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

