Seems we wanted more blocks: Vampires have an aversion to garlic, a
common defense against vampires is to create garlands of garlic bulbs
and hang them around ones home. Vampires shy away from garlic, and
cannot touch the garlands. So in this case these are blocks that repel
vampires and can not be broken or removed by such offering protection to
homes and buildings. You can see further information on that website
with also a crafting for garlands.
I support that idea.
There already is a garlic diffuser which does exactly this. It gives a garlic effect to vampires nearby (weakness, slowness as far as I can remember). It can be actively boosted (with garlic) to have a higher range and also give blindness.
Vampires can break it, but it takes very long and gives even stronger effects.
A "lighter" version in form of a garlic bulb would be possible tough, just giving weakness or slowness and being slightly difficult to break. Also work as torches of course. Issue with that: How to prevent hunters to just spam all places with this.
I like the idea of losing all your blood first before the sun starts
to take away your actual health. Think of this as your regenerative
powers need blood to work so it burns through it before you start to
actually die down. Also the sun border around the screen is a very
awesome idea but being too solid breaks away from the immersion so I
would like to see it more faded and thin around the screen border, so
you know its there but its not breaking away the immersion.
I never found that yellow border unimmersive,
but making it more transparent and rather white than yellow would
actually improve it. Having the blood go down would mean the vampire
starves before he recieves sun damage.
Border will be reduced, won't change anything about the sun damage for now. I have heard dozens of different opinions on this.
Upon becoming a vampire, a player will acquire the following abilities:
-Immunity to poison and disease
Agreed, unless its garlic or anything vampire
specific. Like blood being incompatible. Splash potion of poison should
do nothing, but holy water still should.
Always difficult regarding mod compatibility. Mods tend to "punish" players with poison for things as it is one of the simplest vanilla ways to deal damage (except direct damage). While some of the modded damages should be blocked, others probably should not.
This would add to immersion of course, but I think I haven't been poisoned very often in MC (except if eating rotten flesh) so gameplay impact is small
-Sense Blood (looking at a victim will show how much blood they have
available) The fangs that come up when facing a victim currently can
have a meter implemented into them so they reflect this information.
Example: Each fang would be 1/4 of the victims blood pool.
Depending on how much blood a mob has, the bar
would go down much slower, but other than that, I like the Idea and I
think it would improve this mod.
Was part of the Waila integration (is there a 1.12 version or an alternative?). However, making this part of the displayed fang indicator is a good idea
-Immunity to most of forms of death except by fire
That would break a lot of gameplay. Therefore no support.
-Hunger regen from Blood Pool (if the hunger bar ever empties and
there is no blood to fill it, the vampire will receive massive weakness
and slowness debuffs)
The hunger bar is already replaced by a blood
bar that fills when drinking blood and empties over time with the same
consequence as haveing an empty hunger bar. I fail to see how this would
work or how it would improove this mod.
-Eating normal food instantly causes extreme hunger
Does eating normal food even do anything as of the current version? I never tried.
Does not do anything and dont' think it should
-Fire resistance does not work
Trlaslation: no more going to the nether outside of peaceful mode.
Vampires are already more vulnerable to fire and fire resistance effect it less effective
-As a vampire player raises in level their abilities increase, each
level increases the amount of blood they can store in their Blood Pool
and the amount of damage they can do.
Are you suggesting a longer thirst bar as the
vampire levels up? Damage and moovement boost, I support, but what would
a longer thirst bar be good for?
... Well now that I think about it, a longer thrist bar would reduce the
risk of starving for high level vampires, and it would increase the
amount of blood needed to be fully saturated.
Not sure, maybe, but would clutter the HUD with more blood icons
I really liked how this mod worked and it seemed well balanced. I
like the ability to make it rain in order to obscure the sun, or maybe
even cause an eclipse at the cost of great blood. The
Vampire power to make it rain was in a previous version of the mod. It
required a high level and was removed for reasons unknown to me. I would
like it to come back, but the fact that it was removed means that there
is a reason why its not there and should not be there. Even if I don't
know it.
Was removed out of two reasons:
a) Since vampires don't take sun damage in the rain, this is effectively a way to completely avoid any sun damage
Just does not work in Multiplayer, where multiple vampires could just switch weather over and over again
c) I hate MC rain
I would also like to be able to drink directly from the blood
tank/reserves. Instead of putting into bottle then drink from bottle.
Maybe by pressing the drink "V" on the blood reserves would allow you to
drink from them. This way if we want to se up a blood bank in our homes
we don't need to move liquids around too much.
Good Idea. Support.
Agree
Currently the skill tree seems a bit chunky, I would like to see in
the future more and smaller skills and some special skills that require a
quest to acquire. The same way Witchery makes you level up by special
tasks.
I like the skill tree the way it is. And adding
special quests for additional skills sounds very complicating. It could
potentially break multiplayer PVP.
Won't change skill tree (for now), but some more difficult quest related leveling is being considered
I really think this old mod can offer great ideas. Thank you so much
for reading my suggestions cant wait to see where the nurture takes us!
Don't take me wrong, I know about Witchery and I
played with it before. I love the lore and the ideas, but I could never
really get into the gameplay. I don't want to see Vampirism become a
recreation of the vampires part of Witchery but to stay its own mod. I
am quite sure Witchery still exists and was updated to 1.12.
Don't think there is anything for 1.8+ but agree with TheBeastCH
Edit: vampire/hunter clans. Let's discuss this another time, was suggested several times, still agree that this is something we should think about and it is somewhat planned for after structure gen is done and when reworking/reimplementing any kind of lord system
Regarding the villages, a few things I have not fully understood yet or which need more discussion:
If the village is controlled which effects happen
To the player and creatures (of the same faction)
? The changes I expect on a village to happen when taken over by vampires would be a balanced existence between vampires and regular villagers, where the vampires are the benefactors by having a consistent blood source and offer their protection in exchange. The player would be able to feed from villagers without causing alarm and maybe the villagers would even have more blood or stop you right before you kill them. Have them regenerate blood faster with a certain world block like a pillar of regeneration that works slowly in a certain area of the village and thus providing faster blood growth in villagers. Past this I can see more to come in the future.
To villagers?
Under vampire control
Become vampires as well? I would like to see more regular villagers with a small vampire population in comparison, every 2 villagers there's 1 vampire for example. This way the vampire control village is still a viable blood source.(Can't be bitten anymore, but why would they live under vampire control if they are not ones themselves) Well in exchange vampires could offer protection from other mobs, I know that's kinda what hunters do but we do have other means in lore like blood dolls and so on, or stay because of fear.
Under hunter control
a few could become angry villagers I leave these suggestions to Hunter Players.
cure vampire villagers
General
Spawn creatures of the controlling faction (up to a certain threshold depending on village size)
How to take control?
If neutral
Use some block or block structure If I were to control a village I would have to kill all the hunters first (which is what we were deciding before whether to have all villages hunter controlled or not, I would like to see very few and rare villages taken over already by world gen making neutral villages easy to take and the player would then have to build the necessary building to allow vampires their existence. Example buildings with coffins were the now player controlled vampire would come to during the day for protection from the sun. It can be a room with one coffin and that's what they need to know that room is safe during the day or their own smart Ai to go indoors during the day.
I like to be able to control where the vampires rest during the day as I plan on making a castle and would like some sort of organisation within thats why a coffin could tell them this room is for day resting.
Should be rather easy
As a vampire, killing hunters if any would be #1.
Second I think there should be some sort of system to make this a little bit harder, villages should be a good bonus to a vampire (maybe even implement a village control bonus in the future.) So maybe you need to help the villagers and show them why they should stay with you as #2 Maybe by placing a certain amount of blocks around (fixing the village as they are usually a mess) setting up farms, and the system could count blocks placed by the player in order to register this. Like step 2 to conquer a village, make one farm with 2 buckers of water 4 dirts and 20 wood (random numbers) to set their little farms, make a 4x4 house with a door and roof, etc.
I think step #3 should be a block placed like said above some sort of totem or flag that shows the dominance of the specific faction, we can also have banners to place around town. Maybe this object can be a statue and offers the area regen buff for villagers like mentioned above and if using banner can be like a web system were every banner offers a small regen buff so placing them at the houses would grow blood faster on villagers.
If opposite faction
What do you have to do to free it?
Destroy block of course With the block idea there can be banners placed around the town and all would have to be destroyed, now these can have an aura that repells the opposite faction until all enemy faction npc have been killed. Then you can approach it and destroy it.
Kill a certain amount of creatures? I think all opposite faction members should be killed, maybe instead of killed you have to turn all hunters so every time you turn one it joins you to conquer and this starts the town raid. I know hunters have some sort of garlic protection so maybe some can be turned some have to be killed.
Something else?
Should be rather difficult I like the idea of the main block to offer an area of effect that regens npc villagers and a web network of banners or other type of block around town that have to be found and broken as well in order to conquer town, but cant be approached and it pushes you back until all enemy faction players are dead.
Are there still villagers you can suck blood from (except in neutral villages) Yes vampire controlled villages should stay with more villagers than vampire npcs as a valuable source of blood.
I have started collection a some suggestions here, let me know if I put something in there you disagree with. I quickly loose track on these forums, too many suggestions ^^
Seems we wanted more blocks: Vampires have an aversion to garlic, a
common defense against vampires is to create garlands of garlic bulbs
and hang them around ones home. Vampires shy away from garlic, and
cannot touch the garlands. So in this case these are blocks that repel
vampires and can not be broken or removed by such offering protection to
homes and buildings. You can see further information on that website
with also a crafting for garlands.
I support that idea.
There already is a garlic diffuser which does exactly this. It gives a garlic effect to vampires nearby (weakness, slowness as far as I can remember). It can be actively boosted (with garlic) to have a higher range and also give blindness.
Vampires can break it, but it takes very long and gives even stronger effects.
A "lighter" version in form of a garlic bulb would be possible tough, just giving weakness or slowness and being slightly difficult to break. Also work as torches of course. Issue with that: How to prevent hunters to just spam all places with this.
Oh Awesome I was not aware of this item, either way is it possible to have blocks with maybe weaker options that do not need refil as you suggested, but instead make it to where it pushes or cant be approached by a vampire? Perfect for doors, my brother is always being killed by vamps right outside his door lol
I like the idea of losing all your blood first before the sun starts
to take away your actual health. Think of this as your regenerative
powers need blood to work so it burns through it before you start to
actually die down. Also the sun border around the screen is a very
awesome idea but being too solid breaks away from the immersion so I
would like to see it more faded and thin around the screen border, so
you know its there but its not breaking away the immersion.
I never found that yellow border unimmersive,
but making it more transparent and rather white than yellow would
actually improve it. Having the blood go down would mean the vampire
starves before he recieves sun damage.
Border will be reduced, won't change anything about the sun damage for now. I have heard dozens of different opinions on this.
Thank you for taking this into consideration, its an awesome and original idea and I love it, just not as big as it currently is, or maybe make it configurable? Either way I am satisfied with you answer
Upon becoming a vampire, a player will acquire the following abilities:
-Immunity to poison and disease
Agreed, unless its garlic or anything vampire
specific. Like blood being incompatible. Splash potion of poison should
do nothing, but holy water still should.
Always difficult regarding mod compatibility. Mods tend to "punish" players with poison for things as it is one of the simplest vanilla ways to deal damage (except direct damage). While some of the modded damages should be blocked, others probably should not.
This would add to immersion of course, but I think I haven't been poisoned very often in MC (except if eating rotten flesh) so gameplay impact is small
Ok
-Sense Blood (looking at a victim will show how much blood they have
available) The fangs that come up when facing a victim currently can
have a meter implemented into them so they reflect this information.
Example: Each fang would be 1/4 of the victims blood pool.
Depending on how much blood a mob has, the bar
would go down much slower, but other than that, I like the Idea and I
think it would improve this mod.
Was part of the Waila integration (is there a 1.12 version or an alternative?). However, making this part of the displayed fang indicator is a good idea
Is there any ways we could also add blood effects to when drinking/attacking with our fangs? Currently drinking will make the effects of just hitting something with your hand I feel blood effects when using "V" would add a nice detail.
-Immunity to most of forms of death except by fire
That would break a lot of gameplay. Therefore no support.
-Hunger regen from Blood Pool (if the hunger bar ever empties and
there is no blood to fill it, the vampire will receive massive weakness
and slowness debuffs)
The hunger bar is already replaced by a blood
bar that fills when drinking blood and empties over time with the same
consequence as haveing an empty hunger bar. I fail to see how this would
work or how it would improove this mod.
-Eating normal food instantly causes extreme hunger
Does eating normal food even do anything as of the current version? I never tried.
Does not do anything and dont' think it should
Ok
-Fire resistance does not work
Trlaslation: no more going to the nether outside of peaceful mode.
Vampires are already more vulnerable to fire and fire resistance effect it less effective
Perfect then.
-As a vampire player raises in level their abilities increase, each
level increases the amount of blood they can store in their Blood Pool
and the amount of damage they can do.
Are you suggesting a longer thirst bar as the
vampire levels up? Damage and moovement boost, I support, but what would
a longer thirst bar be good for?
... Well now that I think about it, a longer thrist bar would reduce the
risk of starving for high level vampires, and it would increase the
amount of blood needed to be fully saturated.
Not sure, maybe, but would clutter the HUD with more blood icons
Would it be possible to make the bar count for more blood rather than make it look bigger? For example what was one blood drop today at a certain level it means 2 drops, this could be reflected by making the blood HUD deeper red reflecting the blood drop now counts as two?
I really liked how this mod worked and it seemed well balanced. I
like the ability to make it rain in order to obscure the sun, or maybe
even cause an eclipse at the cost of great blood. The
Vampire power to make it rain was in a previous version of the mod. It
required a high level and was removed for reasons unknown to me. I would
like it to come back, but the fact that it was removed means that there
is a reason why its not there and should not be there. Even if I don't
know it.
Was removed out of two reasons:
a) Since vampires don't take sun damage in the rain, this is effectively a way to completely avoid any sun damage
Just does not work in Multiplayer, where multiple vampires could just switch weather over and over again
c) I hate MC rain
I see good reasons for this and I understand.
I would also like to be able to drink directly from the blood
tank/reserves. Instead of putting into bottle then drink from bottle.
Maybe by pressing the drink "V" on the blood reserves would allow you to
drink from them. This way if we want to se up a blood bank in our homes
we don't need to move liquids around too much.
Good Idea. Support.
Agree
Currently the skill tree seems a bit chunky, I would like to see in
the future more and smaller skills and some special skills that require a
quest to acquire. The same way Witchery makes you level up by special
tasks.
I like the skill tree the way it is. And adding
special quests for additional skills sounds very complicating. It could
potentially break multiplayer PVP.
Won't change skill tree (for now), but some more difficult quest related leveling is being considered
I cant wait to see the skills and implementations in the future
I really think this old mod can offer great ideas. Thank you so much
for reading my suggestions cant wait to see where the nurture takes us!
Don't take me wrong, I know about Witchery and I
played with it before. I love the lore and the ideas, but I could never
really get into the gameplay. I don't want to see Vampirism become a
recreation of the vampires part of Witchery but to stay its own mod. I
am quite sure Witchery still exists and was updated to 1.12.
Don't think there is anything for 1.8+ but agree with TheBeastCH
Edit: vampire/hunter clans. Let's discuss this another time, was suggested several times, still agree that this is something we should think about and it is somewhat planned for after structure gen is done and when reworking/reimplementing any kind of lord system
Regarding the villages, a few things I have not fully understood yet or which need more discussion:
If the village is controlled which effects happen
(special) NPCs of the corresponding Faction spawn inside the village as if they were part of it, more NPCs from the corresponding faction spawn in the area near the village. Fewer NPCs of the opposite faction spawn. Raids of the opposite faction happens in an attempt to take/retake the village. (Even if they are unable to do that without a player because of deactivated mob conquest)
?
To the player and creatures (of the same faction)
They get a light buff to their health and damage when nearby. An optional block can be placed and fueled that grants additional buffs for that area.
To villagers?
Become vampires as well? (Can't be bitten anymore, but why would they live under vampire control if they are not ones themselves) Only a small portion of them. Villages how they are in world gen would have 1 - 3 vampire villagers. Larger villages would have more. I am thinking about 1 vampire villager every 5 normal villagers by default, but that may vary.
Under vampire control
Normal ones would have more blood, replenish it faster and get less angry.
Vampire ones would have special trades.
The special block I mentioned above could add additional buffs and make the forementioned buffs more noticeable.
Under hunter control
a few could become angry villagers
I agree.
cure vampire villagers
My initial idea was killing and replaceing them, but that is even better.
Also, the Villagers under hunter control would give Vampires the gerlic effect when they get bitten and they are immune to being turned.
General
Spawn creatures of the controlling faction (up to a certain threshold depending on village size)
Yes
How to take control?
Use some block or block structure
Should be rather easy
It is as easy as opening a wood door if the village is neutral.
If neutral
Walk to the totem/flag block
Punch/rightclick it, it changes its stat and its apearence.
Wait until the cooldown is over (15 - 30 seconds. not more, maybe less)
The Village is under the control of your faction.
If opposite faction
Destroy block of course
Actually:
Punch/rightclick it, it changes its stat and its apearence.
Wait until the cooldown is over (This time several minutes)
Kill a certain amount of creatures?
During the cooldown, all enemy NPCs will charge towards the totem/flag block and try to undo what you did before the cooldown runs out. New ones spawn nearby to replace dead ones until the cooldown is run out and the village is conquered. After the cooldown is over, the village will be under your faction control as soon as all enemies (who still try to take the village back) inside the village borders are dead.
Something else?
As explained.
Should be rather difficult
Several minutes of hindering a continuing stream of hostile mobs to reach a specific Block sounds difficult to me.
What do you have to do to free it?
When you say "free", I understand hunters takeing it from vampires. Do you mean something else?
Are there still villagers you can suck blood from (except in neutral villages)
Yes, just not in hunter villages.
I have started collection a some suggestions here, let me know if I put something in there you disagree with. I quickly loose track on these forums, too many suggestions ^^
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
Moving some comments by Picho from Github to here to keep the discussion in one place.
His comments are bold:
Villages are controlled by a block or block structure:
Block has to be refilled every now and then with blood/garlic
Totem: the idea of a main block that decides village control.
Banners: smaller versions of the totem that offer the bonuses in a smaller area.
This is a great idea which would work with my suggestion of
an area of effect bonus to anyone who is near this totem, can also work
with a smaller block like a banner and this "banner" would offer a
smaller area of effect around it. These banners would be linked to the
totem and in order to break the totem all banners have to be destroyed
first. But the banners would push back the player until all enemy npcs
are killed. The blood/garlic would power this effect. This banner then
could be placed at homes by the door to offer residents the buff rather
than it being village wide. The buff could be just faster blood
regeneration or actual healing the npcs very slowly and little.
If not, loose control or disable effects or higher chance of successful take overs?
If the totem (main block) is not refilled with blood/garlic to
power it up then it would not push back the enemy players making taking
over the village faster.
.
Villages will eventually be taken over by the opposite faction:
Only if structure not refilled?
With my suggestion, structure not refilled with blood/holy water
would take away the area of effect buff and allow the enemy close
enough for it to break its link and then the core to control village in
their favor.
Extra: Now that I think of a liquid source for hunters
compared to blood: Maybe the controlling structure could be a simple
fountain with the specified liquid! And there could be 3 ranks to the
fountain, with each allowing new buffs to the controlling faction. These
fountains would need the player to upgrade them like leveling altars,
in order to provide a new rank of control/buffs.
Small chance if player not near: I don't necessarily like this. Raids and attacks are fine but in a complex village control system this could be a big loss.
Just a simulation in background and e.g. applied once chunk loaded? If we don't have them work in the background is better. Having the player present during these control attacks would be better.
.
Small raids might happen if the player is nearby:
A small number of the opposite faction attack, but should not cause much permanent damage **I like this idea, we could also have a local chat notification if close enough with a specific text for each faction, example: Hunters: --"A nearby village is under vampire attack!"(If there is a vampire raid on hunter controlled village) --"A nearby village may need assistance."(If its a neutral village that can be controlled by the hunter player). Vampire: --"A nearby village wrecks with the scent of garlic!"(If hunters are raiding a vampire controlled village) --"A nearby village sounds peaceful" (If its a neutral village ready to be controlled).**
.
Villages are controlled by a block or block structure
Block has to be refilled every now and then with blood/garlic -Can we have it draw blood from the blood tanks if placed directly next to it? This would help greatly with handling multiple villages. Maybe even have a timer of how much you have left before blood runs out?
If not, loose control or disable effects or higher chance of successful take overs? -Yes
Only thing I am still not sure about is the block structure.
Firstly a few general notes:
Preferably, only one block/multiblock structure. Completely separate blocks don't work well due to the chunk separation and because we don't want to keep references to the other blocks in memory. Not sure about the banners. Maybe we can get them to work rather independently
We don't want unbreakable blocks. (Players might decide to build something else in that place)
So I would suggest that normal villages do not have any block inside. Instead you would have to craft and place the structure yourself if you want to control that village.
This can still be broken (required for the opposite faction to take over), but in order to break it the opposite faction would have to go to the procedure TheBeastCH suggested.
The block/structure should have a way to fuel it (and also show it's current level). It also needs to indicate the current progress of a take over.
It could be a faction specific structure (look different, code itself would be mostly the same).
Also we have to think about how to avoid (the most obvious) exploits:
Make sure every one can find the structure (e.g. beacon beam)
Try to prevent players from just enclosing it with obsidian (e.g. destroying any blocks above and removing buffs if any other block right next to it)
Anything else?
About the design: For vampires I could e.g. imagine a two block high totem style structure surrounded by 4 blood tanks.
Maybe we could also require the player trying to control a village to be a certain level
Only thing I am still not sure about is the block structure.
Firstly a few general notes:
Preferably, only one block/multiblock structure. Completely separate blocks don't work well due to the chunk separation and because we don't want to keep references to the other blocks in memory. Not sure about the banners. Maybe we can get them to work rather independently
We don't want unbreakable blocks. (Players might decide to build something else in that place)
So I would suggest that normal villages do not have any block inside. Instead you would have to craft and place the structure yourself if you want to control that village.
This can still be broken (required for the opposite faction to take over), but in order to break it the opposite faction would have to go to the procedure TheBeastCH suggested.
The block/structure should have a way to fuel it (and also show it's current level). It also needs to indicate the current progress of a take over.
It could be a faction specific structure (look different, code itself would be mostly the same).
Also we have to think about how to avoid (the most obvious) exploits:
Make sure every one can find the structure (e.g. beacon beam)
Try to prevent players from just enclosing it with obsidian (e.g. destroying any blocks above and removing buffs if any other block right next to it)
Anything else?
About the design: For vampires I could e.g. imagine a two block high totem style structure surrounded by 4 blood tanks.
Maybe we could also require the player trying to control a village to be a certain level
I like how you put it here.
Let me add a few Ideas.
The Procedure I suggested would work differently for a breakable block. Let me suggest this.
A Village can only have one Totem. Placing a second Totem will not work, no matter the Faction, unless it's in Creative. Totems can be filled with Blood or Garlic in the crafting grid or like a blood tank. Empty Totems do not provide any sort of buff, have a shorter cooldown and spawns fewer defending NPCs. Punching a Totem of your faction does nothing. Punching a Totem of the opposite faction triggers the cooldown mode, where it blinks like ignited TNT.
Cooldown more goes for a set amount of time and after the cooldown time is over, the Totem instantly brakes, allowing a different Totem to be placed. Punching a Totem of your faction in cooldown resets it, so it is no longer on cooldown and in order to break it, the enemy must punch it again and start the cooldown all over. During Cooldown, the Totem constantly spawns NPCs of its own faction outside the village and attracts them. If one of them reaches the Totem, he stops the cooldown.
You cannot stop players from using exploits. If the Totem destroys blocks, it will be used as a means of destroying blocks he otherwise couldn't but will be unable to use it inside his own (non-village) base or custom underground/cave village. If the Totem does not give any buffs if a block is right next to it, the 5 blocks high obsidian wall will have a gap between totem and obsidian. Beacon beams can be obscured by placing a beacon on top of it.
But for those two things you mentioned, let me add some suggestions.
I like the beacon beams.
How about dark red for vampires and gold for Hunters?
It would make it obvious from far away who controls the village.
It would make it difficult to hide them for sure.
About the obsidian box, I don't think there should be something to stop them from building one, but they would have to leave a gap open so they could enter fuel inside, and the same gap could be used to punch and therefore break it. If they don't the Totem runs out of fuel, and this could have concequences. For exemple attempting to place down a Totem with fuel inside would still not place the totem down but trigger the cooldown for the empty totem, and that would force them to destroy their own obsidian box in order to reset the Totem.
With a nether portal, 2 buckets and an infinite water source, they could create a obsidian box around a Village.
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
Only thing I am still not sure about is the block structure.
Firstly a few general notes:
Preferably, only one block/multiblock structure. Completely separate blocks don't work well due to the chunk separation and because we don't want to keep references to the other blocks in memory. Not sure about the banners. Maybe we can get them to work rather independently
We don't want unbreakable blocks. (Players might decide to build something else in that place)
It can be a 2 block high pilon like the picture atached. With a beam that goes into the sky with the specific faction color.
So I would suggest that normal villages do not have any block inside. Instead you would have to craft and place the structure yourself if you want to control that village.
This can still be broken (required for the opposite faction to take over), but in order to break it the opposite faction would have to go to the procedure TheBeastCH suggested.
The block/structure should have a way to fuel it (and also show it's current level). It also needs to indicate the current progress of a take over.
Really like this idea of seeing the progress and have levels of control.
It could be a faction specific structure (look different, code itself would be mostly the same).
Also we have to think about how to avoid (the most obvious) exploits:
Make sure every one can find the structure (e.g. beacon beam) Beam into the sky is a perfect idea!
Try to prevent players from just enclosing it with obsidian (e.g. destroying any blocks above and removing buffs if any other block right next to it) I am 100% sure everyone would want to build it indoors, like a sort of shrine, very important. But if it needs to be refilled with blood, even with having it draw from tanks nearby it will still need an empty space between the two so it cant be encased.
Anything else? The vampire biome has a fog...what if we could have the same fog, but way lighter and not obstruct the view (far view) but when you enter village area, depending on the control, there could be a blood fog for vampires and something else for hunters. This way you know when you are entering a faction controlled area.
About the design: For vampires I could e.g. imagine a two block high totem style structure surrounded by 4 blood tanks.
Maybe we could also require the player trying to control a village to be a certain level I suggest level 4-5. Maybe if we have control levels you need to be higher level to access those higher control levels.
Alright, thank you for your suggestions.
I will start working on a plan regarding the implementation itself and start with the implementation soonish.
However, I will likely need some help debugging down the road (especially as I currently only have access to a laptop which is barely able to run Minecraft let alone a server and multiple clients at once.
Maybe some of you are interested in testing and have a group of friends willing to help. Alternately we could temporarily use the Vampirism Official server for that (if so which timezone are you living in?)
Will probably be a few weeks until I am ready anyway.
@Picho
In the image you attached the night vision effect seems to be permanently displayed. Is this annoying, and if so which mod is displaying it (and which version of MC do you use, maybe I can do something about it.
Alright, thank you for your suggestions.
I will start working on a plan regarding the implementation itself and start with the implementation soonish.
However, I will likely need some help debugging down the road (especially as I currently only have access to a laptop which is barely able to run Minecraft let alone a server and multiple clients at once.
Maybe some of you are interested in testing and have a group of friends willing to help. Alternately we could temporarily use the Vampirism Official server for that (if so which timezone are you living in?)
Will probably be a few weeks until I am ready anyway.
@Picho
In the image you attached the night vision effect seems to be permanently displayed. Is this annoying, and if so which mod is displaying it (and which version of MC do you use, maybe I can do something about it.
I use Minecraft: 1.12.2 (Modded) Forge-14.23.1.2559 on Twitch to manage mods. I host a server with my 2 brothers. I tried to find the mod that displays the character status but could not find it. Honestly it is not a bother, it is an infinity buff after all. I do want to mention that switching Night vision off and on crashes my game, hadn't mention it.
I was just going through the vampirism (1.4.0 alpha 11-26-20-41) config settings, and i noticed something. In Main Config > Balance Settings > Village Vampire Properties, one setting is called 'spawn vampire in overtaken' which is a true/false that says if vampires spawn in overtaken villages instead of hunters.
My questions is: how does a village become overtaken?
I was just going through the vampirism (1.4.0 alpha 11-26-20-41) config settings, and i noticed something. In Main Config > Balance Settings > Village Vampire Properties, one setting is called 'spawn vampire in overtaken' which is a true/false that says if vampires spawn in overtaken villages instead of hunters.
My questions is: how does a village become overtaken?
This feature is still very much in it's initial state (see discussions above). This is just a preliminary feature which cannot actually be achieved by normal gameplay (yet). However, if you really want to clear a village for debugging or testing reasons you can use the cheat command ("vampirism-test overtakeVillage"), the only effect so far is that it will spawn vampires instead of hunters.
I use Minecraft: 1.12.2 (Modded) Forge-14.23.1.2559 on Twitch to manage mods. I host a server with my 2 brothers. I tried to find the mod that displays the character status but could not find it. Honestly it is not a bother, it is an infinity buff after all. I do want to mention that switching Night vision off and on crashes my game, hadn't mention it.
If it crashes, can you please upload the crash report, so I can have a look. Thank you
I was just going through the vampirism (1.4.0 alpha 11-26-20-41) config settings, and i noticed something. In Main Config > Balance Settings > Village Vampire Properties, one setting is called 'spawn vampire in overtaken' which is a true/false that says if vampires spawn in overtaken villages instead of hunters.
My questions is: how does a village become overtaken?
This feature is still very much in it's initial state (see discussions above). This is just a preliminary feature which cannot actually be achieved by normal gameplay (yet). However, if you really want to clear a village for debugging or testing reasons you can use the cheat command ("vampirism-test overtakeVillage"), the only effect so far is that it will spawn vampires instead of hunters.
I use Minecraft: 1.12.2 (Modded) Forge-14.23.1.2559 on Twitch to manage mods. I host a server with my 2 brothers. I tried to find the mod that displays the character status but could not find it. Honestly it is not a bother, it is an infinity buff after all. I do want to mention that switching Night vision off and on crashes my game, hadn't mention it.
If it crashes, can you please upload the crash report, so I can have a look. Thank you
Seems we wanted more blocks: Vampires have an aversion to garlic, a
common defense against vampires is to create garlands of garlic bulbs
and hang them around ones home. Vampires shy away from garlic, and
cannot touch the garlands. So in this case these are blocks that repel
vampires and can not be broken or removed by such offering protection to
homes and buildings. You can see further information on that website
with also a crafting for garlands.
I support that idea.
There already is a garlic diffuser which does exactly this. It gives a garlic effect to vampires nearby (weakness, slowness as far as I can remember). It can be actively boosted (with garlic) to have a higher range and also give blindness.
Vampires can break it, but it takes very long and gives even stronger effects.
A "lighter" version in form of a garlic bulb would be possible tough, just giving weakness or slowness and being slightly difficult to break. Also work as torches of course. Issue with that: How to prevent hunters to just spam all places with this.
I like the idea of losing all your blood first before the sun starts
to take away your actual health. Think of this as your regenerative
powers need blood to work so it burns through it before you start to
actually die down. Also the sun border around the screen is a very
awesome idea but being too solid breaks away from the immersion so I
would like to see it more faded and thin around the screen border, so
you know its there but its not breaking away the immersion.
I never found that yellow border unimmersive,
but making it more transparent and rather white than yellow would
actually improve it. Having the blood go down would mean the vampire
starves before he recieves sun damage.
Border will be reduced, won't change anything about the sun damage for now. I have heard dozens of different opinions on this.
Upon becoming a vampire, a player will acquire the following abilities:
-Immunity to poison and disease
Agreed, unless its garlic or anything vampire
specific. Like blood being incompatible. Splash potion of poison should
do nothing, but holy water still should.
Always difficult regarding mod compatibility. Mods tend to "punish" players with poison for things as it is one of the simplest vanilla ways to deal damage (except direct damage). While some of the modded damages should be blocked, others probably should not.
This would add to immersion of course, but I think I haven't been poisoned very often in MC (except if eating rotten flesh) so gameplay impact is small
-Sense Blood (looking at a victim will show how much blood they have
available) The fangs that come up when facing a victim currently can
have a meter implemented into them so they reflect this information.
Example: Each fang would be 1/4 of the victims blood pool.
Depending on how much blood a mob has, the bar
would go down much slower, but other than that, I like the Idea and I
think it would improve this mod.
Was part of the Waila integration (is there a 1.12 version or an alternative?). However, making this part of the displayed fang indicator is a good idea
-Immunity to most of forms of death except by fire
That would break a lot of gameplay. Therefore no support.
-Hunger regen from Blood Pool (if the hunger bar ever empties and
there is no blood to fill it, the vampire will receive massive weakness
and slowness debuffs)
The hunger bar is already replaced by a blood
bar that fills when drinking blood and empties over time with the same
consequence as haveing an empty hunger bar. I fail to see how this would
work or how it would improove this mod.
-Eating normal food instantly causes extreme hunger
Does eating normal food even do anything as of the current version? I never tried.
Does not do anything and dont' think it should
-Fire resistance does not work
Trlaslation: no more going to the nether outside of peaceful mode.
Vampires are already more vulnerable to fire and fire resistance effect it less effective
-As a vampire player raises in level their abilities increase, each
level increases the amount of blood they can store in their Blood Pool
and the amount of damage they can do.
Are you suggesting a longer thirst bar as the
vampire levels up? Damage and moovement boost, I support, but what would
a longer thirst bar be good for?
... Well now that I think about it, a longer thrist bar would reduce the
risk of starving for high level vampires, and it would increase the
amount of blood needed to be fully saturated.
Not sure, maybe, but would clutter the HUD with more blood icons
I really liked how this mod worked and it seemed well balanced. I
like the ability to make it rain in order to obscure the sun, or maybe
even cause an eclipse at the cost of great blood. The
Vampire power to make it rain was in a previous version of the mod. It
required a high level and was removed for reasons unknown to me. I would
like it to come back, but the fact that it was removed means that there
is a reason why its not there and should not be there. Even if I don't
know it.
Was removed out of two reasons:
a) Since vampires don't take sun damage in the rain, this is effectively a way to completely avoid any sun damage
Just does not work in Multiplayer, where multiple vampires could just switch weather over and over again
c) I hate MC rain
I would also like to be able to drink directly from the blood
tank/reserves. Instead of putting into bottle then drink from bottle.
Maybe by pressing the drink "V" on the blood reserves would allow you to
drink from them. This way if we want to se up a blood bank in our homes
we don't need to move liquids around too much.
Good Idea. Support.
Agree
Currently the skill tree seems a bit chunky, I would like to see in
the future more and smaller skills and some special skills that require a
quest to acquire. The same way Witchery makes you level up by special
tasks.
I like the skill tree the way it is. And adding
special quests for additional skills sounds very complicating. It could
potentially break multiplayer PVP.
Won't change skill tree (for now), but some more difficult quest related leveling is being considered
I really think this old mod can offer great ideas. Thank you so much
for reading my suggestions cant wait to see where the nurture takes us!
Don't take me wrong, I know about Witchery and I
played with it before. I love the lore and the ideas, but I could never
really get into the gameplay. I don't want to see Vampirism become a
recreation of the vampires part of Witchery but to stay its own mod. I
am quite sure Witchery still exists and was updated to 1.12.
Don't think there is anything for 1.8+ but agree with TheBeastCH
Edit: vampire/hunter clans. Let's discuss this another time, was suggested several times, still agree that this is something we should think about and it is somewhat planned for after structure gen is done and when reworking/reimplementing any kind of lord system
Edit2: List to keep track https://github.com/TeamLapen/Vampirism/issues/242
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
Moving some comments by Picho from Github to here to keep the discussion in one place.
His comments are bold:
.
.
.
Ok, looks like we are getting somewhere.
Only thing I am still not sure about is the block structure.
Firstly a few general notes:
So I would suggest that normal villages do not have any block inside. Instead you would have to craft and place the structure yourself if you want to control that village.
This can still be broken (required for the opposite faction to take over), but in order to break it the opposite faction would have to go to the procedure TheBeastCH suggested.
The block/structure should have a way to fuel it (and also show it's current level). It also needs to indicate the current progress of a take over.
It could be a faction specific structure (look different, code itself would be mostly the same).
Also we have to think about how to avoid (the most obvious) exploits:
About the design: For vampires I could e.g. imagine a two block high totem style structure surrounded by 4 blood tanks.
Maybe we could also require the player trying to control a village to be a certain level
Attachment: Sun screenborder
What do you think, ok or even less?
I like the old border better.
I like how you put it here.
Let me add a few Ideas.
The Procedure I suggested would work differently for a breakable block. Let me suggest this.
A Village can only have one Totem. Placing a second Totem will not work, no matter the Faction, unless it's in Creative. Totems can be filled with Blood or Garlic in the crafting grid or like a blood tank. Empty Totems do not provide any sort of buff, have a shorter cooldown and spawns fewer defending NPCs. Punching a Totem of your faction does nothing. Punching a Totem of the opposite faction triggers the cooldown mode, where it blinks like ignited TNT.
Cooldown more goes for a set amount of time and after the cooldown time is over, the Totem instantly brakes, allowing a different Totem to be placed. Punching a Totem of your faction in cooldown resets it, so it is no longer on cooldown and in order to break it, the enemy must punch it again and start the cooldown all over. During Cooldown, the Totem constantly spawns NPCs of its own faction outside the village and attracts them. If one of them reaches the Totem, he stops the cooldown.
You cannot stop players from using exploits. If the Totem destroys blocks, it will be used as a means of destroying blocks he otherwise couldn't but will be unable to use it inside his own (non-village) base or custom underground/cave village. If the Totem does not give any buffs if a block is right next to it, the 5 blocks high obsidian wall will have a gap between totem and obsidian. Beacon beams can be obscured by placing a beacon on top of it.
But for those two things you mentioned, let me add some suggestions.
I like the beacon beams.
How about dark red for vampires and gold for Hunters?
It would make it obvious from far away who controls the village.
It would make it difficult to hide them for sure.
About the obsidian box, I don't think there should be something to stop them from building one, but they would have to leave a gap open so they could enter fuel inside, and the same gap could be used to punch and therefore break it. If they don't the Totem runs out of fuel, and this could have concequences. For exemple attempting to place down a Totem with fuel inside would still not place the totem down but trigger the cooldown for the empty totem, and that would force them to destroy their own obsidian box in order to reset the Totem.
With a nether portal, 2 buckets and an infinite water source, they could create a obsidian box around a Village.
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
Does blood from other mods work with this mod like say from evilcraft or bloodmagic?
Right now there are no minions. They were part of the 1.7.10 version, but have not been reimplemented yet for newer MC versions
Currently not. As they use the blood in very different ways I am not really sure how to make them compatible in a balanced way
This is perfect! Thank you
I don't think so, i have them both installed and don't see a compability, which is fine doesn't affect anything.
Alright, thank you for your suggestions.
I will start working on a plan regarding the implementation itself and start with the implementation soonish.
However, I will likely need some help debugging down the road (especially as I currently only have access to a laptop which is barely able to run Minecraft let alone a server and multiple clients at once.
Maybe some of you are interested in testing and have a group of friends willing to help. Alternately we could temporarily use the Vampirism Official server for that (if so which timezone are you living in?)
Will probably be a few weeks until I am ready anyway.
@Picho
In the image you attached the night vision effect seems to be permanently displayed. Is this annoying, and if so which mod is displaying it (and which version of MC do you use, maybe I can do something about it.
I use Minecraft: 1.12.2 (Modded) Forge-14.23.1.2559 on Twitch to manage mods. I host a server with my 2 brothers. I tried to find the mod that displays the character status but could not find it. Honestly it is not a bother, it is an infinity buff after all. I do want to mention that switching Night vision off and on crashes my game, hadn't mention it.
I was just going through the vampirism (1.4.0 alpha 11-26-20-41) config settings, and i noticed something. In Main Config > Balance Settings > Village Vampire Properties, one setting is called 'spawn vampire in overtaken' which is a true/false that says if vampires spawn in overtaken villages instead of hunters.
My questions is: how does a village become overtaken?
Noticed in the new 1.4 alpha for 1.12.2 that alters dont spawn in churchs anymore? Is this a bug or intended?
Edit: I did finally find one but took like 12+ villages to find one lol
This feature is still very much in it's initial state (see discussions above). This is just a preliminary feature which cannot actually be achieved by normal gameplay (yet). However, if you really want to clear a village for debugging or testing reasons you can use the cheat command ("vampirism-test overtakeVillage"), the only effect so far is that it will spawn vampires instead of hunters.
Strange, should be about as probable as a church without one. Maybe it was just really bad luck.
If it crashes, can you please upload the crash report, so I can have a look. Thank you
This feature is still very much in it's initial state (see discussions above). This is just a preliminary feature which cannot actually be achieved by normal gameplay (yet). However, if you really want to clear a village for debugging or testing reasons you can use the cheat command ("vampirism-test overtakeVillage"), the only effect so far is that it will spawn vampires instead of hunters.
Strange, should be about as probable as a church without one. Maybe it was just really bad luck.
If it crashes, can you please upload the crash report, so I can have a look. Thank you