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-1.16.5-1.8.0-beta.2

  • B
  • Jun 21, 2021
  • 7.14 MB
  • 19.1K
  • 1.16.5
  • Forge

File Name

Vampirism-1.16.5-1.8.0-beta.2.jar

Supported Versions

  • 1.16.5

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:vampirism-become-a-vampire-233029:3360347")
Curse Maven does not yet support mods that have disabled 3rd party sharing

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Vs last alpha

  • Cleanup
  • New vampire book content
  • Fixes
  • More

Vs 1.7

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

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
  • New decorative blocks by the community
  • 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