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Vampirism 2.0 & FactionAPI - Changelog

· 19 min read
Paul Becker
Lead Developer

Highlights​

  • New Dracula fight in the new Velmorra dimension, with a Dracula castle.
  • Vampire rework: new skill tree, passive early leveling, sun blindness, Mist form, Aura of Darkness, Hissing, reworked Teleport, wings.
  • Hunter rework: skill-gated gear, reworked crossbows (quarrels, quarrel clip and pouch, Precision, heavy quarrels), crucifix overhaul, reworked potions at the Vapor Still, Serum Injections.
  • FactionApi: the faction system is now its own required mod (skill screen, action and minion menus, tasks, villages), see the FactionApi section.
  • Minions reworked: stat points, tasks (collect blood / resources) and a new control menu.
  • Remade blood machinery (Blood Grinder, Blood Sieve, Altar of Infusion) and lots of new models, textures and decoration blocks.
  • Dark Stone replaces the old castle blocks; 16 coffin, cloak and chandelier colours.
  • Many new advancements, vampire books, statistics and quality-of-life options.

Vampires​

Progression and skills​

  • New vampire skill tree with new names and a new layout (e.g. Art of the Cut, Art of the Draw, Fleet of Foot, Tough Skin, Frugal Vampire, Swift Resurrection, Fast Recovery, No Longer a Fledgling). The old permanent attack-damage / attack-speed / speed boost skills are replaced by these.
  • Passive leveling: by drinking blood from living creatures you grow on your own up to level 3 (slower and costing more blood). Beyond that you need the Altar of Inspiration / Infusion. A progress bar is shown and the server can turn it off.
  • Downed-but-not-out (DBNO, being revived) is restricted to vampires of level 4 and up.
  • A skill that is the only unlockable one is unlocked automatically on level-up. Unlocking now needs a hold-click; forgetting single skills is creative-only (survival: use the Potion of Oblivion, which now has charges).
  • Sanguinare Vitae (infection) now shows visible stages and applies nausea while it runs.

Sun and darkness​

  • Sun blindness: looking at the sun washes the screen out (intensity scales with level; configurable, can be switched off or shown with shaders). New Sun Sensitivity effect.
  • Vampires look as if on fire in the sun and spawn ash particles when unprotected. Sun-damage checks were optimised and respect fog and rain better.
  • Aura of Darkness (new action): darkens the area so the sun cannot reach you.
  • Mist (new action): turn into mist to evade.
  • Both belong to the new separate Dracula skill tree, which only a player with the Dracula rank gets (not regular vampires).
  • Sunscreen: the Sunscreen item is gone; the Sunscreen effect, potion and the (creative-only by default) Sunscreen Beacon remain.

Actions​

  • Hissing (new): disorients nearby enemies so they cannot target anyone unless hurt. Radius, cooldown and duration are configurable. Players are not affected by the Disorientation effect.
  • Dark Stalker (new): move silently.
  • Teleport was reworked and its particle cloud fixed.
  • Freeze (more particles) and Disguise (changed behaviour) were adjusted; holy water now disables vampire actions on impact.
  • Actions can report why they failed (custom messages); the radial action menu can be reordered.
  • Bat form: taller, thinner bat.
  • Blood Vision can be toggled with a key and can also reveal creatures with poisonous blood (Garlic Blood Vision); closer entities are no longer drawn fainter.

Blood and food​

  • Blood saturation is more effective for vampires. Blood stats do not tick in spectator mode.
  • Blood Bottles are drunk in one go and no longer give spare blood back. Blood can be poured as a fluid and flows differently.
  • The Chalice accepts any kind of blood. Vampires can suck blood from any suitable container.
  • Garlic Bread is now edible for humans, and vampire players throw garlic items away when holding them.
  • Impure Blood was removed (Impure Blood Bucket and its fluid are migrated to normal blood).
  • Feeding on sleeping villagers no longer costs reputation.

Weapons and gear​

  • Heartseeker / Heartstriker are now Iron, Diamond and Netherite versions. Vampire swords no longer have durability, charged swords show a bar over the item, and creative-tab swords come fully charged. Finisher kills non-vampires below a health threshold.
  • New Blood-Infused materials: Raw Iron, Raw Gold, Gold Ingot, Diamond and Netherite Ingot, plus a Refined Blood-Infused Iron Block; the Blood Infuser has a JEI category.
  • Vampire Cloaks now come in 16 colours and render over a cape.
  • New Vampire Soul Lantern and updated Vampire Fang / Human Heart items, new Pure Blood infusion behaviour.
  • Customisable vampire face: a face editor in the appearance screen, with a live lord-title preview.
  • Wings: players with the Dracula rank get wings. Toggle them with a key ("Toggle Wings"); the wing type is chosen in the appearance menu. The wings animate when idle and react to movement, and they are disabled while in bat form.
  • Undead Vampires optional datapack: vampires are treated as undead (inverted healing, smite effects). Regeneration/poison are blocked on undead vampires.

Undeath and curing​

  • Curing and converting: faction villagers can now be cured instead of replaced; new converted creatures Camel, Cat, Fox and Goat, and converted horses are rideable. The Infested (cure) Apple is gone; curing is done with a vanilla golden apple.
  • Converted creatures use their own tag; converted villagers have an attack-damage attribute.

Hunters​

Skills, armor and weapons​

  • Rebuilt hunter skill tree; many renames (How to Use a Stake, Crossbow Technique, Master Craftsmanship, Artisan Craftsmanship, ...). Hunter weapons and armor now require their skills to craft and use, and the tooltip marks missing skills in red.
  • Hunter Coat replaces the "Obsidian Armor of Hell" (normal, enhanced and ultimate versions; migrated automatically). Hunter Hat now has Broad and Tall variants.
  • Near-Breach Reforging (new skill): worn armor no longer breaks; it turns into Shattered Armor until repaired.
  • Armor-bound bonuses: move faster / jump higher in a full hunter set. Sixth Sense highlights nearby vampires in sight and shows an overlay.
  • Hunter Axe no longer knocks back; How to Actually Use an Axe / Stake make vampires bleed (Bleeding effect).
  • Crucifixes (Wooden, Iron, Golden): hold to slow approaching vampires; they also briefly block vampire powers (Crucifix Suppression). Crucifix Repelling adds a knockback right-click. Crucifixion gives the strongest one.

Crossbows​

  • "Crossbow arrows" were renamed Quarrels. Types: Normal, Bleeding, Garlic, Spitfire, Teleport, Vampire Killer, Heavy (hits harder, slower, drops faster).
  • Quarrel Clip replaces the Arrow Clip, and the Quarrel Pouch replaces the tech crossbow ammo package: it holds several quarrel types and reloads directly from it. A key selects the quarrel type.
  • New Precision enchantment; Power, Piercing and Quick Charge now work on hunter crossbows; Arrow Frugality only on tech crossbows.
  • Dual Wielding skill (two crossbows), Double It skill for double crossbows, semi-auto crossbows need more skills.
  • Advanced hunters can shoot special quarrels. Minions with Minion Technology can use semi-auto crossbows.

Potions and alchemy​

  • The Vapor Still (previously the potion table / blood potion table) is a vanilla brewing workstation too. Hunter potions were reworked: new potion families, long and concentrated variants (and combined), a Haste potion, a long Luck potion, reworked costs.
  • Brewing skills: Multitask (5 instead of 3), Concentrated, Durable, Swift, Efficient, Forgotten Formulary (new recipes).
  • Oils were rebalanced: strong oils have special models, no glint, bottles stack to 16, and a tooltip shows remaining uses. New oils: Garlic, Bleeding, Spitfire, Vampire Killer and Sovereign Oil.
  • Serum Injection (new): inject potion effects through a syringe (Empty Syringe, Blood Syringe, Sanguinare / Garlic / Serum Injection). Lethal injections exist; a config/tag blocks some potions.

Villages and training​

  • The Hunter Trainer now tells neutral players how to become a hunter. Hunter levelling uses the Hunter Table and intel items; the Hunter Weapon Table needs Basic Technology.
  • Golden Heart / Enchanted Golden Heart (new items).
  • Marshall: a special top hunter rank (counterpart of Dracula) with its own skills: Master Alchemist and Ultimate Brewer let you imbue items and potions with Sovereign Blood.

Lords, titles and minions​

  • Lord titles: Baron to Prince (and female forms), Lieutenant to Brigadier, plus short forms. Dracula and Marshall are special ranks.
  • Minions reworked: stat points, a new control/customisation screen, the Better Minions skills, tasks such as Collect Blood (vampires) and Collect Resources (hunters), Stay / Follow / Defend. Only the lord can customise a minion.

Dracula, Velmorra and structures​

  • Dracula is a three-phase boss with a new boss bar; he only targets players, minions and aggressors and counts as a vampire-faction entity. The fight was reworked as "Dracula Fight".
  • Velmorra dimension with a spawn point and Dracula's Castle and the The King is Dead advancement for defeating him.
  • Vampire Forest regenerated: dark stone layer below cursed earth, giant roots, more vegetation, spruce trees that are Dark Spruce / Cursed Spruce (boats added).
  • New hunter trainer houses, improved crypts (with map and advancement), reworked hunter camps/outposts (not in pale gardens), vampire huts.
  • Trainer houses and totem villages are added through Lithostitched if it is installed.
  • Villager trades were remade. Village capture: the totem now lives in FactionApi and its village detection is faster.

Blocks, decoration and visuals​

  • Dark Stone (and bricks, cracked, chiseled, bloody, cobbled, stairs/slabs/walls) replaces the old castle blocks; Purple Stone Bricks stay. Stone instruments can be crafted from it.
  • Remade coffins (16 colours), tombstones (short, medium, cross), candle sticks, candelabras, chandeliers, garlic diffusers (weak, normal, strong, long; fog diffuser too), the Altar of Cleansing, Altar Pillar (can be glued, analog output), Blood Pedestal, Blood Container, Bat Cage and throne/injection chair.
  • Blood Grinder remade: needs power, grinding animation, fabric filters; the Blood Sieve works with all fluid containers.
  • The Altar of Infusion consumes its items only on level-up and works correctly in multiplayer.
  • The Fire Place was removed (use a campfire). Cursed log variants merged; "Bloody Spruce" is now Cursed/Dark Spruce.
  • New and updated textures for hunters, villagers, the Vampire Orchid, blood-infused items and Dracula, plus an optional vanilla-style 2D texture pack and custom main-menu splash texts.

FactionApi (new, separate mod)​

FactionApi (mod id factionapi, version 1.0.0 alpha) is the faction framework that used to be built into Vampirism. It was split out in late 2025 and is now a required dependency. It is not a gameplay mod on its own: it provides the shared systems and the default "Neutral" faction (shown as Human). Vampirism's vampires and hunters are factions built on top of it.

What it offers​

  • Faction core: playable factions with levels (up to 14), lord levels and titles, a faction menu, and faction tags (for example "friendly towards neutral", default target tags).
  • Skill system: the skill screen, skill points, skill trees made of connectable segments (the new tree layout), skill reset with the Potion of Oblivion, and the Resurrection Fatigue effect.
  • Actions: the action system with up to 9 bindable action keys, an Action Radial Menu, the "edit actions" screen, cooldown and duration display, and consistent failure messages ("not unlocked", "on cooldown", "disabled by the server administrator").
  • Minions: the minion framework: stat points, appearance, inventory, a Minion Radial Menu and tasks (stay, follow, defend, call, respawn, collect wood / ores / fish / plants / mob loot), with a "resource diversity" and "minion recovery" skill.
  • Tasks and Task Master: accept, submit and abort tasks, with requirements (items, kills, stats, levels, lord levels) and rewards.
  • Villages: the Village Totem, village capture and defence raids, with messages explaining why a village is too small (beds, workstations, villagers).
  • Equipment rules: faction, level and skill restrictions for items, with tooltips ("Required Skills", "Required Level", "Faction Specifics") and a configurable key to show item descriptions.
  • Commands: the /factions command tree (see Vampirism section) and FactionApi's own config screen and key bindings category.
  • Data-driven: factions, skills, skill trees, segments and tasks are data, with published JSON schemas, so datapacks can change them.

Benefits for players​

  • One interface for all faction mods. Vampirism, and later Werewolves and other addons, share the same skill screen, faction menu, action and minion radial menus, task boards and key bindings instead of each mod bringing its own.
  • Several factions can coexist in one world without conflicts (factions are registered and looked up through shared registries), and everyone starts as a Human until they choose one.
  • Server admins get one place to disable actions or skills, toggle faction features and set permissions.
  • Faster fixes: a bug in the shared systems is fixed once for every faction mod; the API and Vampirism can be updated and released independently.
  • Smaller Vampirism: Vampirism now only contains vampire and hunter content.
  • Note: until Werewolves and VampirismIntegrations are ported, they cannot use FactionApi (their 1.21 versions are not compatible).

Quality of life​

Feedback and guidance

  • Items, blocks and potions got long in-game descriptions (hold the info key, configurable); machines like the Blood Grinder, Blood Sieve, Vapor Still, candle holders and the Hunter Table explain how to use them.
  • Rituals and tables tell you what is missing: Altar of Infusion (purity, pure blood, human hearts, vampire books, pillars, night only), Hunter Table (books, fangs, structure), Hunter Trainer (ingots, intel), crafting stations (missing skills).
  • Clear messages when an action fails (cannot turn into a bat in sun / water / with an umbrella or garlic; cannot infect in peaceful or when seen; invalid teleport spot).
  • Tooltips for oils (where they apply, uses left), quarrels (effect on impact), crossbow ammo (selected / loaded), purity and blood purity (with Latin numerals on infused items), vampire swords (blood per hit).
  • Cauldron and Vapor Still show and respect their owner; garlic diffusers can be locked to their owner and show a startup state and fuel burn time.

HUD and controls

  • New or reworked indicators: sun damage warning, bat / camouflage / rage indicators, charge bars for swords and oils (display as bar over the item or corner icon, colours configurable).
  • New key bindings: Suck Blood, Toggle Vampire Vision, Select Quarrel Type, Toggle Wings, plus all FactionApi keys (9 action keys, action wheel, minion wheel, skill screen, faction menu). Vampirism and FactionApi have their own key categories.
  • Skill screen improvements: titles no longer cut off, locked / unlocked connections drawn correctly, requirement tooltips with missing skills in red, JEI shows required skills and reduced costs.
  • Reorder-able radial menus for actions and minion tasks.

Appearance and customisation

  • Appearance menu for eyes, fangs, glowing eyes, wings (Dracula) and a face editor; lord title list with a female variant; minions can use the lord's skin or a chosen skin and hat.
  • 16 cloak, coffin and chandelier colours; candle holders accept any candle colour.

Crafting and machines

  • JEI categories for Blood Grinder, Blood Sieve, Blood Infuser, Vapor Still distilling, garlic and fog diffuser fuel, oil application and serums.
  • Empty blood containers stack; the Chalice works with any blood; altar items are only consumed at level-up.

World and survival

  • Respawning at a hunter tent works again. Sleeping in coffins and tents counts in statistics; vampires can only sleep when no monsters are nearby (zombies, skeletons are ignored).
  • Vampires and hunters no longer count as "monsters" for spawn caps, so they no longer fill the mob cap. Hunters walk on powder snow and open gates; vampires and hunters defend comrades; iron golems no longer attack hunters by mistake.
  • Vampire Barons spawn on more than just cursed earth. In spectator mode there is no fog and no blood loss.
  • Death messages for bleeding, blood loss, flying needles / swords and leaving a faction.

Inventory, creative tab and items

  • The single creative tab is split into Vampirism: Vampire and Vampirism: Hunter; FactionApi items sit in the matching vanilla tabs, the mod's potions come after the vanilla ones, and coffins, oils and blood-infused items are grouped. The Potion of Oblivion is back in the main tab.
  • Creative-tab vampire swords come fully charged and trained; candle holders can be filled in creative without having the candles.
  • Stack sizes: oil bottles and Pure Blood stack to 16, empty blood containers stack.
  • Empty Syringe and Garlic Injection can be placed into item frames; the mod's books and the guide book fit into chiseled bookshelves.
  • Vampire books show which mod added them (like enchanted books); an empty book can be recrafted into a random one.
  • Oils that should not be loot are tagged out of chests; the Ritual Knife has a (temporary) crafting recipe; the Holy Water blessing recipe was changed.

Controls and display options

  • Mouse-button action keybindings were fixed; the FactionApi key category is separate from Vampirism's.
  • Mod overlays hide with the HUD (F1); the sun-blind overlay deliberately stays visible, can be black, and turns itself off when a shader pack is active.
  • Client options to hide the totem faction name and vampire sword particles, and to toggle the vampire forest fog and FOV correction; a warning is shown if OptiFine shaders break Blood Vision.
  • Level display now has a "Lvl." prefix; each skill tree uses its own point type (skill points, Dracula marks, Marshall research points).
  • Admin options: stake instakill and sword finisher can be disabled against players, a cooldown modifier for the teleport refinement, and mineable Sunscreen Beacon.

Comfort and atmosphere

  • You can sit on chairs and thrones; chair-like blocks now place facing the right way.
  • New and updated sounds: level-up sound at the altar (replacing the short choir), blood drips, boiling cauldron, bloody dark-stone ambience, Dracula and Ancient Remains sounds.
  • Reworked loot: no netherite from hunter camps, blood bottles in dungeon loot work again.

Performance

  • Faster sun damage checks and village / totem detection; the Mist FPS drop is fixed.
  • Config options were reworded in positive form ("Enable ..." instead of "Disable ..."), grouped in the config screen; server admins can disable infection types (fang, mob bite, player to player), umbrella crafting, hunter camps and village temple replacement.

Content and accessibility

  • Sound subtitles for many new sounds (bites, feeding, hissing, Dracula, remains, teleport, freeze, bat swarm).
  • Data-driven vampire books (new titles, images, backgrounds), an empty book can be recrafted, books go into chiseled bookshelves; Ukrainian and Russian translations plus proofread English.
  • Many new advancements (Patchouli Knowledge, Baptism of Blood, Plague Inc., Texas 1973, Brochette, One Shot One Kill, Mainline, Worth It? and more), per-action and per-skill statistics, a larger statistics page, new guide book (GuideAPI-VP) content.
  • Data pack makers: JSON schemas for configs, skill trees, segments, tasks, data maps and recipe types.

Renamed, merged, removed​

  • Renamed (items and blocks migrate): Blessed/Holy Salt → Pure Salt; Garlic Beacon → Garlic Diffuser; Medical Chair → Injection Chair; Syringe → Empty Syringe; Crossbow Arrow → Quarrel; Tech Crossbow Ammo Package → Quarrel Pouch; Obsidian Armor → Hunter Coat; Blood Potion Table / Potion Table → Vapor Still; Church Altar → Altar of Cleansing; Castle blocks → Dark Stone blocks; Tombstone 1/2/3 → Short/Medium/Cross Tombstone.
  • Removed or replaced: Impure Blood, Sunscreen item, Fire Place, Infested (cure) Apple, Zombie Blood Injection, Thirst effect (now vanilla hunger), the bivalent injection skill, the telemetry collector, old vampire cloak combinations (single colour now).

Before you update​

  • Requirements: Minecraft 26.1.2, NeoForge 26.1.2.x, Java 25. Vampirism now also requires the separate mod FactionApi. TeamLapenLib is no longer listed as a dependency. JEI, GuideAPI-VP (guide book) and TerraBlender stay optional.
  • Other mods: Werewolves and VampirismIntegrations for 1.21 do not work with 2.0 until they are ported.
  • Worlds: most renamed items and blocks are migrated automatically (see "Upgrading an existing world" and "Renamed, merged, removed"). Player progress, village totems and some items are probably not. Make a backup; this is an alpha and a 1.21 → 26.1 world upgrade.
  • Skills: the skill trees were rebuilt (new layout, many renames). Expect to re-check your skills; the Potion of Oblivion can reset them in survival.
  • Gone from 1.21: Impure Blood, the Sunscreen item, the Fire Place, the Infested (cure) Apple and the Thirst effect (details at the bottom).

Upgrading an existing world​

Do on you own risk and make backups

Converted automatically

  • Renamed blocks and items: Garlic Beacon → Garlic Diffuser, Potion Table / Blood Potion Table → Vapor Still, Church Altar → Altar of Cleansing, Medical Chair → Injection Chair, Tombstones 1/2/3 → Short/Medium/Cross, Obsidian Armor → Hunter Coat, Crossbow Arrows → Quarrels, Tech Crossbow Ammo Package → Quarrel Pouch, Syringe → Empty Syringe, Holy Salt → Pure Salt, Castle blocks → Dark Stone / Purple Stone Bricks, "Cured" cursed logs → normal Cursed Spruce logs, old coffin → red coffin.
  • Two-colour vampire cloaks become single-colour cloaks (black/blue → blue, black/red and black/white → black, red/black → red, white/black → white). Old Hunter Hat variants become Broad / Tall.
  • Impure Blood fluid becomes normal Blood; the Fire Place becomes a campfire; the Infested (cure) Apple becomes a golden apple and the Zombie Blood Injection becomes an apple.
  • The Thirst effect becomes vanilla Hunger, the Poison (vampire) effect becomes Toxicant.
  • Hunter / villager entities keep working (vampire_hunter → hunter, converted villager, crossbow arrow entities → quarrels). Minion stats are converted from the old format.

Probably lost or reset

  • Player progress: faction, level, lord level, skills, bound actions, active tasks and armor refinements are stored in a new format by FactionApi. No reader for the 1.21 data exists. Expect to re-select your faction and rebuild your skill tree; the skill tree was rebuilt anyway and almost all old skills have new ids.
  • Machine contents: Blood Grinder and Potion Table / Vapor Still keep their blocks, but stored contents are probably not carried over. Empty them first.
  • Minions: the keep their level, but need to be reskilled
  • Statistics and advancements: several custom statistics were renamed or removed (action and skill counters, village capture counters, ritual and table interaction counters), and a few advancements changed their conditions, so some will reset or be granted again.

Unchanged

  • Existing chunks keep their old terrain. The new Vampire Forest look, Dracula's Castle, Velmorra and new villages only appear in newly generated chunks; the Velmorra dimension is created on first use.
  • Hunter potions: all potion ids stay except one (very strong strength); the brewing recipes changed.
  • Enchantments, existing structure ids (crypts, hunter outposts, villages), spruce wood blocks, coffins and altars keep their ids.

Server admins

  • Config files are the same four (common, client, server, balance) plus new FactionApi configs. About 110 option names changed or moved: many "Disable X" options became "Enable X", skill points per level, PvP between factions, lord chat prefix, village raid and minion settings moved to FactionApi, and the per-action balance entries were renamed (Bat → Bat Form, Half Invulnerable → Damage Limiter, Sunscreen → Sun Protection, Awareness → Sixth Sense, Disguise → Camouflage). Old values are not carried over, so re-check your config.
  • Datapacks that override skills or tasks must be moved to the new FactionApi folders (factionapi/skill_segment, factionapi/tasks).
  • Chest loot injection and villager trades are now data driven.