Here's the complete change log information that can be found in the READ FIRST and README text files included with the download.
FIXES (4.28.2010)
-Instead of loosing all weapons and armors when captured by teutonics, magical weapons and armors will be given to some of the knights.
(Find and kill those knights to get the magical armors and weapons back.)
-Added dilution of stats to the transition to modern day. Christof's stats will be halved as well as his disciplines.
(Christof was in torpor for 800 years afterall. Plus this makes modern day more challenging...)
-Added additional config option to turn off party AI use of resurrection disciplines.
(partyusesresurrection option within config.txt)
-Fixed AI issues where they would use Mind disciplines with Obfuscate. That combination doesn't mix and is wasteful.
FIXES (4.25.2010)
-Enemies no longer respawn upon restoration of saved games.
(Instead, the state of the respawn timer is saved and resumes upon game restore)
-Better walk cycle handling for walk cycle actors. Much more persistant, way more consistant.
-"Pets" (Summon Soul, Feral Whispers, Summon Elemental, Shambling Hordes, ect) now transition levels with caster
-Entrancement no longer possessess target, it will act similar to Feral Whispers, but for non-animals.
-"Pets" no longer block movement when not in combat
-You can now cancel all summoning disciplines listed above (right click effect icons).
-You can now cancel Majesty (right-click majesty effect icon)
-Changed the "Stay with ST" feature to only change the "revive location" to the location of the host
(Removed the client's inability to click exits due to having "Stay with ST" on)
-New effect for Mist Form. Now looks and functions similar to Wodal's Mist Form.
-Added AI hunting tactics for enemies and players
(Players will be able to "hunt" in towns and will be programmed to look for guards)
-AI will only use feral claws if no weapon is equipped
-Add logical use of mental disciplines (awe, dreaded gaze, ect)
(Will mostly be programmed as defensive disciplines for the AI's consideration)
-Model changes only occur (Christof rags, wounded, vampire) if Christof template is detected (SP and MP)
-Fix enemies that weren't respawning in v2009 (buried capadocians, some nosferatu, and more did not have scripts)
-Several fixes to single player scripts for better compatibility with multiplayer
(Support for turning off automatic storyteller, setting up enemy caps, and condition tests to prevent oddities)
-Fixed the elevator in Orsi's Factory to occomidate for multiplayer.
-Fixed the skiff in NYC Sewers Level 3 - now supports multiplayer.
-Serena only uses Shambling Hordes on the strongest dead enemy first before wasting it on weak enemies.
-Adjusted party tactics so they don't use the full force of their power against "humanity loss" targets.
-vukadlak and Zulo have more hit points, but do less damage.
-Fred Varney keeps his cool (no AI weirdness when witnesses strange happenings)
-Barkley storage script had issues initializing a conversation if anyone other than the main player had killed the ventrue
-Cathedrak of flesh hall of memory script fixed.
-Fix the NPC files for the MP versions of all coterie members
-Fix Leopold's ground licking animation trigger
-Fix player start orientation in the Setite Level 3 map
-Fix the door trigger to enemies scripts - now has more logic fixes to prevent door swinging oddities.
-Add playerstarts 4 at Vienna Inner Town so clients can travel out of the Clock Tower.
-Add dexterity to the enemy stakegun users and bowmen.
-Enemies were attacking half-corpses... this seemed odd.
-Fixed issues with the pendulum in Vienna Clock Tower.
-Taser modified (dmg set to 50)
-Chainsaw damage tweaked up
(now does 100 dmg - damage no longer factors into strength, but str requirement increased to 50)
-Several tweaks to enemy's equipped weapons - makes them tougher
-Enemies don't drop random treasure, they drop the weapon they were using (if any).
-Some AI tweaks to the Tzimisce enemies to give them the proper array of Hands of Destruction.
FIXES (6.20.2009)
-Fixed a crash involving the respawner
-Removed the model change to Christof in multiplayer Age of Redemption chronicle
-Fixed some animation issues not synchronizing with clients
-Clients weren't able to pickup the first shield in the Bonn Silver Mines
-Barkeep in club tenebrae in London now keeps his cool when trouble starts
-Fixed bugs in Age of Redemption MP that causes oddities when host player plays as non-Christof models
FIXES (BUILD 4.19.2009)
-Fixed a crash issue involving regions
-Fixed file not found error
FEATURES (BUILD 4.18.2009)
-Enemy respawn for continuous action
(make use of it, you'll need the experience for the following difficult...)
-AI aggression in enemies and party members increased
AI will use blood healing much more often (in and out of combat)
AI will feed till the target is dead (feeds only when low on blood)
AI will use disciplines the way they are meant to be used (logically not randomly)
The above results in increased overall difficulty
-Modern GUI used throughout all of single player
-Single player now fully functions in multiplayer
(Appears as "Age of Redemption" chronicle on multiplayer games list)
(Quests and dialog fully intact)
(Can use ST Scene panel to advance the scenes)
(Option on by default that keeps the clients with the host at all times)
-No need to quit multiplayer games between transitions to another chapter.
(Prague, Vienna, London, and New York are all merged together now)
-Progressive adjustments for Firestorm and Call Lightning powers (slightly new look)
-Balance fix for Prison of Ice.
Can be resisted with contest of caster's intelligence vs. target's stamina
But now does 5 times more damage to non-vampires
-Progressive fix for Flamering disicpline (does more damage with each dot level)