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Vampirism 2.0 & FactionAPI - Changelog

· 10 min read
Paul Becker
Lead Developer

Headline changes

Velmorra and the Dracula fight

A complete end-game questline has been added.

  • Velmorra — a new dimension: Dracula's crumbling realm, reached through a Velmorra Portal structure found in the world.
  • Activate the portal at the Velmorra Altar by offering blood. Weak blood is refused — the portal only reacts to sufficiently pure blood.
  • Drinking Pure Blood grants Whispers of the Veil, which points you toward the nearest Velmorra Portal.
  • Inside Velmorra stands Dracula's castle, a large multi-part structure with a throne room, paintings and subsurface sections.
  • Fill four Chalices with blood to summon Dracula. The fight runs in three phases with a ranged phase, a raged phase, a bat-swarm dash, a blood-siphon channel and a mist form, plus full-screen visual effects.
  • When Dracula dies, Velmorra begins to collapse. You get ten minutes to reach the return portal that opens in the castle before the realm consumes itself.
  • Rewards: the The King is Dead advancement, a large XP payout, and for max-level lords the new end-game skill trees below.

FactionApi is now a separate mod

Everything generic about factions — factions themselves, levels, lord levels, skills, actions, minions, tasks, village capture/totems and raids — now lives in FactionApi, a standalone mod with its own ID (factionapi), its own config files and its own CurseForge/Modrinth pages. Vampirism depends on it.

For players this mostly means:

  • The FactionApi mod needs to be installed.
  • Faction settings moved from vampirism-*.toml into factionapi-*.toml.
  • Other mods can now add factions without depending on Vampirism.

A neutral faction was added, so non-vampire/non-hunter players are properly modelled rather than being a special case.

Skill trees rebuilt

The old "skill node" layout has been replaced by a skill segment system.

  • Segments can have multiple parents, choice branches (this or that) and sibling-relative placement, so the trees actually branch instead of being a chain of nodes.
  • Skills now require holding the button to unlock, and connection lines render correctly for multi-parent and unlocked/locked skills.
  • Skill titles no longer get cut off.
  • Every tree has its own skill point type, so hunter research points, vampire skill points, dracula marks and marshall research points are kept apart.
  • If only one skill is unlockable on level up, it is unlocked automatically.
  • Two new end-game trees unlock after beating Dracula:
    • Becoming Dracula (vampire) — become Dracula yourself, with wings.
    • Marshall (hunter) — the hunter counterpart.

The hunter tree was rebuilt (39 segments) and the vampire tree reorganised (32 segments), with reordered weapon lines and adjusted costs.


Vampires

  • Passive leveling — you can now grow from level 1 to 3 just by drinking blood from living creatures, without an altar. It is slower and costs more blood, and levels beyond 3 still require the Altar of Infusion. There is a progress bar in the faction menu and server config to disable it or tune the blood cost.
  • Sun blinding — looking directly at the sun as a vampire washes out the screen, with lens flares and bloom that scale with your level. Configurable intensity, an optional black variant, and it can be kept or hidden while Iris shaders are active.
  • Vampires now visually catch fire when burning in the sun, and spawn ash particles when unprotected.
  • Sanguinare Vampiris now has visible stages: hunger, then Sun Sensitivity, then Exposed, with occasional nausea as the infection progresses.
  • New actions:
    • Mist Form — shift into mist to evade, with a dedicated mist renderer.
    • Aura of Darkness — darken the area around you so the sun cannot reach through, with a screen-space shader effect.
    • Dark Stalker — move completely silently.
  • Blood Vision was reworked and now fades out for entities very close to you.
  • Feeding on a sleeping villager no longer costs reputation.
  • Infecting non-players and non-villagers no longer requires standing behind them.
  • Bat form: smaller, thinner hitbox matching the player model; item use is blocked while in bat form or downed; wings are disabled in bat mode.
  • Heart Seeker / Heart Striker are now tiered by material — iron, diamond, netherite — instead of normal/enhanced/ultimate.

Hunters

The hunter side received the largest single rework.

  • Quarrels replace crossbow arrows. Crossbows now fire dedicated quarrels:
    • Normal, Heavy, Spitfire, Garlic, Vampire Killer, Teleport and Bleeding.
    • Heavy quarrels have real ballistics: more damage, more knockback and extra piercing, but slower flight and faster drop. Fired in an arc, they gain damage the further they fall from the peak of their trajectory.
    • Quarrels can be oiled for on-impact effects.
  • Quarrel Pouch — holds several stacks of quarrels and reloads directly from it. Quarrel Clips and Heavy Quarrel Clips for the tech crossbow.
  • New ammo selection keybind for choosing what to load.
  • Crossbows gained inaccuracy handling, and now accept Piercing and Quick Charge. A new Precision enchantment was added; Arrow Frugality is now restricted to tech crossbows.
  • Crossbow and armour tiers are now gated by skills instead of being freely craftable.
  • Serum Injections replace the old zombie-blood injection line: brewed from potions, injected with a syringe, with JEI support and a hunter skill to combine two potions into one injection. A serum_blocked tag replaces the old config list.
  • Blood Syringe and a reworked Empty Syringe (now requires holding to use).
  • Vapor Still replaces the potion table — remodelled, with proper JEI integration, a fixed ingredient hopper and a one-item potion slot that accepts any stack size.
  • Garlic Diffusers became furnace-like blocks with three tiers (normal/long/strong) plus matching cores, a boot-up phase, fuel handling, owner locking and a lit state. They reveal the aura of nearby diffusers and their cores.
  • Crucifix Repel skill and a Crucifix Suppression effect that disables vampire actions on hit.
  • Hunter hats: Broad and Tall variants with separate names; advanced hunters can use any item as headwear.
  • New hunter textures throughout, an updated disguise texture, and new hunter intel model.
  • Hunters can walk on powder snow, defend their comrades, and open gates (hunter minions cannot).

Blood, brewing and crafting

  • Blood Infuser — a new block. Infuse weapons with Pure Blood (and, late game, the Blood of Dracula) to upgrade them. Comes with its own recipe type, recipe book category and JEI category.
  • Blood is now a pourable fluid with corrected flow speed and thickness, and block entities render their contained fluid correctly.
  • Blood Grinder remade: must be powered, needs a Fabric Filter as consumable, has a grinding wheel animation, pouring particles, an internal blood renderer and a new squeezing sound. Items can be inserted from any side except the bottom.
  • Blood Sieve remade and now works with all fluid containers.
  • Blood bottles are drunk in one go, no longer return spare blood, and empty blood containers stack. Sucking blood works from any container that allows it.
  • Chalice — a new block that can be filled with any kind of blood.
  • Altar of Infusion reworked: consumes items only during the actual level-up, handles aborts and multiplayer correctly, and its slowness effect is transient and removed when broken. The Altar Pillar was remodelled, can be glued, and emits an analog redstone signal. The Altar of Cleansing and Altar of Inspiration were remodelled too.
  • Ritual Knife replaced the charged-knife item with a data component, and a Ritual Knife (Heart) variant was added.

World generation

  • Vampire forest: a layer of dark stone below the cursed earth, giant dark stone roots beneath it, tall grass near vampire trees, higher vegetation density, and vegetation no longer replaces existing blocks.
  • Cursed Roots added — bonemealing cursed grass grows roots and orchids.
  • Crypt generation improved; the staircase no longer rotates between pieces and only the church piece uses thin terrain adaptation.

Blocks, decoration and models

  • Candle Sticks, Candelabras and Chandeliers remade, in all 16 colours, with wall variants, fire particles instead of a texture, and no ambient occlusion. Creative-mode placement no longer demands an exact candle count.
  • Coffins remade, with separate item models.
  • Tombstones remade and renamed to Short / Medium / Cross.
  • Blood Container, Bat Cage, Blood Pedestal, Throne, Injection Chair (formerly Med Chair) and the sit entity all remodelled.
  • Vampire Soul Lantern added, with a new recipe.
  • Blood-infused iron block textures updated; a Refined variant added.
  • The Ancient Trophy now spectates players.
  • Dark stone brick variants that had no craft got one.
  • New cursed earth path textures, updated cobbled dark stone, garlic diffuser models, totem models and textures, and many item textures.
  • Potted plants and garlic now render in the correct cutout render type.
  • The mod's books can be placed into chiseled bookshelves.

Lore, books and guide

  • Vampire books are now data-driven — resource-pack and datapack authors can add their own, with custom backgrounds and embedded images.
  • Many new books: Ashes of Past Dawns, Blood Infusion Breakthrough, Moral Distortion, and more, plus a rerolling recipe in case your book came up empty after the update.
  • Book authors are credited, book text moved into per-book language files, and a large number of books were translated (notably into Ukrainian and Russian).
  • Vampire books show the ID of the mod that added them, like enchanted books.
  • The Guidebook was updated for GuideAPI 3.0 with new entries and tooltips, and is now part of the bookshelf_books tag.
  • Custom splashes were added to the main menu, some with special colours.

Advancements

New: The King is Dead (defeat Dracula), Domain of the Dead, Reopening Old Wounds, Patchouli Knowledge, Baptism of Blood, Texas, 1973, Plague Inc., Mainline, Worth It, Brochette, Crazed Gunman, and per-crossbow advancements. Several existing advancement icons, descriptions and orderings were cleaned up, and advancements were added for all syringe items.

Quality of life

  • An in-game config screen for both Vampirism and FactionApi, with a colour picker config type.
  • Client preferences (action bindings, action order, minion task order) moved into their own preference files instead of the config, and reordering menus now save correctly.
  • The item-description key is now configurable; HUD overlays hide when the HUD is off.
  • New HUD overlays for fangs, the syringe, charged items and nearby vampires.
  • Level display now has a level prefix; refinement tooltips show the actual attribute value.
  • Faction restriction messages are clearer and mark missing skills in red.
  • Item descriptions added for many blocks and items.
  • Large language-file reorganisation and a pass over grammar, capitalisation and naming across the whole mod.
  • Sound files were cleaned up, resampled to 44.1 kHz mono, and sound definitions are now data-generated.
  • Telemetry collection was removed. It was never used anyway.
  • and more

Balance highlights

  • Passive leveling is blood-dependent; Death But Not Out is restricted to vampires of level 4+.
  • Hunter armour is restricted by skills; several hunter skill costs lowered.
  • Blood-infused vampire swords rebalanced; base Heart Striker attack speed increased.
  • Serum injections rebalanced; the hunter faction restriction on them was removed.
  • Oblivion potion spawn chances lowered; crucifix suppression duration slightly reduced.
  • Bleeding applies no knockback.
  • Config options were added to disable the stake instakill and the sword finisher on players, and to blacklist bosses from the vampire sword finisher.

Removed / renamed

  • Impure Blood (fluid, bucket) — removed.
  • Fire Place — removed.
  • Potion TableVapor Still. Med ChairInjection Chair.
  • Crossbow ArrowsQuarrels. Tech Crossbow Ammo PackageQuarrel Clip.
  • Castle blocks → dark stone / purple stone brick and tile families.
  • Garlic Diffuser (single block) → three tiered diffusers.
  • Tombstone 1/2/3 → Short / Medium / Cross.
  • Totems and the Potion of Oblivion moved to FactionApi.
  • NPC entity actions were removed; Dracula's actions replaced them with the mist and aura-of-darkness actions.
  • The Bivalent Injections skill was removed. The separate Vampirism Integrations AppleSkin handling was replaced by a proper integration in FactionApi.
  • itBlockedSerumPotions config → the vampirism:serum_blocked tag.

Compatibility

  • JEI integration extended: blood infuser, blood grinder, blood sieve, vapor still, garlic/fog diffuser fuels, serum recipes, task display, alchemical cauldron and blessing categories.
  • AppleSkin integration (via FactionApi)
  • TerraBlender and GuideAPI updated

Migration notes

  • Vampirism 2.0 requires Minecraft 26.1.2 and FactionApi.
  • Renamed and removed blocks/items mean existing worlds will lose those blocks. Back up your world before updating.