That is exactly it. It’s one of those rare occurrences where I left the hook in the game despite not having the time to add the conversation. I left it in there because I think it adds to his character and shows him to be generally friendly despite his orders that can screw things up between you in the last few chapters. He means well, but he’s stuck between a rock and a hard place.
Re: Vivian: Not at all! You’re about as close to right as anyone who’s asked me!
Thank you for responding! I plan to replay the game once the update/DLC comes out and hopefully I can get it exactly right. I really enjoyed the alliance with Vivian and winning her respect as an ambitious young Venture was so satisfying.
I like that the Trevor bit was left in; the Tremere are in an interesting position in this game, the plot revolves around them but they mostly pull their strings away from the main character (compared to someone like Ward) so these little scenes to flesh them out further do add a lot.
Speaking of fleshing things out… it you have the time and the inclination when writing further updates, it would be great if the scenes at the villa which have different characters speak the exact same lines were at least slightly rewritten. It was a little weird seeing Qui and Jordan saying the same thing down to the word. (I hope this sort of feedback is welcome.)
I think you might be surprised how much alternate dialogue there is in the villa if you look at the code. There’s a looooot of it. That being said, yes, there are some recycled lines just out of pure necessity. Chapter ten (all on its own) is over 100 thousand words long–the size of a large novel.
Just off the top of my head, all the dialogue upon entering the villa over the first few pages is different for every character, much of the reactions to Trevor, the reactions to Arundel’s experiments, and the reactions to Arundel himself are all unique.
I actually did, but I didn’t know if admitting that was frowned upon in the forums! I definitely get the necessity to cut down on less important bits, I just played twice in close succession so the same lines jumped out way more than they would have otherwise.
I liked those reactions to Arundel’s experiments, by the way. The range of how much vampires car was well set; the ones who disapproved still weren’t bleeding hearts and the ones who didn’t care weren’t cartoonishly evil.
The author has just post this in the big VTM game topic. Just posting it here for people not watching there.
"DLC!
2 new clans, each with 30-40 thousand words of unique scenes, dialog, powers, and choices.
A new romance (including 3 all-new full scenes and too many snippets to count. Around 40k words.)
A fling with an Anarch! (it’s spicy) No, not that one, the other one!
Lots of extra bits and pieces including some extra Trevor and Ophelia content that was asked for.
New portraits!
I’m honestly not sure what content will be gated by the DLC cost and what will be part of a more general addition. I’m sure the clans will be gated, but I don’t really make those decisions."
I just did a little search through the code too and found two interesting things:
a “sorcery” variable under disciplines
a comment in chapter 7A, saying "Leave option available here if adding Tremere in future?"
I really hope that will happen. But maybe not in this update - if the new romance is indeed Lucca, it might be more interesting to pair that with being a Lasombra, since it would result in some interesting theological discussions and crises of faith, and open up different possibilities when it comes to dealing with Basaras. Or maybe it won’t happen ever, which would be a shame but understandable considering the amount of adjustments to the story it’d take. Still, Night Road did get 2 DLCs and I’m hoping Parliament will too; both games are highly rated (looking at Steam reviews as a guideline here).
I always assume these are absolutely not set in stone, and something being a “maybe” in the code often ends up begin “never” in real life. So I’ll keep my fingers crossed while not counting on anything, and hopefully our guesses and hopes provide some valuable feedback to you!
I’ve now played the game twice. Liking it so far, though haven’t been able to activate any romances, due to my Master Character establishing alliances with Vivian in game 1, and Bouchard in game 2.
. First ending: Arundel becomes Prince again, kills Corliss, stakes Adeline, promotes you to Senchesal. Second ending: I helped Corliss become Prince, and become her Scourge.
Just wondering how many different endings to the game there are!
Lots of spoilers.Do not read if you haven’t played the game at least twice. You’ve been warned!
Arundel becomes Prince. (Corliss killed or not killed, MC kills Ward, Arundel kills Ward, or you kill Adeline)
Corliss becomes Prince (if the MC has supported her well, she keeps it, otherwise she loses power when Arundel unexpectedly returns.)
Vivian becomes Prince and you become Seneschal.
MC joins the Anarchs and either ends up fleeing the city with them (either to Toronto or Kitchener) or the MC can(in some circumstances) stay as an Anarch spy.
Alternate endings:
If you betray Vivian in chapter 10 and fail to kill her, she tortures you nearly to death every day for the rest of your eternity just for funsies.
You can flee Ottawa if either (you join Kashif and assassinate Corliss, or you run from Lucca when she’s bringing you to a cell, or if you are with Qui during the trial and take him up on his offer to flee in a designated runaway vehicle when things go bad.)
If you lose the trial in chapter 10 and are on Qui’s bad side, he will chop off your head in front of the Court.
If you flee from Ottawa, there are a few different possible permutations, many of which lead to you working with the Anarch, Baron Zaslow.
If you learn the truth about your sire, undermine Corliss at every turn, AND tell the Archon what you discovered, and Corliss lives to see the epilogue, you’ll get a special reveal and alt ending. (Identity Crisis achievement)
Some things with unique ending bits:
The Jordan and Qui romances each have their own changes to the epilogue.
You can diablorize Lucca and she might show up in your head during the epilogue
If Qui diablorized Javier in chapter 5, he starts acting rather strangely.
You can join Baron Zaslow while in exile alongside Kashif or Qui.
I’m sure there’s more, but that’s just off the top of my head.
Good evening fellow Kindred, I’m asking for your help. I’ve played through the game several times and I’ve unlocked most achievements. I’ve a pretty solid idea how to get most of those I’m missing either due to the helpful posts on this forum or because their descriptions are fairly explanatory and I can guess where in the game they appear. However I’m completely stumped by the two blood doll related achievements (Our Savior! & Secreted Away). So far I’m aware of two encounters that seem like the appropriate time and place for getting each one since they’re the only ones that introduce dolls as minor characters (Ms. Grey’s establishment and Jordan’s romance path) but nothing I do works out, to the point I’m wondering if these aren’t the correct encounters at all.
Any pointers would be hugely appreciated. I don’t think there’s much left in the story for me to explore and constantly restarting to try and get those last few achievements is becoming exhausting.
I think maybe you have to be a Toreador to save the blood doll for “Secreted Away”. It’s that kid you can drink from - you need to turn the offer down and convince the receptionist to hide him. You need to visit the establishment repeatedly IIRC.
For “Our Savior”, you need to have charisma or manipulation 60 or more and surrender to Adeline peacefully. (You got it right, it’s Jordan’s romance, right at the end when Adeline discovers her cult.)
Thanks for your prompt response, Mr Dean! I won’t read any of those spoilers until I’ve played the game a bit more. It was just that, on this forum, nobody seemed to mention how many endings there are, compared to the last two CoG games that I’ve played!