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Vampirism - Become a vampire!

Vampires are fast, strong and blood-thirsty entities, which do not like the sun, but don't fear the night, and the best thing is: You can become one!

File Details

Vampirism-1.12.2-1.4.0

  • R
  • Apr 25, 2018
  • 7.30 MB
  • 4.4K
  • 1.12.2

File Name

Vampirism-1.12.2-1.4.0.jar

Supported Versions

  • 1.12.2

Compared to Beta 2

+ Fix night vision potion items not working

+ Prevent crash related to altar of infusion

 

Compared to Vampirism 1.3 (in random order):

  • Fix issues with LAN multiplayer
  • Fix entity bounding boxes
  • Fix holy water splash recipes - Now have to be crafted in a brewing stand
  • Vampire mobs do not bite creatures with name tag
  • Change vampire book name in creative tabs
  • Allow disabling hunter camps
  • Added dark blood skill for Vampires (ranged attack)
  • Enforce max and min limits in configuration
  • Added Vampire "Sword Finisher" skill
  • Added "Blood Grinder" to grind human hearts, raw beef and soon thirdparty modded items to impure blood
  • Added "Blood Filter" to filter impure blood and soon thirdparty liquids to (clean) blood. (Place sieve on top of blood container and grinder on top of sieve)
  • Fix holy water splash potion recipe and usage
  • Heal if player has more than 18 (configurable) blood
  • Made sunscreen beacon (cheat) unbreakable
  • Add config option to make sunscreen beacon (cheat) break and mineable
  • Add scoreboard criterion (vampirism:faction, vampirism:vampire, vampirism:hunter)
  • Only sync blood container on significant content changes
  • Prevent wrong hunter camp density config of crashing the game
  • Downgrade version checks to http not all clients trust Let's Encrypt
  • Allow teleport cooldown to be configured
  • Allow bat mode cooldown to be enabled/configured
  • Higher level players can have now more than 20 blood
  • Implemented pedestal that can charge specific items with blood
  • Added multiple new vampire swords which have to be trained and charged
  • Added new "mobile charging" skill
  • Added blood infused iron as crafting ingredient
  • Update Guide Book
  • Moved creature drops to loot tables so they can be modified with datapacks
  • Allow binding actions to keys
  • Fix exploit
  • Reduce vampire mob bite distance
  • Added blood values by iamtpage for Sophisticated Wolves and Twilight Forest
  • Fixed translations
  • Fixed vampire hunters not attacking vampires
  • Changed appearance of sun indicator screen border (smaller and less yellow)
  • Fixed sundamage calculation for a few special cases
  • Extended entity blood value with a significant new feature
  • Blood values of unknown animals are now calculated based on their (collision box) size (can be disabled in configs)
  • Blood values has to reach a minimum amount to make the creature actually biteable. Also there is a max cap.
  • Dynamically calculated values are stored with the world (world/vampirism/vampirism-dynamic-blood) will be moved to (world/vampirism/dynamic-blood-values.txt) in next alpha. You can copy the values from here to the configurable blood value file to easily adjust them
  • Manually configured values win over hardcoded ones, hardcoded ones win over dynamically calculated ones
  • Entities sync and store their blood values, so it should be sufficient to change values on server side (including them in modpack is still recommend) . Also any changes only affect newly spawned entities from now on
  • To prevent specific entities from getting dynamically generated values you can add "entityid:0" to your blood value config
  • More info https://github.com/TeamLapen/Vampirism/wiki/Biteable-Creatures (not updated at the time of writing, but will do soonish)
  • Allow drinking directly from blood containers
  • HUD fang indicator now indicates blood level of creature
  • Hunger potion effect is now replaced by thirst (for vampires)
  • Minor performance fix
  • Updated entity registration system to latest Forge standard
  • Added several advancements
  • Very basic system to take over villagers as a vampire (currently only cheat only, "vampirism-test overtakeVillage")
  • Support for InterModCommunication messages to allow other mods to easily add blood values for their creatures