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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The old "skill node" layout has been replaced by a skill segment system.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 Table → Vapor Still. Med Chair → Injection Chair.
  • Crossbow Arrows → Quarrels. Tech Crossbow Ammo Package → Quarrel 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.

Changelog - 1.10

· 2 min read
Paul Becker
Lead Developer

Blocks / Items​

  • Dark / Cursed Spruce Hanging Signs
  • refillable Arrow Clip for Tech Crossbow
  • garlic potions
  • new Dark Stone variants
  • ammunition selection for Crossbows with 'c'
  • faction items can no longer be used by other factions
  • Ancient Beacon
  • Crucifix
  • Bat Cage
  • Cured Cursed Spruce Logs
  • Fog Diffuser
  • Potted Sapling Blocks
  • Blood-Infused Iron Blocks

Recipes​

  • Cursed Spruce Sapling can be created by interacting with a spruce sapling with pure blood in hand
  • reduce holy water quality reduction recipes

UI / UX​

  • Hunter Table / Vampire Altars requirement improvements

Skills / Actions​

  • skill cost different number of skill points
  • improved action select screen
    • improved action reorder screen / shortcut assignment

World​

  • new hunter outpost
  • new vampire hut
  • new vampire altar
  • new vampire crypt
  • new boss fight "Ancient Remains"

Textures / Models​

  • updated and new textures and models
  • included alternative resourcepack with 2d models instead of 3d models

Other​

  • vampire do not starve
  • Hwyla hides player level when disguised
  • Advanced Hunters now equip items instead of rendering them
  • collect resource task repairs equipment
  • fix Garlic Diffuser screen issues
  • Blood Containers and Blood Pedestals emit redstone comparator signal
  • decrease sanguinare time when using injection
  • add sound subtitles

Config / Datapack​

  • add a config option to check for permissions
  • load convertibles from datapack
  • load sundamage biomes from datapack
  • tasks are now data pack objects

Contributor​

  • Zinny
  • Fox Prince
  • Grid
  • Random
  • ThariCorvy
  • Zeyke

Vampirism - An Overview

· 4 min read
Max Becker
Project Owner & Developer

Title

General​

The following is supposed to give you a quick overview over the major features of Vampirism.
There are small features, adjustments or tweaks which are not mentioned here (advancements, loot generation, mob interaction and much more).

Mobs​

Vampire mobs spawn in the same biomes zombies spawn. They are night active and hunt for non-vampire players. They also occasionally suck blood from animals.
The basic vampires have different levels which affect their health as well as damage. Their level is chosen based on the levels of nearby players when they are spawned.
Moreover, there are advanced vampires, which are even stronger, but drop better loot. Sometimes normal vampires follow them.
They are named after people who contributed to this mod. Vampire hunter spawn in small camps generated around the world. They hunt vampires, but usually stay close to their tent.
They also spawn in different levels and sometimes there is an advanced hunter in the camp. Vampire barons appear in the vampire forest. They are very strong and grow fangs when angered. They do not like other powerful vampires in their territory, so they attack vampire players and other barons. In the vampire forest there are vampire versions of the vanilla mobs.
If you suck all of a creature's blood it might also turn into a vampire version.

Village​

Villages play an important role in Vampirism, since there are many blood-rich villagers there.
Vampirism (slightly) increases the density and size of villages in the world.

Villagers can be captured and controlled by vampires or hunters. The controlling faction will have benefits in the village like fog to prevent sun damage or better trades.

Configuration​

Many aspects of the game are configurable. Instead of modifying the configuration files you can also use the ingame menu (Only in Minecraft 1.12).
Almost all balance related values are configurable in the balance section. For more information see here: Configuration

Items and Blocks​

Vampires​

Skills​

Vampire players can unlock many skills after leveling up. Some skills allow the player to use certain actions like turning into a bat or disguising as a normal human or turning invisible.

Blocks and items​

There are different blocks allowing vampires to collect, store and use their blood. Dyeable coffins allow vampire players to sleep with style during the day. Some weapons specifically crafted for vampires can be charged with blood to improve their damage. However, players have to train with them to be able to use them perfectly.

Rituals​

Altars allow vampires to perform rituals to level up. Depending on the level the requirements change.

Hunter​

Skills​

Hunter player can unlock many skills after leveling up to not give them more means to defeat the vampires but also to make themselves stronger.

Blocks and items​

There are several blocks enabling hunter players to craft better weapons, brew special potions or keep vampires away. However, they have to learn how to use them first. Some new weapons are these crossbows, which are available in different variants and with different arrow types. Special weapons are especially powerful against vampires. There are three different new armor types for hunter. They all come in three tiers. The middle tier is more difficult and expensive to craft. The highest one can only be found in loot chests around the world.

Leveling​

A special chair can be found alongside a trainer in a special village building. These are required for leveling up as a hunter.

Lord and Minions​

After reaching the highest level as vampire or hunter you can become a vampire lord or a master hunter and obtain different ranks. Therefore, they must complete tasks for a vampire/hunter faction representative.

The higher your rank, the more minions you can control. Minions can be equipped with weapons and armor, store items in their inventory and be leveled up. You can give your minions various tasks like defend an area, collect resources or follow you.

Changelog - 1.9

· 2 min read
Paul Becker
Lead Developer

New Feature​

  • Reworked Vampire Forest
  • (Weapon) Oils for Hunters
  • New Skill Tree for Lord Players and additional skill points
    • Buff minion stats
    • Locked blood collection minion action between skill unlock
  • Added Item Blessing for Hunters and reworked Holy Water crafting
    • To bless an item (like pure salt water), hold-right-click the church altar for some time
  • Reworked Vampire Book screen and added new content by @Matheo, @SpecialKrab and @CournBread
  • Reworked Skill Screen
  • Removed Obsidian Armor
    • Due to many complains regarding PVP balancing the obsidian armor has been removed
    • Increases Armor of Swiftness and Hunter Coat durability
  • Added Crucifix for Hunters.
    • Exists in different tiers
    • Actively hold it to push away nearby vampire entities
    • Models by @Йода
  • Reworked Vampire Infection
    • You no longer automatically infect creatures
    • With level 4 you unlock an action to infect a creature
  • New Decorative Blocks
    • Throne by @BugraaK
    • Vampire rack @BugraaK
  • Internal rework of item registrations in preparation for 1.19 by TheModdingInquisition
  • Hunter crossbows now need to be manually loaded before firing them (just like the vanilla crossbow)

Minor Changes​

  • Removed Thirst Effect and replaced with vanilla Hunger
  • Reduced blood exhaustion in vampire forest
  • Added Vampire Accessory recycling recipes
  • Made Vampire Clothing repairable with human hearts
  • Changed blood feeding sound
  • Allow most enchantments for weapons
  • The Curing of vampiric creatures is now the same as curing Zombie Villager
    • Removed Infested Apple and Zombie Injection
  • Change faction specific tool tips

New Texture/Models​

  • Altar of Inspiration model by @1LiterZinalco
  • Amulet and Ring textures by @Eris
  • Hunter Minion Upgrade texture by @Grid
  • Coffin model by @Йода
  • Crossbow models by @Random
  • Blood Bucket, Human Heart and Weak Human Heart textures by @T_Corvus

Configuration​

  • Improved blood value loader via JSON
  • New config option to disable all negative effects from the sun with craftable sunscreen effect
  • Dimension blacklist for bat mode
  • Unlock all skills test command

Changelog - 1.8

· 5 min read
Max Becker
Project Owner & Developer

Important​

All world gen related config is now in COMMON config. Old values elsewhere are ignored. This affects biome and mob spawn rates, hunter tent separation and village separation Vampire Armor

  • Vampires have natural armor when not wearing armor
  • The amount of armor scales between iron and diamond from level 1 to level 14
  • This natural armor does not stack with additionally worn armor
  • If wearing heavy armor (anything stronger than leather) your vampire specific speed and attack speed buff will be cut by half
  • Armor enchantments can be applied to (not yet rendered) stylish vampire clothing that can be equipped in the armor slots
  • After respawning the armor will take some time to fully regenerate
  • Vampires can wear new vampire clothing, that does not provide any protection but is enchantable

Vampire Immortality​

  • Vampires do not immediately die from certain damage sources, instead they go into a down-but-not-out (DBNO) state where they can still be hit, but are ignored by mobs
  • After some regeneration (timeout) phase, they can choose to resurrect. Alternatively, they can always decide to die and respawn instead
  • After resurrecting vampires are weakened and instantly die when they are killed again in the next few minutes (neonatal effect)
  • While DBNO vampire can be immediately finished using vampire killing weapons like stake, holy water or fire

Vampire Accessories​

  • Vampires can now equip accessories (ring, amulet and obi belt) which give buffs (and debuffs) and can even modify certain skills
  • There are many different effects and combinations of effects and you can try to collect the perfect set of ring, amulet and obi belt
  • In total there are much more than 100.000 possible combinations, even though many are similar.
  • Accessories cannot be unequipped and are destroyed if another is equipped in the same slots
  • Upon respawning (after death) accessories take a random amount of damage and eventually break
  • Certain accessories can for example change the dark blood projectile to a short range 360° attack

Task changes​

  • Added Vampirism Menu as quest screen and hub for other screens
  • Non unique tasks now expire after some time
  • Show last known location of faction representative that offered a task

Balancing​

  • Vampire swords can be enchanted with most enchantments now
  • Enhanced Hunter Coat now buffs hunter disguise and give bonus looting
  • Reduce minion upgrade diamond price
  • Remove vampire bite attack
  • Don't prevent disguised hunters from interacting/attacking but instead break their disguise
  • Vampire invisibility also hides armor, items and shadow
  • Garlic beacon has an activation delay
  • Garlic beacon finder item allows vampires to more easily locate garlic beacons
  • Hunter player blood is no longer poisonous
  • Hunter chest armor prevents feeding

Faction Raids​

  • NPC raids can now be triggered by walking into a village with a vampire/hunter bad omen effect
  • Bad omen effect can be obtained by killing rare vampire/hunter creatures that carry a banner
  • Added rewards for defending a village
  • Different raid strengths and rewards
  • Village captures do not require a player to be inside the village bounds
  • Reworked "boss bar"
  • Updated raid sequence

Skill changes​

  • Reordered some hunter skills
  • Changed attack damage and speed skills
  • Removed vampire vista skill
  • New skill that allows reducing neonatal duration
  • New skill that reduces timeout before resurrecting in DBNO

Textures and decorative blocks​

  • New decorative blocks by the 1LiterZinalco and Oreo365
  • New hunter textures by Random2325
  • New textures by DimensionPainter
  • New vampire sword model by Shumnik
  • New hunter axe model by Random

Other​

  • Changelog chapter in GuideBook summarizing the major changes
  • Skeletons no longer attack vampires and creeper always flee
  • Vampire minions should try to avoid the sun if there current task permits it
  • Minions should consume food/blood items in their offhand to heal
  • Blood projectile fine-tuning
  • Allow curing converted villagers and creatures with an Infested Apple similar to curing zombie villagers
  • Add training dummy to determine damage and DPS
  • Preview appearance when hovering over a skin/eye type
  • Updated vampire book content
  • Use correct appropriate model (steve/alex) for vampire and minions texture
  • Allow binding higher level vampires as minions
  • Fix village capture AI requiring line of sight and make sure advanced entities participate in a capture event
  • New minion related and other advancements
  • Reset skills by consuming Potion of Oblivion instead of loosing a level
  • Allow resetting minion stats by giving them a Potion of Oblivion
  • Change totem beam visibility (only during capture)
  • Totem of Undying now gives fire protection and sunscreen
  • Update item tooltips
  • Add third action keybinding option
  • Many performance optimization
  • Bat mode does not change the players health anymore, instead it removes any armor effect and doubles incoming damage
  • Fix bite/feed permission
  • Fix crashes
  • Replace all coremods with mixins
  • Cleanup
  • Refined commands
  • Update GuideBook for 1.8
  • Allow naturally generated villages be enlarged (when vampirism villages)
  • Allow floating point values for skillPointsPerLevel
  • Don't show accessory slots for hunters
  • Add faction changed event to API
  • Render second skin layer for basic hunters
  • Add faction log marker
  • Fix unique tasks (e.g. lord) not being acceptable after timeout
  • Allow zero weight for forest biome
  • Fix crash related to hunter minion skin
  • Migrate to official Mojang mappings
  • Fix feeding adapter quest not recognizing imob hunter kills
  • Fix crash with research table
  • Add converted donkey and mule
  • Fix SelectMinionScreen always choosing the first of multiple identically named minions
  • Improve strings (@Brun333rp)

Changelog - 1.7

· 6 min read
Max Becker
Project Owner & Developer

Content​

Vampirism 1.7 is now available for MC 1.16.4. It is still an alpha, but should be quite stable already. This focuses on the late game and brings several brand new features as well as some reworked features brought back from MC 1.7.10.

Lord and minions​

You can finally become a vampire lord again and obtain and control your personal minions. Yes, if you are a hunter you can also become a hunter lord (aka master hunter) and recruit hunter NPCs to support you. Becoming a lord works a little bit different compared with MC1.7.10 though. You have to built yourself a reputation by completing tasks for the local vampire or hunter community. By completing certain tasks you can be appointed as vampire lord and even promoted to higher ranks. There are different lord ranks:

  • for vampires "Baron(ess)" -> "Viscount(ess)" -> "Count(ess)" -> "Duke/Duchess" -> "Prince(ss)"
  • for hunters "Lieutenant" -> "Captain" -> "Major" -> "Colonel"-> "Brigadier" Tasks can be accepted in your local village, if controlled by your faction, at a "faction representative" villager. Upon completion you will gain the specified reward. Besides the lord related task which become available at level 14, there are other quests as well. As a lord you are now allowed to command a minion. Vampire players need a "minion binding" to bind a weak vampire NPC to them, hunter players a "minion equipment" to prepare a weak hunter NPC to work for you. Both items can be obtained as task rewards. With higher lord ranks you are allowed to command more minions. Minions will carry around items for their lord/commander as well as follow their commands. Their appearance can be customized. Currently available commands are: Follow lord, defend lord, defend area, stay, collect resources/blood. When a minion is severly wounded it teleports to safety and waits until their wounds have healed. You can then call them back. If you want to have the best of the best minions you can enhance their equipment or abilities twice. This is very costly though. Unlike in 1.7.10 there isn't a boss fight with Dracula or a castle though. However, this is still an option for future updates/addons if you are willing to implement it.

(Blood) Potion​

One things that probably hasn't seen much use since its release is the blood potion table and the related hunter skills. Therefore, it has been reworked/replaced based on a concept created by Pendragon and Kranzy. Instead of crafting potions with hidden and random effects, you can now control exactly what you are getting. With the respective skills you are able to greatly improve the duration or strength of vanilla potions or craft brand new ones. Furthermore, you can improve you efficiency, speed or throughput.

Player appearance screen​

As a vampire you have been able customize your appearance (eye/fangs) for a long time now. However, using commands hasn't been the most convinient solution and it is unknown to many players. Therefore, a graphical interface accessible from the skill menu has been developed allowing you to quickly preview and compare different eye and fang types.

Hunter table​

The hunter research table has become a tiny bit more complicated to use, bringing it on par with the vampire leveling process. The table has to be enhanced to reach the higher levels now. However, this can be done very easily by placing alchemical cauldron, weapon table and potion table directly adjacent to it.

Textures and Models​

Thanks to the great work of RebelT/PixelEyeStudios, Alis and 1LiterZinalco, Vamirism looks better than ever now. The vampire baron has gotten an overhaul, also introducing a baroness, the hunter trainer looks much more sophisticated now and many other textures have been modernized.

Feeding adapter​

You want to carry around more blood with you but are tired of dealing with all those bottles in you inventory. Why not directly feed from a blood container in your inventory. While it already has been possible to feed from a placed down blood container, you can now use the specially designed feeding adapter to also feed from it while it is placed anywhere in your inventory. This can also be used to fill leftover blood into the container while feeding from a creature.

We need feedback especially on the usability/intuitivity of the minion controll and the "task master/faction representative" as well as on the balancing of the tasks.

Changelog​

Features​

  • Add player appearance screen
    • Allows comfortably changing the eye and fang type of the player
    • Accessible from the skill menu
  • Add player lord status with 5 levels
  • Add minions
    • Can be recruited/bound by lord players
    • Can store items
    • Can be upgraded
    • Perform tasks assigned by player
    • Can move independent from player
    • Can be customized via a minion appearance screen
  • Add faction representative / task master entity
    • Spawns in controlled villages
    • Offers tasks for player
    • Tasks have to be accepted, completed and submitted to receive a reward
    • There are repeatable as well as unique/one-time tasks
    • JEI integration to show that certain items can be obtained as a task reward
    • Texture by @PixelEyeStudios
  • Add feeding adapter which allows feeding directly from blood container in the inventory (and fill it as well)
  • Replaced blood potion table and hunter skill tree with extended potion table and hunter skill tree
    • More controlled potion output
    • Craft very long lasting or very strong versions of vanilla potions
    • Craft previosuly unobtainable potions
    • Increase your speed, efficiency and throughput
    • Added JEI integration to show recipes and required skills
  • Rework hunter table
    • Simple multiblock structure now
    • By placing weapon table, potion table and/or alchemical cauldron next to it the table can be enhanced
    • Higher hunter levels require better table versions
    • Adjust model accordingly

Improvements​

  • Change hunter text color for better readability
  • Render red crosshair when an instant kill of a vampire with a stake is possible #693
  • Modify hunter skill tree to make the weapon table a more central component
  • New model and textures for vampire baron by @PixelEyeStudios
  • New wing animation for vampire baron
  • New texture for hunter trainer by @PixelEyeStudios
  • Make basic vampires follow the baron
  • Make following vampires defend their leader (baron or advanced vampire)
  • Some refined textures by 1LiterZinalco
  • Add special vampire fire resistance potion which grants fire immunity
  • Add a ton of modernized or newly created textures by Alis
  • Update Guidebook
    • Add new content
    • Add live entity rendering

Fixes​

  • Fix vampire/hunter textures changing on reload

  • API changes enabling Werewolves addon mod

  • 14.400 new or changed lines