaul scripts related to secondary ammo types.
-Moved the Ammo: #amount float text out of the description box. Now appears above
the item name in the console box.
Features
-Enhanced the traps at the Monastery levels to be deadlier. Exploding barrels are
very dangerous.
-Rockets are now faster projectiles with additional flame trail effects and sound.
-Fireballs are now faster projectiles with additional visual smoke added.
-You can now stack certain stackable [non-magazine based] ammo using the toggle
stack ammo icon that appears when correct ammo is detected.
-M4M209 Automatic Rifle with grenade launcher attachment added to AoR from the
Firearms mod. Includes ammo overhaul rules.
      * Can be found on enemies and in Gun Haven during modern times.
-Greater variations in modern firearm loadouts for npcs. Much deadlier loadouts.
-Updated all ammo descriptions to include better information about how it works
with the ammo overhaul system.
-Updated several firearms to describe modifications or secondary functions. Be sure
to read the weapon descriptions for details.
-Ammo type now included with firearm names to help users associate the correct ammo
types to each firearm.
Application Fixes
-Addressed an issue with non-english systems formatting numbers in a way that the
mod cannot recognize.
      *This issue was what caused decimal values to return 0 and not antiviruses.
            (ex: non-english was formatting numbers like 0.2 as 0,2 - this threw
off the mod and the config app's reader)
      *More fixes done to the app's reader to address even more language
compatibility issues (BUILD 7)
SAVE STABILITY NOTE
Age of Redemption v1.1 BUILD 7 should be compatible with v1.0 BUILD 9 saves. Some
firearms might not update correctly if in inventory at
the time of updating. To solve this problem, go to a shop to purchase the new
firearms or find the updated firearms off of respawned enemies.
Fixes to scenes wont update if you already been to those locations on your saved
game.
Version 1.0 2017
Fixes
-Feed rats are now included into the blood quality rules.
-Polished up the AI to be more consistent about logical behavior. Still somewhat
quirky, but getting better.
-Fixed an issue that can cause players to be unable to talk to Fred Varney to
purchase Orsi's Penthouse in NYC.
-Fixed a bug with the setite who catches Lucretia's heart during the setite mission
in London.
-Fixed bad scene data at the Club Tenebrae location.
-Fixed major lag issues in the Teutonic Knight Base lvl 4.
-The First Gun item in Society of Leopold should now process a cutscene.
-Fixed an issue where Serena wont commit an action in cutscene during the Society
of Leopold chapter.
-Fixed issue with certain npcs not showing blood attributes when they have them.
-AoR shops cannot be exploited by manipulation (buying low and selling high). AoR
shopkeeps are now greedier.
-Vampire AI shouldn't consider feeding on vampires unless they are frenzied or a
diablerist
-Several fixes done to the combat system script to assure proper damage
distribution.
-Fixed an issue where Feral Whispers can be used on Erik during the Haus De Hexe
conclusion.
-Fixed a crash issue with the Haus De Hexe lab and library caused by bad scene
data.
-Fixed a bug with the copies of the Nod Fragments that caused a loop conversation
to permanently shut off the AI.
-Fixed an issue with the respawn system randomly failing due to AI protocols.
-Fixed an issue with firearms that caused sound and muzzle flash effects to not
show or be heard properly.
-Fixed a bug that causes ammo to be lost if a player uses the ammo while a viable
weapon is in inventory, but not equipped.
-Combat stats will be hidden during cutscenes.
-Bosses can no longer be bloodbound.
-Eyes of the Beast illumination now fixed for AoR 5 minute duration.
-Fixed potential issue where the show combat messages might still show even when
turned off in the config app.
-Weapons now give more accurate info as to their damage potential
Features
-Most vampires now have blood quality effects applied to them. Could be of use to
diablerists...
-Diablerist are now permanently addicted to kindred vitae. Might want to read up on
FOLLOWERS, HAVENS AND BLOOD DOLLS in the readme.
-Aura Perception given new description to reflect its hidden armor piercing
function.
-Helmets now show on the head when worn.
-Daggers can now apply critical bonuses if target is unaware[distracted], under
negative mental effects, or attacker is using obfuscate powers.
-New console command added - stcmd sethumanity # [where # is the desired stat;
typical range 0 - 100]. Built to work in the single player mode.
-All scrolls now cast at level 5. Originally set to 2.
*Several quick use weapons like daggers, grenades, and rare artifacts [e.g. Waxen
Poetica] have been altered for enhanced damage and effect.
*Modifications done to several unique holy artifacts that were hidden content in
the single player campaign.
*[Note: additional items may be regularly available at shops if [Vanilla] Shop
Inventory is turned OFF]
Config App Additions
-Helmets Show on Player [SP/MP] option added to config app for those who want an
option to shut off the helmets [in case clipping is a bother].
-Door Collision Fix can finally be toggled in the config app. Check readme for
details.
-Additional Loot Drops feature can be toggled in the config app. Check readme for
details.
-Under the Enemy tab a new feature called AI Pets Summon Pets has been added and is
off by default on all difficulty presets. Check readme for details.
-[Vanilla] Shop Inventory feature has been enabled in the config app to allow
purist restoration of vanilla shops. Check readme for details.
-The [Vanilla] Discipline Functions option in the AoR config app now restores many
more disciplines back to their vanilla functions & visuals.
      [Some discipline descriptions have been updated - also fixed typoes]
-Christof no longer starts with 1000 gold with [Vanilla] Quests Format enabled.
Also achieved using Vanilla difficulty preset in config app.
-NPC item drop chance can now be set in the config app [under enemy tab]. Check
readme for details.
-NPC XP Bonuses can be adjusted in the config app under enemy tab.
-You now have the option to keep your coterie from using alternate ammo types with
the ability to toggle AI Switches Ammo option in the config app.
SAVE STABILITY NOTE
AoR 2017 v1.0 is not compatible with AoR 2015 v1.3 or below saves. You'll need to
start a fresh game.
----------------------------------AOR 2015-----------------------------------
Version 1.3 Changes
Fixes
-Serenity items and the sire finger, which were intended to reduce frenzy rating,
were bugged [since vanilla] and didn't reduce frenzy rating.
-Polished up player spawn points and lock exits when using the ST Scene pane in the
Age of Redemption chronicle in MP.
-Fixed an issue with the Coterie using disciplines when idle even when Complex
Coterie AI is off.
-Coterie was using blood healing while idle even when Auto Healing was shut off in
the Settings>Coterie AI Controls.
-Fixed an issue with the Coterie AI permanently switching weapons when out of ammo
thus not allowing the weapon to be unequipped.
-Quell The Beast has been fixed to work on both targets and self [when no target is
selected].
-The follower weapon equipment orders effect icons will now be removed when you
have no followers.
-Addressed an oddity in the followers scripts causing certain summoned beings to
vanish shortly after summoning.
Features
-Age of Redemption config app has been overhauled with considerably more options.
Check the updated README for info.
-Sire finger no longer reduces frenzy rating, it now reduces the frenzy stat over
time for as long as it is worn.
-Anezka will now give you another blessing if you talk to her a second time after
giving her the Amulet.
-Blood quality rules have been implemented. Check readme for details.
-Diablerie, Blood Bonding, and Kindred Vitae addiction features have been added to
the Feed discipline. Check readme for details.
-Blood quality can be modified easily by accessing the
AoR>Config>config_bloodtypes.txt file.
NOTE: Multiplayer is not designed for "save scumming" so it is best to start a new
game then advance the scenes with ST Scene pane.
SAVE STABILITY WARNING: There is no compatibility with prior save game versions.
You will need to start a new game.
Version 1.2* Changes
Features
-Christof now starts with 1000 gold on the start of a new game. This should make
preparations on higher difficulties more strategic.
-Longbows and crossbows have been enhanced to balance DPS with the shortbows. Try
not to get hit without good stamina and... good hunting.
-Aura Perception now has an added visual effect based on the canceled release of E-
Mod 1.9.
-Aura Perception also undermines the target's soak against attacks by the aura
scanner. The AI now uses this effect to its advantage...
Fixes
*Fixed AI to cast aura perception on target rather than self.
-Ranged weapons have been fixed to fire more consistently at desired targets. Now
you can shoot the barrels again! W00t!
-Altered the difficulty system to better support the new frenzy system.
-New frenzy system has been toned down a bit, but is still BETA.
-Fixed an alignment issue with the "Ammo: #" float text in single player so it
would show properly in the SP item description area.
-Fixed the Movement of the Mind's Disarm ability to work better against enemy NPCs
using the loadout system.
-Also fixed a crash issue related to using Movement of the Mind's Disarm ability on
a target in mid attack animation.
NOTE: The ammo stat indicator only shows the "real" ammo on weapons for only a few
seconds then will typically only show 1 ammo.
Save Stability is supported on AoR versions from 1.0 and up of AoR 2015. Just
"update and continue." [Unless you want the 1000 gold] :P
Version 1.1 Changes
Features
-Overhauled the way frenzy works - check readme [under FEATURES] for details.
Fixes
-Fixed animation issues with certain NPCs during conversations. The issue was
related to forcing the weapon stance in the middle of a scene.
-Fixed an issue with AI triggers that weren't supposed to trigger. This caused
issues like invisible enemies during conversations.
-Fixed an issue with ranged weapons bought from shops not being able to be loaded
with ammo.
-Fixed the ammo overhaul system to support any shop selling ammo overhauled weapons
and ammo.
-Improved AI's ability to open doors during pursue protocols.
Version 1.0 Changes *2015
Features
-Reorganized the config file structure - check the AoR>Config folder to see the new
config files added.
-You can now [manually] configure the boss list through the config_bosses.txt file.
-You can now add respawn sounds [wav or mp3] to a playlist in the
config_respawnsounds.txt file, which will play audio randomly when an enemy
respawns.
-Dilution chance has been removed from the config app. Dilution chance is now
altered by difficulty and player's generation. Lower gen means higher chance.
-Removed the Random Weapons option from the config app. Check the below features
for alternative means of configuring the npc's loadout...
-You can alter the loadout of npcs using the AoR>Config>config_npcloadout.txt file.
Check the file for details and instructions.
-Added the Ammo Overhaul system to Age of Redemption, which includes 3 config files
to peruse located in AoR>Config folder.
-NPC's will now use up ammo during combat and will seek out more ammo or a new
weapon in the environment.
-Ai should now check for line of sight when firing a ranged weapon or using a
ranged discipline like fireball. No more friendly fire and shooting at the damn
walls!
-Removed the old aor npc treasure class system in favor of the new loadouts
structure.
-Disciplines like Bloodhealing and Cloak of Shadows no longer have cast animation,
which makes them work instantly.
-Werewolves now regenerate and absorb all sorts of damage unless they are afflicted
by silver weapons.
-You can now order your followers to drop or pickup gear [weapons and matching
ammo] nearby. Only certain followers will do this.
Fixes
-Fixed an issue with Samuel's encounter conversation replaying at the NYC Docks in
single player.
-Fixed an instability issue with the tasers and possible issues with the Call
Lightning discipline. Both needed the same fix.
-Father Leopold wasn't using the AoR AI protocols when initially spawned at the
Society of Leopold - He only worked when ST spawned him. Fixed for both purposes.
-AoR Soak rules were being ignored if the target wasn't wearing armor. Fixed now.
-More fixes done to Age of Redemption chronicle to further support Automatic ST
turned off in MP.
SAVE STABILITY WARNING: There is no compatibility with prior save game versions.
You will need to start a new game.
-----------------------------------------AoR
2014-------------------------------------------
Version 4.4+ Changes
-Fixed an issue with Samuel on the NYC docks where he wouldn't join the coterie if
playing with Vanilla Quest line option.
-Dev/Nulls wouldn't open up after saving Samuel for the Vanilla Quest line option.
-Fixed the coterie roster in MP for the Vanilla Quest line. Serena would spawn in
coterie in MD when Ai Controlled Coterie was enabled.
-Playing Vanilla Quest in MP on the NYC Docks caused several conversations to be
interrupted.
-Found a stray debug message at Dev/Nulls. Removed it.
Version 4.3 Changes
-Fixed an issue with Modern Christof, Pink, Lily, and several other models that had
their hands disappear when using Feral Claws while wearing certain armor.
-Removed a rogue debug message from console. There shouldn't be debug messages in
console.
-Minor alterations added to the README under FAQ and Known Issues.
-Added Save Stability notes to the README.
Version 4.2 Changes
-Oops...forgot to apply the new trap door script changes to level 3 of the Teutonic
Base. This will fix a crash on that level.
Version 4.1 Changes
-AI summoning behavior reverted back to aor 2012 to be more conservative about
summoning the same thing repetitively.
-Enemies now have more discipline knowledge, but can still be altered by the
difficulty setting.
-The above changes will make the AI use a wider range of tactics and can now be
more brutal.
-Fixed the trapped door script in the Teutonic Knight base level 4 to have the
following behavior:
      *No more 45 second "fail safe" to automatically open the door - you must
clear the room or else...
      *You can neutralize enemies that are linked to the door rather than just kill
them - use Entrancement or Command options.
      *Mist Form will now work with the trap door to allow ease of escape.
      *Better tracking of enemy status added to trap door script.
      *Enemies will wait till you trigger the trap and cannot be harmed till you
trigger it.
      *Fixed AI nav issues around the trap door when it is open.
-An FAQ has been added to the README.TXT. Still a work in progress.
SAVE STABILITY WARNING: This fix will crash any save game currently at Teutonic
Knight base level 4. Be sure to load a save
                  before or after Teutonic Knight base level 4.
Version 4.0 Changes
-Minor alteration to the config app to make the check boxes look more organized.
-"Console" checkbox in the config app is on by default now.
-A crash could occur during the exit jump from the Anezka visit scene after the
monastery mission in multiplayer. Addressed.
Version 3.9 Changes
-Follower script was creating duplicates in single player - now TRULY fixed. Script
now sweeps level thoroughly for rogue npcs.
-Restored the Walk the Abyss teleporter "fix" that reduced the chance of pets being
dismissed during Walk the Abyss use.
[ninja fix] - The combat float text now checks for health, blood, and frenzy to be
in perfect shape before deciding to go away.
Version 3.8 Changes
-Diablerie of Lucretia didn't raise bloodpool if bloodpool was 200+. Fixed now.
Version 3.7 Changes
-Custom Teutonic base quest wouldn't complete when you successfully escape the
Teutonic Base. Fixed now.
Version 3.6 Changes
-Removed the teleport "fix" as it was causing an issue with duplicating pets across
the map.
-Fixes the quests logs so to clear all new quests when leaving Vienna.
Version 3.5 Changes
-The modified version of the josef vitae quest wouldn't clear when you go to
Vienna. Fixed now.
-Modified damage of crossbows and bows from both modern and dark age eras
thoroughly.
-Enhanced the damage of grenades and rocket explosions.
Version 3.4 Changes
-Polished more of the AI when it comes to picking up their random weapons when
random weapons feature is on.
-Fixed a recent issue with animations in MP cutscenes being interrupted.
-Altered the speed and trajectory of Arrows and Crossbow Bolts.
-Made Longbows more deadly with higher powered arrows.
-Fixed several longbow, shortbow, and crossbow stats to be more accurate to the
damage they do.
-Fixed the stats of Lasombra Ghouls with the Crossbows to be less brutal with
staking.
Version 3.3 Changes
-Fixed an issue that was causing lawmen and peds from doing anything.
-Same issue above also caused problems with summoned pets. fixed now.
Version 3.2 Changes
-New stcmd console commands have been added. Check README.TXT for details.
-Emod water effects now replace the vanilla water effects in aor.
Version 3.1 Changes
-In multiplayer, Wilhem will not follow the player [assuming the role of Christof]
even if AI Controlled Coterie is enabled. Fixed.
-University submission scene had camera angles that were looking for null targets
which caused odd angles to occur. Fixed.
Version 3.0 Changes
-Fixed an issue with Fred Varney transaction during purchase of Orsi's Penthouse.
-The AI auto fire script wasn't working correctly and caused the AI not to auto
fire automatic weapons. Fixed.
-Randomized weapons weren't being picked up by the AI during creation event if
immediately engaged in combat at spawn point.
-Adjusted the muzzle flash offsets of the auto fire effect so that alignment will
look more natural.
Version 2.9 changes
-Simplified the animation system to work with most models in the same manner that
E-Mod 1.8 works.
-Information on the Animations system is documented in the README.txt file.
Version 2.8 changes
-Gangrel Eye now functions like Monocle of Clarity [can see Obfuscate users].
SHRIVVELLEDEYE string added.
-Shape of the Beast discipline has been enhanced with better regeneration,
obfuscate detection, and speed.
-Fixed an issue with Mendel's region not triggering unless player is specifically
controlling Christof.
-AI wasn't using Mist Form or Earth Meld in its tactical roster. Fixed now.
-AI was using buffs when afraid even if Auto Buff was disabled in the AI Coterie
Controls.
-Serena's positions were not working right in London West conversation triggers due
to a bug in the Vanilla Quests feature.
-Removed the 4 AI call variable options from the config app. Added two new check
boxes in their place. *Simplified the config app.
-README.TXT now includes information about the config app's options.
Version 2.7 Changes
-Poisonous & Infectious attacks by rats and snakes scale the chance of applying an
effect based on difficulty.
-Tweaked down several enemy soaks that were brutally high
-Tweaked down ranged enemy stats to reduce staking (Skeleton archers and other
ranged enemies with staking projectiles)
Version 2.6 Changes
-Crash issue with clients during transition to modern days.
-Hoppers & Baby Spiders now scale damage based on difficulty.
-Odd porting issue at the New Moon resolved.
-Odd porting issue with the Return Journal of Etrius to Orvus scene.
-Serena was standing over Samuel during the NYC lobby scene.
-Add visual synchronization with many disciplines used by clients in MP
Version 2.5 Changes
-The ship taking you from London to New York had a cutscene that breaks
occasionally.
-Christof must be a Brujah to receive Potence, Celerity, and Awe from the embrace
scene in Prague.
-ST auto jump was disabled in 2.4, but has been enabled in 2.5 to assure that
scenes will always synchronize. Unfortunately, this comes at the cost of feeling
like a pinata.
-Fixed odd spawning issues in Prague involving the ST and that pinata thing...
Version 2.4 Changes
-Multiplayer progression issues in Vienna fixed
-Removed Erik spawning in Orvus' shop after returning with Etrius' journal in MP
Version 2.3 Changes
-Addressed some black screen issues after the Nightmare scene and the trip to the
Prince's Chambers in multiplayer.
-Fixed an issue with Blood Buffs not having proper AoR duration on a recast.
-Fixed minor issues with Bosses like Mercurio who would become invulnerable when
shambled.
Version 2.2 Changes
-Minor tweaks to quests in Prague to synchronize better in MP
Version 2.1 Changes
-The non-vanilla quest involving joseph was broken and he would kill the Milkmaid
when he fed off of her... BASTARD!
Version 2.0 Changes
-Fixed Walk the Abyss causing pets to be dismissed, killed, or attack the players.
-Unorna will sell unlimited supplies of Entrancement scrolls. Get out there and
start Entrancing people!
-AI aggression fix - stuff like Ahzra spamming Quell the Beast, over use of Awe
during hunting, and other minor tweaks to help the AI act more fair, conservative
and logical.
-Some AI bug tweaks in addition to aggression levels.
-Party members will only hunt if set to "Wait" mode. SHIFT+R
-Fixed the damage rules for firearms.
-Fixed the duplicate issue with the cast spawn system so that there will be no more
duplicates hanging around in SP.
-Fixed the duplicating corpses at the Teutonic Knight Base.
-Fixed the issue with not being able to return the Journal of Etrius to Orvus.
-Fixed the difficulty adjuster in the config app to allow more effect in the game
like player damage reduction and AI aggression levels.
-Added the combat float text info feature from [2015] so press that f11 and you'll
still see important stats like health, blood, frenzy, ect.
-Fixed Phantom discipline to drop the weapons in SP rather than destroy them. Still
concerned about this causing the Etrius crash issue.
-Fixed the Whetstone to no longer repair rusty weapons into silver. Now it
randomizes various standard quality levels.
-Added progressive increase in strength from summoned or entranced followers based
on the level you paid into the discipline.
-Replaced the "Experience Gained from Kills" with "Enemy Random Weapons" option in
the config app. This will allow you to turn off random weapons on enemies.
-Fixed several positioning issues in NYC where Wilhem nor Serena were standing in
correct places during cutscenes.
-Christof should show properly during the nightmare scene as well as the
introduction scene at the university where he chooses not to submit to Ecat.
-Returning to the Stephansdom level 3 should no longer cause you to be sent to the
Teutonic Knight Base if you attempt to go up the stairs to Luther Black.
-Mask of 1000 Faces costs will reduce each level till it becomes free to cast at
level 5.
-Cash drops have been changed in the treasure class to be more balanced
-Included a safezones.txt file that lists all named locations where respawn timers
cannot work
-Addressed an issue with Christof's weapons not being wielded after the first
Anezka visit after the Monastery mission scene; Be sure weapons appear on Christof
and are functional after that scene.
-Addressed a script oversight involving the Triplets in the factory mission. This
should now look proper to a client in MP assuming the role of Christof and choosing
the (Threaten Them) option.
-Tweaked several boss stats, soaks, and health to make them tougher at higher
difficulty settings.