Vampirism: Raids & Patrols 0.2.0 (Beta)
Curse Maven Snippet
What's new
๐ NEW: Lunar Events โข ๐ฐ 5-Wave Raids โข ๐ฉ Banner Armies โข ๐บ Werewolf Patrols โข ๐ New Advancements
Vampirism: Raids & Patrols โ Beta 0.2.0
Beta 0.2.0 is the largest update to Vampirism: Raids & Patrols so far.
This update greatly expands the conflict between Hunters, Vampires and Werewolves by introducing improved faction patrols, 5-wave raids, banner armies, lunar events, new advancements, smarter faction AI and many fixes.
The goal of this update is to make the world feel like the three factions are actually fighting for control instead of simply existing separately.
๐ New Lunar Events
Three special nighttime events have been added.
These events are rare in the normal version and temporarily increase the activity of a specific faction until morning.
๐ต The Great Hunt
A special Hunter event.
When the Great Hunt begins:
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The moon becomes blue.
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A message announcing the event appears in chat.
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Hunter activity is increased.
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Hunter patrol chance increases to 15%.
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Hunter camps can spawn 3 Hunters instead of the normal 1โ2.
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The event lasts until morning.
The event announcement is displayed in the Hunter faction color.
๐ฃ Blood Hunt
A special Vampire event.
During a Blood Hunt:
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The moon becomes dark purple.
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Vampires become much more active during the night.
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Vampire patrol chance increases to 15%.
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Inside a Vampire Forest, patrol chance increases to 30%.
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Normal Vampire spawning activity is increased.
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A faction-colored message announces the event in chat.
Everything returns to normal when the night ends.
๐ Wolf Moon
A special Werewolf event.
During a Wolf Moon:
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The moon becomes yellow/golden.
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Werewolves become significantly more active.
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Werewolf patrol chance increases to 15%.
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Inside a Werewolf Forest, patrol chance increases to 30%.
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More Werewolves may appear during the event.
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The event is announced in chat using the Werewolf faction color.
The event automatically ends in the morning.
๐ Lunar Event Compatibility
The moon rendering system was redesigned to improve compatibility with other visual mods.
Compatibility work was specifically done for setups containing:
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Enhanced Celestials
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Iris
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Sodium
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Vampirism
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Werewolves
The mod no longer replaces the same moon texture binding used by Enhanced Celestials.
Instead, lunar events apply their color separately, allowing Enhanced Celestials to continue controlling its own moon textures and phases.
โ๏ธ Faction Patrols
Patrols have been greatly expanded.
The world can now contain patrols belonging to:
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Hunters
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Vampires
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Werewolves
Each patrol contains a leader and accompanying faction members.
Normal patrol chances
During normal gameplay:
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Hunter patrols can appear during the day.
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Night patrols can belong randomly to Hunters, Vampires or Werewolves.
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Standard patrol chance is approximately 5% per valid patrol check.
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Vampire and Werewolf patrol activity can increase to 10% inside their native forests.
Spawn conditions, biome restrictions, difficulty and active raids can still prevent patrol creation.
๐ฉ Fully Bannered Patrols
Extremely rare fully bannered armies can now appear.
Unlike normal patrols, every member of these rare groups carries its faction banner.
Normal chances:
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0.25% outside the faction's native forest.
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0.50% inside the appropriate faction forest.
These patrols are intentionally rare and are designed to feel like a special encounter.
๐บ Werewolf Patrols
Werewolf patrols received a large amount of additional work.
Advanced Werewolf Leaders
Werewolf patrols are commanded by an Advanced Werewolf.
Advanced leaders now feature:
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Custom two-word names.
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60โ130 maximum HP.
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Improved aggression range.
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Proper patrol movement speed.
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Reduced excessive sprinting.
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Better leader-following behavior.
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Faction awareness.
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Werewolf players are no longer automatically treated as enemies by their own Advanced Werewolf leaders.
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Advanced Werewolves no longer randomly fight other Advanced Werewolves belonging to their faction.
Examples of possible names include:
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Frostclaw Skoll
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Dreadfang Varg
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Moonborn Ragnar
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Nightbound Hati
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Ironfang Vidar
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Bloodmoon Arvid
๐บ Better Werewolf Group AI
Werewolf patrol members now behave more like an actual group.
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Members stay near their leader.
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Members attempt to follow the Advanced Werewolf leader.
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If the leader is attacked, the patrol reacts and attacks the attacker.
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Patrol members no longer simply wander away independently.
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Movement speed has been adjusted so Werewolves do not run unrealistically fast while following the leader.
โ๏ธ Werewolves and Daylight
Werewolf patrols are designed primarily as nighttime threats.
When daytime arrives, Werewolf patrol members exposed to daylight begin burning and will eventually die if they remain exposed for too long.
This behavior affects patrol Werewolves rather than randomly changing every Werewolf in the world.
๐ฐ 5-Wave Faction Raids
Werewolves now participate in the same larger raid system used for the other major factions.
Faction raids contain 5 waves.
The raid system supports:
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Hunters
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Vampires
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Werewolves
Wave sizes grow as the raid progresses, making later waves considerably more dangerous.
The raid interface displays:
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Current wave
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Remaining participants
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Raid progress
The Werewolf raid uses the Werewolf faction color in its presentation.
๐ Improved Bell Functionality
Village bells now provide additional information during faction raids.
When ringing a bell during a raid:
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Raid aggressors are highlighted.
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Actual village defenders are highlighted green.
The defender detection system has been improved several times to avoid marking unrelated mobs as defenders.
Defenders can include entities that are genuinely participating in the defense, such as:
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Iron Golems
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Armed/aggressive villagers
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Guard-type entities
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Faction entities actually fighting current raid aggressors
Ordinary passive villagers are not treated as defenders simply for living in the village.
Faction membership alone also does not automatically make an entity a village defender.
๐ New Advancements
Beta 0.2.0 greatly expands the advancement tree.
Voluntary Exile
Kill a patrol leader.
Great Killing
A challenge connected to defeating patrols from all three major factions:
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Hunters
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Vampires
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Werewolves
Icon:
vampirism:vampire_minion_upgrade_enhanced
One Man Army
Challenge
Successfully complete a full raid while personally defeating every registered aggressor.
The system tracks the actual final killer of each raid participant.
Deaths caused by other players, defenders or unrelated environmental damage do not count as the player's kill.
One Man, Not an Army
Complete a successful village defense without personally killing a single raid aggressor.
Icon:
Wooden Sword
This advancement acts as the opposite challenge to One Man Army.
Three Banners
A late-game goal representing victory across all three factions.
Instead of forcing players to fight their own faction, progress takes the player's faction into account.
For example, a Hunter can progress by defeating hostile Vampire and Werewolf raids while also participating in victory alongside the Hunter faction.
The advancement uses a unique patterned banner icon.
Endgame Advancement Branch
The late-game challenges are locked behind the previous Raids & Patrols advancements.
This means the hardest goals appear only after the player has already progressed through the main advancement tree.
๐น Advanced Hunters
Patrol leaders can use Vampirism's existing Advanced Hunter system.
This means unique Vampirism characters such as supporter Hunters may appear as patrol leaders with their own:
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Names
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Skins
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Equipment
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Appearance
Examples include characters such as:
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Luminous Luna
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Terrible Twig
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Pyromaniac Pik
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Pendragon Helsing
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Dreaded Mistadon
These characters come from Vampirism's Advanced Hunter system rather than replacing it with a custom one.
๐ฉ Patrol Leader Improvements
Patrol leaders now play a much more important role.
Attacking a patrol leader causes nearby members of that patrol to retaliate.
This makes attacking the commander feel like attacking the entire group rather than fighting isolated mobs one by one.
๐จ Name and Visual Improvements
Several visual issues were fixed:
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Patrol leader names are displayed in a clearer color.
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Werewolf leaders use custom two-word names.
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Banner rendering on Werewolves was improved.
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Fully bannered Werewolf patrols can visually display faction banners on their members.
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Various renderer and model compatibility issues were corrected.
๐ฒ Biome-Based Patrol Activity
Faction-controlled or faction-related forests influence patrol activity.
Vampire Forest
Vampire patrol activity is increased.
During a Blood Hunt:
30% patrol chance
Werewolf Forest
Werewolf patrol activity is increased.
During a Wolf Moon:
30% patrol chance
Outside these special conditions, the standard event patrol chance is 15%.
๐ ๏ธ Major Fixes
A large number of problems from earlier development versions were fixed.
Including:
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Fixed crashes caused by incorrect client rendering classes.
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Fixed invalid
RenderLayerParentreference. -
Fixed illegal override of final Minecraft entity methods.
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Fixed missing NeoForge
@SubscribeEventregistrations. -
Fixed Advanced Werewolves moving excessively slowly.
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Fixed patrol followers moving excessively fast.
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Fixed patrol members failing to follow their leader.
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Fixed Advanced Werewolves attacking other Advanced Werewolves.
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Fixed Werewolf players being attacked by allied Advanced Werewolves.
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Fixed patrol banners not rendering on standard Werewolves.
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Fixed incorrect defender highlighting.
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Fixed Vampires being accidentally detected as village defenders.
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Fixed Hunters always being considered village defenders regardless of the active raid.
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Fixed advancement prerequisites incorrectly blocking new endgame advancements.
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Fixed several patrol advancement tracking problems.
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Fixed duplicate/incorrect Werewolf Bad Omen implementation from early development builds.
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Improved compatibility with existing Vampirism and Werewolves mechanics.
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Improved client compatibility with Enhanced Celestials.
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Improved preservation of existing mod behavior while extending the raid system.
โ๏ธ Technical Information
Designed for:
Minecraft: 1.21.1
Mod Loader: NeoForge
Java: 21
Main integrations:
Vampirism: 1.10.8
Werewolves: 2.0.3.1
Vampirism and Werewolves are required for the intended experience.
๐งช Beta Notice
This is still a Beta release.
The update has undergone extensive development and testing, but because it interacts with several complex systems โ entity AI, faction mechanics, rendering, raids, advancements and other mods โ bugs may still occur.
If you encounter a problem, please report:
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what happened;
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which faction you were playing;
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which raid/patrol/event was active;
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your mod list;
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crash report or
latest.log, if available.
Reports are especially useful for improving multiplayer and compatibility with large modpacks.
โค๏ธ Thank You
Thank you to everyone testing Vampirism: Raids & Patrols.
This project started as an expansion to patrols and has grown into a much larger faction warfare system with raids, special nights, faction leaders, rare armies and new challenges.
More features are planned for future updates.
This mod has no additional files

