Hello, I'm not sure if anyone has had this issue before or not, but it seems Vampirism is making the Night Vision Potion not. I'm not sure why it's causing this, but I have confirmed that it is this mod specifically causing the issue after Activating and Deactivating all my mods individually and making a new world each time.
Based off of Skyrim and from what I've seen the vampire barons have the same look. This form will have strength 2, flight, paralyse on all animals such as pigs, cows, sheep etc., a cosmetic Vampire Lord skin and all the old mod perks such as the minion ability. Maybe once beating the boss in the vampire dimension the player could gain this skill. I can provide a very HD skin in the 1.8 Alex format which looks awesome.
2. Adjustable eyes - Sometime with different skins the red eyes will not always work. So, maybe in settings there could be a 16x16 grid with a faded version of the players face where it's kind of like a skin maker where you click what kind of width and height the eyes have.
3. NPC skin remodelling - I could get a friend who does skins (msg me for examples) that could provide new HD versions of the ghosts, vampires, barons, hunters (possibly) and all other mod NPC's. He'll need the files to retexture everything tho.
Hope I could help!
Msg me if anything didn't make sense I'm in a rush.
the crimson stone - grants vampirism so long as it is in the holders inventory. it grants "dark lord" vampirism. it is the same as the vampire lord, but now it also adds a host of magical abilities for the human form. hellfire, dark inferno, summoning damaging bat projectiles. the fire abilities aren't ordinary fire, but magical darkness-infused fire. the vampire lord form also gets enhancements. able to spit green flames.
Hello, I'm not sure if anyone has had this issue before or not, but it seems Vampirism is making the Night Vision Potion not. I'm not sure why it's causing this, but I have confirmed that it is this mod specifically causing the issue after Activating and Deactivating all my mods individually and making a new world each time.
What exactly do you mean with that?
Yes, this mod messes with the night vision potion, but it should still work even if you are not a vampire.
If it causes problems for you, please report the your Minecraft and Vampirism version as well as a more detailed description.
Based off of Skyrim and from what I've seen the vampire barons have the same look. This form will have strength 2, flight, paralyse on all animals such as pigs, cows, sheep etc., a cosmetic Vampire Lord skin and all the old mod perks such as the minion ability. Maybe once beating the boss in the vampire dimension the player could gain this skill. I can provide a very HD skin in the 1.8 Alex format which looks awesome.
2. Adjustable eyes - Sometime with different skins the red eyes will not always work. So, maybe in settings there could be a 16x16 grid with a faded version of the players face where it's kind of like a skin maker where you click what kind of width and height the eyes have.
3. NPC skin remodelling - I could get a friend who does skins (msg me for examples) that could provide new HD versions of the ghosts, vampires, barons, hunters (possibly) and all other mod NPC's. He'll need the files to retexture everything tho.
Hope I could help!
Msg me if anything didn't make sense I'm in a rush.
There actually is a feature to adjust the eyes/teeths. Use the "/vamprism eye <number>" (or fang) to try different eye types.
The settings you suggested would probably provide a better way to configure it, but it would be quite time consuming to implement properly and I don't think it is worth it.
Regarding skins. Yes, some could use a redesign, however, the use of HD textures in a mod is rather bad practice. If your friend would like to create 64x32 skins, he can submit some if he likes.
If you are looking for higher quality textures, you can always use a texture pack, e.g. this BDCraft addon by Gedankenspiel http://gedankenspiel.me/vampirism/
the crimson stone - grants vampirism so long as it is in the holders inventory. it grants "dark lord" vampirism. it is the same as the vampire lord, but now it also adds a host of magical abilities for the human form. hellfire, dark inferno, summoning damaging bat projectiles. the fire abilities aren't ordinary fire, but magical darkness-infused fire. the vampire lord form also gets enhancements. able to spit green flames.
so basically allowing human players to use vampire abilities? That would kinda defeat some of the basic concepts of this mod?
But a "lite" version might be an interesting idea for servers/modpacks , where not everyone wants to get deep into Vampirism, but might be interested in some of the features.
Latest update, The config STILL won't allow me to disable hunter camps... Why doesn't it work?
I've already done restarts and everything else you've suggested before...
I am sorry but I cannot reproduce this.
If I change Balance->General->Hunter Camp Density to 1000, restart MC and create a new world, I can find hardly any camps (none so far, but in theory there should be one every 1000x1000 chunks)
A vampire was sucking my tamed wolf's blood and i didn't notice until the notification came up "wolf has been killed by magic"
he never whelped or aggroed and i did hear the squelch noise but i thought it was feeding on a nearby pig and the wolf's tail was all the way up (indicating he was at full health)
i feel like the vampire bite should have aggroed my wolves or at least should have made a damage noise so i knew they had taken damage
Yes, this mod messes with the night vision potion, but it should still work even if you are not a vampire.
If it causes problems for you, please report the your Minecraft and Vampirism version as well as a more detailed description.
Thank you
There actually is a feature to adjust the eyes/teeths. Use the "/vamprism eye <number>" (or fang) to try different eye types.
The settings you suggested would probably provide a better way to configure it, but it would be quite time consuming to implement properly and I don't think it is worth it.
Regarding skins. Yes, some could use a redesign, however, the use of HD textures in a mod is rather bad practice. If your friend would like to create 64x32 skins, he can submit some if he likes.
If you are looking for higher quality textures, you can always use a texture pack, e.g. this BDCraft addon by Gedankenspiel http://gedankenspiel.me/vampirism/
so basically allowing human players to use vampire abilities? That would kinda defeat some of the basic concepts of this mod?
But a "lite" version might be an interesting idea for servers/modpacks , where not everyone wants to get deep into Vampirism, but might be interested in some of the features.
Or did I misunderstand you?
i mean, this type of vampirism is special. you don't just need the stone to get this type of vampirism, but also a soul of a REALLY powerful vampire lord.
and this isn't the normal run-of-the-mill vampire, either.
this vampire is meant to be something out of castlevania.
ie. flame attacks, summoning bats as a projectile weapon, using souls as well as blood to heal, transform into mist or a wolf, and a giant demon form.
this is what i call "the dark lord". one where the very air around one perpetuates a dark atmosphere (as in, the immediate area around a dark lord would always be nighttime, unless canceled out by an equal power). one that can summon a giant castle (as in, a pocket dimension which houses your giant castle.), and command an army of undead (able to summon x amount of zombies and skeletons.)and who knows what else. one that only an equally powerful vampire hunter (yes, i do propose an opposite power to a dark lord for balance) can slay.
if you have ever played lament of innocence, this is how dracula became, well. dracula. by sealing the soul of another vampire lord inside of the crimson stone.
this can't be any vampire. it HAS to be an especially powerful one or else the stone will reject it. and you'd have to first FIND the crimson stone too. and dropping or throwing away the stone would cure the vampirism. but, if another person were to obtain the stone dropped, they would have to kill another powerful vampire.
in a sense, this is a different type of vampirism, one that requires gaining dominance over another vampires soul, and with it, dark and terrible power.
I love that this mod is back again.
I haven't played it for quite some time now. You were only collecting ideas for the hunters, as far as I know.
And I see you are using some of my suggestions.
I am watching a let's play to get an idea what has been changed since I last played it, and I must say it got complicated, but it also seems to have improved.
Downloading the latest version now.
Just wondering though, from watching that let's play:
Do Mobs regenerate blood over time? Because since mobs can be bitten several times without dying or being turned into vampires, but run out of blood eventually. When I last played the mod, there was no need for that, since everything I bit instantly turned.
(That was actually something I found inconsistent. Mobs turn instantly, and players have a one-day cooldown. I originally suggested giving mobs a five-second cooldown just for immersion reasons, but that was either not noticed or ignored)
Judging from a mod review I watched, Hunter-Gameplay revolves around collaboration and cooperation with Hunter-NPCs in a very similar way to how I suggested.
Will there be any, or is there already some, optional teaming up with Vampire NPCs for Vampires? Vampire Players are quite loners, while there is a lot of vampire lore about vampire clans.
One Idea could be a special Bond with the Vampires one creates. You know, in many fictional works, like Movie and TV, newly turned vampires often enter child-parent-like relationships to the Vampire who turned them. Such a bond is often abused in order to gain Influence among a small vampire community...
But it doesn't have to be some master-servant relationship. Some roommate-relationship works as well.
Benefits to this system could be:
NPC Vampires that offer you some bottles of blood or other resources in exchange for you allowing them to use your Altar to level up.
NPC Vampires living with you and helping you gather certain resources including blood or defending your Place while you are not there.
Also, I recommended you a long time ago to support/make compatibility patches to Mods that replace the Villager mobs, like Minecraft Comes Alive.
I personally don't use that Mod, but I know that a lot of people do.
Nowhere in your main post is any information on whether you did that or not, or if you plan to or not.
Can't say anything on the rest of the thread yet, since I haven't read through all of it.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
Roughly 95% of Minecraft
players hate Villagers and would be very happy if they were removed. If
you are one of the 5% who actually like villagers, copy this into your
signature and hope it never happens. ~EnderDude124
Downloading the latest version now.
Just wondering though, from watching that let's play:
Do Mobs regenerate blood over time? Because since mobs can be bitten several times without dying or being turned into vampires, but run out of blood eventually. When I last played the mod, there was no need for that, since everything I bit instantly turned.
(That was actually something I found inconsistent. Mobs turn instantly, and players have a one-day cooldown. I originally suggested giving mobs a five-second cooldown just for immersion reasons, but that was either not noticed or ignored)
Judging from a mod review I watched, Hunter-Gameplay revolves around collaboration and cooperation with Hunter-NPCs in a very similar way to how I suggested.
Will there be any, or is there already some, optional teaming up with Vampire NPCs for Vampires? Vampire Players are quite loners, while there is a lot of vampire lore about vampire clans.
One Idea could be a special Bond with the Vampires one creates. You know, in many fictional works, like Movie and TV, newly turned vampires often enter child-parent-like relationships to the Vampire who turned them. Such a bond is often abused in order to gain Influence among a small vampire community...
But it doesn't have to be some master-servant relationship. Some roommate-relationship works as well.
Benefits to this system could be:
NPC Vampires that offer you some bottles of blood or other resources in exchange for you allowing them to use your Altar to level up.
NPC Vampires living with you and helping you gather certain resources including blood or defending your Place while you are not there.
Also, I recommended you a long time ago to support/make compatibility patches to Mods that replace the Villager mobs, like Minecraft Comes Alive.
I personally don't use that Mod, but I know that a lot of people do.
Nowhere in your main post is any information on whether you did that or not, or if you plan to or not.
Can't say anything on the rest of the thread yet, since I haven't read through all of it.
Hey welcome back , several of your earlier suggestion have been implemented in the meantime.
Regarding your questions/suggestions:
a) Creatures have a defined amount of blood, if you suck blood from them you only take a portion of it. As long as a creature has more than 0 blood, it slowly regenerates. However, once the blood level reaches zero the creature instantly becomes a vampire by default. It just looks cooler. If you want a more consistent experience, you can still activate the "realism mode" in the configs which gives the creatures a short sanguinare effect instead of instantly turning them, it changes a few other things as well.
Some kind of team up or similar is still planned, but I don't have enough time
Some trading would indeed be nice. Hunters can already trade some things with special villagers.
c) MCA integration is still planned and actually already half way done. But have to finish a few other things first
Is it possible to make a separate mod with Werewolves? During the night, they can transform. They must eat hearts of animals, villagers, or players. If they eat Villager or Players hearts, Animal hearts become insatiable to the werewolf. Zombie hearts work like villager/player hearts, but have a chance to cause Hunger. Hearts can only be dropped while in Werewolf form, or while wielding a specific dagger from mod.
To become a werewolf, a transformation ritual must be done, or be bitten by a werewolf. Werewolf spawns should be configurable to force players to do the ritual if modpack dev desires.
Human Form
Strengths
Can transform into Werewolf at night
Can't be detected by hunters
Weaknesses
Cannot eat normal food for hunger
Silver and Wolfsbane
Reveals werewolf to players and npcs
Prevents transformation
Werewolf Form
Strengths
Increased Unarmed Attack
Can bite villagers and players
Tranformation begins
Fights/flees from werewolf
Weakness
Can be cured
After Transformation
Hostile towards non-werewolves
Can follow the Alpha during nights
Retains profession and trades
Potion Effects
Speed
Jump Boost
Regeneration
Resistance
Weaknesses:
Can't Wear armor
Loses form on daylight
Mobs remain hostile until death
Silver
Disables Regen and Resistance
Kills Werewolf
Wolfsbane
Disables all Potion Effects
Werewolf Hunters
Hunter's Charm
Reveals nearby werewolves
Applies Wolfsbane to werewolves
Wields silver weapons
Passive mobs, hostile when attacked or werewolf is visible.
Immune to bite
Throws splash potions to cure entities in transformation
Lemme know what you guys think. I'm not a great programmer, otherwise I'd do this myself.
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!
This mod adds several rituals which allow you to first become a vampire and then level up as a vampire, with higher levels you will get faster, stronger, better night vision etc, but it brings disadvantages with it, you take sun damage or are hunted by vampire hunters. By performing special rituals you can become a more skilled vampire and gain special skills like "Bat transformation" or "Revive the fallen".
As a vampire you don't need to eat all that dry bread or eat these strange fruits called "apples", you prefer some red and tasty blood, which you have to suck from animals or better villagers, but be careful not every animal likes to give blood.
(Optionally)Install GuideAPI. Required to get a guide book.
Play
How to get started:
Checkout the guide book (requires Guide-API to be installed). It should be given to you at spawn, alternatively you can craft it with a normal book and a vampire fang or human heart.
There also is a wiki, but it might not be complete or up to date.
So, after spending a few hours fixing a stupid mistake I made, which
caused tents to not spawn hunter after world reload, Version 1.2 Release
is ready.
This Version changes/fixes lot's of minor things (and updates Vampirism for 1.11). Check the download page for changelog.
This will the last (and only) version for 1.11 (and 1.10), except for
bugfixes. The update to 1.12 required a lot of internal changes (mainly
caused by Forge) and I do not have the time to maintain Vampirism
across multiple versions.
Speaking of 1.12:
I just uploaded the first alpha. Forge is more or less stable now, so stuff should work.
Main (internal) changes are:
- Block/... Registration is now done slightly differently
- Crafting table recipes are now json files (maybe I will move the weapon table recipes to the same system)
- Some minor things
There are no new (1.12 related) features/enhancements implemented yet.
Also this is still an alpha, I did not do very much tests yet, so there might be bugs. Pls report any you can find.
Edit: I hate the Minecraft Forum Editor. It completely messes up larger posts sometimes
FAQ
My game crashes:
We need a crash report to be able to help you. Take a look here , then make a post describing your problem and including your crash report (No PM). If you do not understand the instructions, you can ask. But we never want to here: "My game does not work, fix it!"
For Youtubers: Feel free to contact me beforehand, so I can assist you if there are any questions or issue about the mod.
For Minecraft 1.9/1.10/1.11
Mod Packs:
You can use this mod in public and private modpacks, as long as you provide a link (which users can easily find) back to this thread. Also create a post in this thread mentioning the usage (preferably with link to the pack).
If you like this mod and would like to support the development, please consider becoming my Patreon.
I've already spent hundreds of hours on this mod. Even though it is mostly fun, I would appreciate some support, so I can pay all the coffee I need to program More information
As you can see I've finally created a thread in the non WIP section of the Minecraft Forum because Vampirism there is a release out there for some time now. I've not decided what I want to do with the old thread, it will either become inactive or be used for testing and feedback for new features and future alpha/beta versions.
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!
This mod adds several rituals which allow you to first become a vampire and then level up as a vampire, with higher levels you will get faster, stronger, better night vision etc, but it brings disadvantages with it, you take sun damage or are hunted by vampire hunters. By performing special rituals you can become a more skilled vampire and gain special skills like "Bat transformation" or "Revive the fallen".
As a vampire you don't need to eat all that dry bread or eat these strange fruits called "apples", you prefer some red and tasty blood, which you have to suck from animals or better villagers, but be careful not every animal likes to give blood.
(Optionally)Install GuideAPI. Required to get a guide book.
Play
How to get started:
Checkout the guide book (requires Guide-API to be installed). It should be given to you at spawn, alternatively you can craft it with a normal book and a vampire fang or human heart.
There also is a wiki, but it might not be complete or up to date.
So, after spending a few hours fixing a stupid mistake I made, which
caused tents to not spawn hunter after world reload, Version 1.2 Release
is ready.
This Version changes/fixes lot's of minor things (and updates Vampirism for 1.11). Check the download page for changelog.
This will the last (and only) version for 1.11 (and 1.10), except for
bugfixes. The update to 1.12 required a lot of internal changes (mainly
caused by Forge) and I do not have the time to maintain Vampirism
across multiple versions.
Speaking of 1.12:
I just uploaded the first alpha. Forge is more or less stable now, so stuff should work.
Main (internal) changes are:
- Block/... Registration is now done slightly differently
- Crafting table recipes are now json files (maybe I will move the weapon table recipes to the same system)
- Some minor things
There are no new (1.12 related) features/enhancements implemented yet.
Also this is still an alpha, I did not do very much tests yet, so there might be bugs. Pls report any you can find.
Edit: I hate the Minecraft Forum Editor. It completely messes up larger posts sometimes
FAQ
My game crashes:
We need a crash report to be able to help you. Take a look here , then make a post describing your problem and including your crash report (No PM). If you do not understand the instructions, you can ask. But we never want to here: "My game does not work, fix it!"
For Youtubers: Feel free to contact me beforehand, so I can assist you if there are any questions or issue about the mod.
For Minecraft 1.9/1.10/1.11
Mod Packs:
You can use this mod in public and private modpacks, as long as you provide a link (which users can easily find) back to this thread. Also create a post in this thread mentioning the usage (preferably with link to the pack).
If you like this mod and would like to support the development, please consider becoming my Patreon.
I've already spent hundreds of hours on this mod. Even though it is mostly fun, I would appreciate some support, so I can pay all the coffee I need to program More information
As you can see I've finally created a thread in the non WIP section of the Minecraft Forum because Vampirism there is a release out there for some time now. I've not decided what I want to do with the old thread, it will either become inactive or be used for testing and feedback for new features and future alpha/beta versions.
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!
This mod adds several rituals which allow you to first become a vampire and then level up as a vampire, with higher levels you will get faster, stronger, better night vision etc, but it brings disadvantages with it, you take sun damage or are hunted by vampire hunters. By performing special rituals you can become a more skilled vampire and gain special skills like "Bat transformation" or "Revive the fallen".
As a vampire you don't need to eat all that dry bread or eat these strange fruits called "apples", you prefer some red and tasty blood, which you have to suck from animals or better villagers, but be careful not every animal likes to give blood.
(Optionally)Install GuideAPI. Required to get a guide book.
Play
How to get started:
Checkout the guide book (requires Guide-API to be installed). It should be given to you at spawn, alternatively you can craft it with a normal book and a vampire fang or human heart.
There also is a wiki, but it might not be complete or up to date.
So, after spending a few hours fixing a stupid mistake I made, which
caused tents to not spawn hunter after world reload, Version 1.2 Release
is ready.
This Version changes/fixes lot's of minor things (and updates Vampirism for 1.11). Check the download page for changelog.
This will the last (and only) version for 1.11 (and 1.10), except for
bugfixes. The update to 1.12 required a lot of internal changes (mainly
caused by Forge) and I do not have the time to maintain Vampirism
across multiple versions.
Speaking of 1.12:
I just uploaded the first alpha. Forge is more or less stable now, so stuff should work.
Main (internal) changes are:
- Block/... Registration is now done slightly differently
- Crafting table recipes are now json files (maybe I will move the weapon table recipes to the same system)
- Some minor things
There are no new (1.12 related) features/enhancements implemented yet.
Also this is still an alpha, I did not do very much tests yet, so there might be bugs. Pls report any you can find.
Edit: I hate the Minecraft Forum Editor. It completely messes up larger posts sometimes
FAQ
My game crashes:
We need a crash report to be able to help you. Take a look here , then make a post describing your problem and including your crash report (No PM). If you do not understand the instructions, you can ask. But we never want to here: "My game does not work, fix it!"
For Youtubers: Feel free to contact me beforehand, so I can assist you if there are any questions or issue about the mod.
For Minecraft 1.9/1.10/1.11
Mod Packs:
You can use this mod in public and private modpacks, as long as you provide a link (which users can easily find) back to this thread. Also create a post in this thread mentioning the usage (preferably with link to the pack).
If you like this mod and would like to support the development, please consider becoming my Patreon.
I've already spent hundreds of hours on this mod. Even though it is mostly fun, I would appreciate some support, so I can pay all the coffee I need to program More information
As you can see I've finally created a thread in the non WIP section of the Minecraft Forum because Vampirism there is a release out there for some time now. I've not decided what I want to do with the old thread, it will either become inactive or be used for testing and feedback for new features and future alpha/beta versitha
So does mean no 1.7.10 port? I ask this because I really like this mod but I only ever play on 1.7.10 and I would hate to loose the ability to play this mod
Rollback Post to RevisionRollBack
until all are one, as well as i will never stop thinking of ideas because i am not normal and i just think in ways no one else does
Hello, I'm not sure if anyone has had this issue before or not, but it seems Vampirism is making the Night Vision Potion not. I'm not sure why it's causing this, but I have confirmed that it is this mod specifically causing the issue after Activating and Deactivating all my mods individually and making a new world each time.
Anyone know any RP servers with this mod?
Hi, I've got a few suggestions.
1. New ability - Vampire Lord -
Based off of Skyrim and from what I've seen the vampire barons have the same look. This form will have strength 2, flight, paralyse on all animals such as pigs, cows, sheep etc., a cosmetic Vampire Lord skin and all the old mod perks such as the minion ability. Maybe once beating the boss in the vampire dimension the player could gain this skill. I can provide a very HD skin in the 1.8 Alex format which looks awesome.
2. Adjustable eyes - Sometime with different skins the red eyes will not always work. So, maybe in settings there could be a 16x16 grid with a faded version of the players face where it's kind of like a skin maker where you click what kind of width and height the eyes have.
3. NPC skin remodelling - I could get a friend who does skins (msg me for examples) that could provide new HD versions of the ghosts, vampires, barons, hunters (possibly) and all other mod NPC's. He'll need the files to retexture everything tho.
Hope I could help!
Msg me if anything didn't make sense I'm in a rush.
an idea.
the crimson stone - grants vampirism so long as it is in the holders inventory. it grants "dark lord" vampirism. it is the same as the vampire lord, but now it also adds a host of magical abilities for the human form. hellfire, dark inferno, summoning damaging bat projectiles. the fire abilities aren't ordinary fire, but magical darkness-infused fire. the vampire lord form also gets enhancements. able to spit green flames.
What exactly do you mean with that?
Yes, this mod messes with the night vision potion, but it should still work even if you are not a vampire.
If it causes problems for you, please report the your Minecraft and Vampirism version as well as a more detailed description.
Thank you
There actually is a feature to adjust the eyes/teeths. Use the "/vamprism eye <number>" (or fang) to try different eye types.
The settings you suggested would probably provide a better way to configure it, but it would be quite time consuming to implement properly and I don't think it is worth it.
Regarding skins. Yes, some could use a redesign, however, the use of HD textures in a mod is rather bad practice. If your friend would like to create 64x32 skins, he can submit some if he likes.
If you are looking for higher quality textures, you can always use a texture pack, e.g. this BDCraft addon by Gedankenspiel http://gedankenspiel.me/vampirism/
so basically allowing human players to use vampire abilities? That would kinda defeat some of the basic concepts of this mod?
But a "lite" version might be an interesting idea for servers/modpacks , where not everyone wants to get deep into Vampirism, but might be interested in some of the features.
Or did I misunderstand you?
Latest update, The config STILL won't allow me to disable hunter camps... Why doesn't it work?
I've already done restarts and everything else you've suggested before...
I am sorry but I cannot reproduce this.
If I change Balance->General->Hunter Camp Density to 1000, restart MC and create a new world, I can find hardly any camps (none so far, but in theory there should be one every 1000x1000 chunks)
I am getting a crash when Minecraft tries ticking the coffin..
Here's a pastebin link of the FULL crash report. https://pastebin.com/SutPatvG
A vampire was sucking my tamed wolf's blood and i didn't notice until the notification came up "wolf has been killed by magic"
he never whelped or aggroed and i did hear the squelch noise but i thought it was feeding on a nearby pig and the wolf's tail was all the way up (indicating he was at full health)
i feel like the vampire bite should have aggroed my wolves or at least should have made a damage noise so i knew they had taken damage
i mean, this type of vampirism is special. you don't just need the stone to get this type of vampirism, but also a soul of a REALLY powerful vampire lord.
and this isn't the normal run-of-the-mill vampire, either.
this vampire is meant to be something out of castlevania.
ie. flame attacks, summoning bats as a projectile weapon, using souls as well as blood to heal, transform into mist or a wolf, and a giant demon form.
this is what i call "the dark lord". one where the very air around one perpetuates a dark atmosphere (as in, the immediate area around a dark lord would always be nighttime, unless canceled out by an equal power). one that can summon a giant castle (as in, a pocket dimension which houses your giant castle.), and command an army of undead (able to summon x amount of zombies and skeletons.)and who knows what else. one that only an equally powerful vampire hunter (yes, i do propose an opposite power to a dark lord for balance) can slay.
if you have ever played lament of innocence, this is how dracula became, well. dracula. by sealing the soul of another vampire lord inside of the crimson stone.
this can't be any vampire. it HAS to be an especially powerful one or else the stone will reject it. and you'd have to first FIND the crimson stone too. and dropping or throwing away the stone would cure the vampirism. but, if another person were to obtain the stone dropped, they would have to kill another powerful vampire.
in a sense, this is a different type of vampirism, one that requires gaining dominance over another vampires soul, and with it, dark and terrible power.
stupid question but where is the config file? i cant find it in WinRar
It says this mod depends on something when it loads (1.11.2), but it doesn't say which mod.
excuse my dumb name
I love that this mod is back again.
I haven't played it for quite some time now. You were only collecting ideas for the hunters, as far as I know.
And I see you are using some of my suggestions.
I am watching a let's play to get an idea what has been changed since I last played it, and I must say it got complicated, but it also seems to have improved.
Downloading the latest version now.
Just wondering though, from watching that let's play:
Do Mobs regenerate blood over time? Because since mobs can be bitten several times without dying or being turned into vampires, but run out of blood eventually. When I last played the mod, there was no need for that, since everything I bit instantly turned.
(That was actually something I found inconsistent. Mobs turn instantly, and players have a one-day cooldown. I originally suggested giving mobs a five-second cooldown just for immersion reasons, but that was either not noticed or ignored)
Judging from a mod review I watched, Hunter-Gameplay revolves around collaboration and cooperation with Hunter-NPCs in a very similar way to how I suggested.
Will there be any, or is there already some, optional teaming up with Vampire NPCs for Vampires? Vampire Players are quite loners, while there is a lot of vampire lore about vampire clans.
One Idea could be a special Bond with the Vampires one creates. You know, in many fictional works, like Movie and TV, newly turned vampires often enter child-parent-like relationships to the Vampire who turned them. Such a bond is often abused in order to gain Influence among a small vampire community...
But it doesn't have to be some master-servant relationship. Some roommate-relationship works as well.
Benefits to this system could be:
NPC Vampires that offer you some bottles of blood or other resources in exchange for you allowing them to use your Altar to level up.
NPC Vampires living with you and helping you gather certain resources including blood or defending your Place while you are not there.
Also, I recommended you a long time ago to support/make compatibility patches to Mods that replace the Villager mobs, like Minecraft Comes Alive.
I personally don't use that Mod, but I know that a lot of people do.
Nowhere in your main post is any information on whether you did that or not, or if you plan to or not.
Can't say anything on the rest of the thread yet, since I haven't read through all of it.
Roughly 95% of Minecraft
players hate Villagers and would be very happy if they were removed. If
you are one of the 5% who actually like villagers, copy this into your
signature and hope it never happens. ~EnderDude124
hey are there ever gonna be stairs added?
Mobs regenerate blood slowly as of the latest version
Hey welcome back , several of your earlier suggestion have been implemented in the meantime.
Regarding your questions/suggestions:
a) Creatures have a defined amount of blood, if you suck blood from them you only take a portion of it. As long as a creature has more than 0 blood, it slowly regenerates. However, once the blood level reaches zero the creature instantly becomes a vampire by default. It just looks cooler. If you want a more consistent experience, you can still activate the "realism mode" in the configs which gives the creatures a short sanguinare effect instead of instantly turning them, it changes a few other things as well.
Some kind of team up or similar is still planned, but I don't have enough time
Some trading would indeed be nice. Hunters can already trade some things with special villagers.
c) MCA integration is still planned and actually already half way done. But have to finish a few other things first
Finally got around to implement this, wasn't much fun, but done. Will be included in 1.4
Is it possible to make a separate mod with Werewolves? During the night, they can transform. They must eat hearts of animals, villagers, or players. If they eat Villager or Players hearts, Animal hearts become insatiable to the werewolf. Zombie hearts work like villager/player hearts, but have a chance to cause Hunger. Hearts can only be dropped while in Werewolf form, or while wielding a specific dagger from mod.
To become a werewolf, a transformation ritual must be done, or be bitten by a werewolf. Werewolf spawns should be configurable to force players to do the ritual if modpack dev desires.
Human Form
Strengths
Weaknesses
Werewolf Form
Strengths
Weaknesses:
Werewolf Hunters
Lemme know what you guys think. I'm not a great programmer, otherwise I'd do this myself.
...wouldn't that be something to ask in a werewolf mod thread, not a vampire mod thread?
until all are one, as well as i will never stop thinking of ideas because i am not normal and i just think in ways no one else does