News: Thread will soon be readonly. New website here.
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 allows you to become a vampire with all it's benefits and drawbacks.
After being bitten by a vampire or manually injecting some vampire blood you get an effect called "Sanguinare Vampiris" which eventually turns you into a vampire.
Get an overview of this mod here: Overview
As a vampire
As a vampire you don't need to eat that dry bread or these strange fruits called "apples", you prefer some red and tasty blood, which you can to suck from animals or preferably villagers. If you are careful they might regenerate their blood overtime, but if you suck all their blood at once, they become vampires as well. You also might notice that you got red eyes and some fangs.
In the beginning you are a very normal and weak vampire, but by performing vampiric rituals you can level up and gain new powers. Besides becoming stronger and faster, you get skill points which can be used to unlock abilities like night vision, transformation into a bat, teleport and many more.
However, becoming a strong vampire also has it's drawbacks as you start taking more damage from the sun and have to face stronger vampire hunter. So you probably want to shift your activities to the night, unlock night vision and craft yourself a coffin to sleep through the day. Don't forget to colour your coffin to make it the rest of your home decoration.
Become a vampire hunter
If you don't like vampires, this might mod might still be interesting. You can choose to become a vampire hunter instead and start hunting down those evil vampires. Equipped with crossbows and other useful weapons you can jump into action. By collecting items, fighting strong vampires and exploring the world you can level up and unlock advanced skills which improve your hunting ability or even allow you to use some of the vampires powers.
World
There are a few additions to the world. Besides new mobs there is a new biome called vampire biome. This foggy biome mostly accommodates vampiric creatures and is the home of vampire barons you need to fight for some ritual items.
Since vampires like to suck blood from villagers, they are now protected by vampire hunters. If too many people in a village are bitten they will call for reinforcements or if it gets too dire, the villagers will just grab their pitchforks and start hunting vampires themselves.
Multiplayer
This mod plays well on multiplayer servers. Players can choose to join the vampire faction or the the hunter faction or even mostly ignoremthis mod if they want. You also can enable PVP only between factions, so the war between vampires and humans can take place organized.
Most hostile creatures appear in different levels. The strength of a spawned creature is affected by the level of nearby players. Around strong vampire players, strong hunters will spawn, but around normal humans only weak vampires will appear.
For common places (e.g. spawn) you can place (cheat only) sunscreen beacons, so vampires can visit them during the day without taking sun damage.
There also is a Morpheus like config option, where you can specify which percentage of players have to be in a coffin to make it night. Also interesting might be the option to allow/deny players from infecting other human players with vampirism (hunters are immune due to their garlic injection).
Spotlights/Tutorials
For Youtubers: Feel free to contact me beforehand, so I can assist you if there are any questions or issue about the mod.
(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.
Configuration
This mod is highly configurable, besides several general settings you,can change a ton of balance related values to your liking or disable parts of the mod you do not like.
You also can activate the "realism mode" which changes a few defaults to make the mod to feel slightly more realistic and lore friendly.
You can change all these settings in the in game menu (Main Menu -> Mods -> Vampirism -> Config) or by editing the files in config/vampirism.
If the vampiric changes to your face don't fit to your skin you can choose between different eye types using "/vampirism eye <0/1/2...>" and "/vampirism fang <0/1/...>".
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!"
I know many of you want to see werewolves in this mod, but this won't happen in this mod. Don't ask about it.
If there ever should be a werewolf mod out there I would be happy to add some integrations/compat for it. Vampirism also as an API a potential werewolf mod could make use of
How do I get a Guide Book:
Install Guide API then it should be given to you at spawn, alternatively you can craft it with a normal book and a vampire fang or human heart.
Cross Mod Integrations:
While integration into Just Enough Items and Guide-API are present in the main mod there exists a separate mod which implements mod integrations for multiple other mods.
If you use any of the supported mods (e.g. Minecraft Comes Alive) alongside Vampirism it is recommend to install this mod as well.
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).
This mod is Open Source. The code can be found on Github under the LGPL licence.
It is actively developed by maxanier as much as spare time permits.
You can follow the progress by checking out the repository or following maxanier on Twitter.
If you want to support the development you can give feedback, report issues, help to translate or if you have some coding experience even contribute to the development itself. Coding help is always wanted, alternatively you can
develop you own addon mod or mod integration using Vampirism's API.
While thinking about a new "tank" style armor, I came up with the idea of an armor which gives a lot of protection, but makes the wearer pretty vulnerable to fire.
And while contemplating this, I also thought about vampires and fire/water again.
There were quite a few suggestions about aggressive fire skills. Since there also are different opinions on whether fire harms vampires or not (same as wanter), I have three different suggestions (holy water has nothing to do with this and will be implemented at some point):
1. Each of the three vampire skill subtrees will start with a specific (partial) immunity, the left branch with fire immunity (maybe split up into two skills, first 50%, second 100%, lava will still hurt), middle branch with (the already existent) temporary sun immunity and the right one with the ability to breathe underwater (alternatively water could hurt any vampire [as of level 1] unless they have this skill).
2. The third skillnode (level 3) allows the player to choose between fire and water immunity. You will be still able to choose attacking fire skills if you choose the water side, but you will hurt yourself a little bit.
3. Vampires won't get any fire based aggressive attacks (but other ones) and become more vulnerable to fire, so hunters could get alchemy/fire based skills/weapons. But vampires will get a skill to breathe underwater (alternatively water could hurt any vampire [as of level 1] unless they have this skill).
When choosing this path, vampire probably would not receive any damage from garlic, but rather be somehow disoriented.
This would mean hunters can mainly attack vampires using stakes, fire and (in the future) silver.
Vampires however would have a lot of health, teleport and other skills as well as strong close range attacks (bites or claws) and some kind of (more "magic") long range attack.
Idea 3 is mostly based on suggestions from EpicCreeperHD
I still think that vampires shouldn't be able to be permanently killed by regular means, but there would be a lot of things that could still kill them normally: sun damage, water damage (unless you have that perk you mentioned), fire, holy water, and silver.
Vampires would be able to be killed normally if under the influence of garlic, or if they are in the sun at all.
Being a newborn vampire with immortality would be a bit over the top, so vampires should only attain this immunity to basic death when they reach level 5. this way you would have needed to have a functioning altar of inspiration first.
A vampire that is immune to fire would be rather strange, but I do think it's important that there are more styles of play implemented.
When a vampire is taken down by regular means, they should be "dead" for maybe 20 seconds, then for 10 seconds after that they have nausea and slowness. This way a player that doesn't have the means to kill a vampire could still have plenty of time to run and hide (and prey that the vampire doesn't have blood vision)
Side note: I really like the new blood vision effect, props for that.
While thinking about a new "tank" style armor, I came up with the idea of an armor which gives a lot of protection, but makes the wearer pretty vulnerable to fire.
And while contemplating this, I also thought about vampires and fire/water again.
There were quite a few suggestions about aggressive fire skills. Since there also are different opinions on whether fire harms vampires or not (same as wanter), I have three different suggestions (holy water has nothing to do with this and will be implemented at some point):
1. Each of the three vampire skill subtrees will start with a specific (partial) immunity, the left branch with fire immunity (maybe split up into two skills, first 50%, second 100%, lava will still hurt), middle branch with (the already existent) temporary sun immunity and the right one with the ability to breathe underwater (alternatively water could hurt any vampire [as of level 1] unless they have this skill).
2. The third skillnode (level 3) allows the player to choose between fire and water immunity. You will be still able to choose attacking fire skills if you choose the water side, but you will hurt yourself a little bit.
3. Vampires won't get any fire based aggressive attacks (but other ones) and become more vulnerable to fire, so hunters could get alchemy/fire based skills/weapons. But vampires will get a skill to breathe underwater (alternatively water could hurt any vampire [as of level 1] unless they have this skill).
When choosing this path, vampire probably would not receive any damage from garlic, but rather be somehow disoriented.
This would mean hunters can mainly attack vampires using stakes, fire and (in the future) silver.
Vampires however would have a lot of health, teleport and other skills as well as strong close range attacks (bites or claws) and some kind of (more "magic") long range attack.
Idea 3 is mostly based on suggestions from EpicCreeperHD
Number One sounds nice if magic used by vampires still exists,but 2 also sounds nice
I still think that vampires shouldn't be able to be permanently killed by regular means, but there would be a lot of things that could still kill them normally: sun damage, water damage (unless you have that perk you mentioned), fire, holy water, and silver.
Vampires would be able to be killed normally if under the influence of garlic, or if they are in the sun at all.
Being a newborn vampire with immortality would be a bit over the top, so vampires should only attain this immunity to basic death when they reach level 5. this way you would have needed to have a functioning altar of inspiration first.
A vampire that is immune to fire would be rather strange, but I do think it's important that there are more styles of play implemented.
When a vampire is taken down by regular means, they should be "dead" for maybe 20 seconds, then for 10 seconds after that they have nausea and slowness. This way a player that doesn't have the means to kill a vampire could still have plenty of time to run and hide (and prey that the vampire doesn't have blood vision)
Side note: I really like the new blood vision effect, props for that.
I think it should be like this too just perhaps a higher level 8-10?
Curious, have you ever thought about making vampire biomes able to be manually created by players? Or would something like that break the game?
I was thinking it would be a really slow process. But like, maybe a vampire can sacrifice some of their blood to 'taint' a land (plains or forest) and that block would slowly generate a vampire biome over a long course of time. Just an idea.
I still think that vampires shouldn't be able to be permanently killed by regular means, but there would be a lot of things that could still kill them normally: sun damage, water damage (unless you have that perk you mentioned), fire, holy water, and silver.
Vampires would be able to be killed normally if under the influence of garlic, or if they are in the sun at all.
Being a newborn vampire with immortality would be a bit over the top, so vampires should only attain this immunity to basic death when they reach level 5. this way you would have needed to have a functioning altar of inspiration first.
A vampire that is immune to fire would be rather strange, but I do think it's important that there are more styles of play implemented.
When a vampire is taken down by regular means, they should be "dead" for maybe 20 seconds, then for 10 seconds after that they have nausea and slowness. This way a player that doesn't have the means to kill a vampire could still have plenty of time to run and hide (and prey that the vampire doesn't have blood vision)
That is definitively something I am considering. It would fit better to most vampire lores, but I'm not sure how it can be balanced. Also it might cause quite a few problems.Maybe I will think about it some more and present my idea here, but it will take a while.
Curious, have you ever thought about making vampire biomes able to be manually created by players? Or would something like that break the game?
I was thinking it would be a really slow process. But like, maybe a vampire can sacrifice some of their blood to 'taint' a land (plains or forest) and that block would slowly generate a vampire biome over a long course of time. Just an idea.
That would be cool, but I think it will take quite some time to implement, so the question is: Is it worth it? It would look cool and help vampires a little, but since there are generated biomes, there is no real need for that, or what do you think?
Since I did not got too much feedback on my last question, I created a poll.
Do you think necromancy would be added? I think it should have its own tree to stop players from having strong undead and being an op vampire,also will there be more levels?
There are a couple things i think if added could make this mod better.
1. There should be bosses on each side. Such as the "Vampire Overlord" and the "Master Vampire Hunter." Those aren't the best names but it's just an example. The vampire boss could be found in some underground vampire sanctuary. The hunter could be found in a village style mansion guarded by other hunters.
2. There should be three ability paths that a vampire can choose from, Bats, Necromancy and Enhanced abilities.
With Bats you would have the ability to transform into a bat, have bats that swarm around you and attack your enemies such as the wolf does. For Necromancy you should be able to revive and summon zombies and skeletons and be able to zombify certain mobs. You should have the ability to control weather so you cannot burn in the sunlight. For Enhanced Abilities you should have the ability to teleport, go invisible, have special vision and increased stats.
3. Villager mobs attacks. Once you reach a certain level and aim to kill the boss there will be groups of villagers following you around to try to kill you.
I still think that vampires shouldn't be able to be permanently killed by regular means, but there would be a lot of things that could still kill them normally: sun damage, water damage (unless you have that perk you mentioned), fire, holy water, and silver.
Vampires would be able to be killed normally if under the influence of garlic, or if they are in the sun at all.
Being a newborn vampire with immortality would be a bit over the top, so vampires should only attain this immunity to basic death when they reach level 5. this way you would have needed to have a functioning altar of inspiration first.
A vampire that is immune to fire would be rather strange, but I do think it's important that there are more styles of play implemented.
When a vampire is taken down by regular means, they should be "dead" for maybe 20 seconds, then for 10 seconds after that they have nausea and slowness. This way a player that doesn't have the means to kill a vampire could still have plenty of time to run and hide (and prey that the vampire doesn't have blood vision)
Side note: I really like the new blood vision effect, props for that.
well 20 or 10 seconds is kind of overpowered, i see why you don't think they should die, and alot of people would ant to be a vampire to not ever die but there needs to be death. I know they are already dead,and become basiclly an "immortal" being but think of it as they are still in "mortal" flesh.
There are a couple things i think if added could make this mod better.
1. There should be bosses on each side. Such as the "Vampire Overlord" and the "Master Vampire Hunter." Those aren't the best names but it's just an example. The vampire boss could be found in some underground vampire sanctuary. The hunter could be found in a village style mansion guarded by other hunters.
2. There should be three ability paths that a vampire can choose from, Bats, Necromancy and Enhanced abilities.
With Bats you would have the ability to transform into a bat, have bats that swarm around you and attack your enemies such as the wolf does. For Necromancy you should be able to revive and summon zombies and skeletons and be able to zombify certain mobs. You should have the ability to control weather so you cannot burn in the sunlight. For Enhanced Abilities you should have the ability to teleport, go invisible, have special vision and increased stats.
3. Villager mobs attacks. Once you reach a certain level and aim to kill the boss there will be groups of villagers following you around to try to kill you.
Making it harder to reach the boss.
actually part of that is implented, there are angry mobs of villagers and bats you can summon but only blind your opponents for 2 seconds if they are human. But otherwise i agree with the idea of classes. There may be a skilltree already but mabye somewhere in the future there could be multiple and you get the choice of three.
EY max just thought i should let you know that i found a bug vampire horses dont get hurt or burn in the sun and dont try to hide under tree's for cover :3 in the new server
-EDIT
It appears the server is glitched the sun doesnt affect vampires i could fly as a bat during the day ;o
News: Thread will soon be readonly. New website here.
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 allows you to become a vampire with all it's benefits and drawbacks.
After being bitten by a vampire or manually injecting some vampire blood you get an effect called "Sanguinare Vampiris" which eventually turns you into a vampire.
More Screenshots:
Old thread (in WIP section) can be found here:
Get an overview of this mod here: Overview
As a vampire
As a vampire you don't need to eat that dry bread or these strange fruits called "apples", you prefer some red and tasty blood, which you can to suck from animals or preferably villagers. If you are careful they might regenerate their blood overtime, but if you suck all their blood at once, they become vampires as well. You also might notice that you got red eyes and some fangs.
In the beginning you are a very normal and weak vampire, but by performing vampiric rituals you can level up and gain new powers. Besides becoming stronger and faster, you get skill points which can be used to unlock abilities like night vision, transformation into a bat, teleport and many more.
However, becoming a strong vampire also has it's drawbacks as you start taking more damage from the sun and have to face stronger vampire hunter. So you probably want to shift your activities to the night, unlock night vision and craft yourself a coffin to sleep through the day. Don't forget to colour your coffin to make it the rest of your home decoration.
Become a vampire hunter
If you don't like vampires, this might mod might still be interesting. You can choose to become a vampire hunter instead and start hunting down those evil vampires. Equipped with crossbows and other useful weapons you can jump into action. By collecting items, fighting strong vampires and exploring the world you can level up and unlock advanced skills which improve your hunting ability or even allow you to use some of the vampires powers.
World
There are a few additions to the world. Besides new mobs there is a new biome called vampire biome. This foggy biome mostly accommodates vampiric creatures and is the home of vampire barons you need to fight for some ritual items.
Since vampires like to suck blood from villagers, they are now protected by vampire hunters. If too many people in a village are bitten they will call for reinforcements or if it gets too dire, the villagers will just grab their pitchforks and start hunting vampires themselves.
Multiplayer
This mod plays well on multiplayer servers. Players can choose to join the vampire faction or the the hunter faction or even mostly ignoremthis mod if they want. You also can enable PVP only between factions, so the war between vampires and humans can take place organized.
Most hostile creatures appear in different levels. The strength of a spawned creature is affected by the level of nearby players. Around strong vampire players, strong hunters will spawn, but around normal humans only weak vampires will appear.
For common places (e.g. spawn) you can place (cheat only) sunscreen beacons, so vampires can visit them during the day without taking sun damage.
There also is a Morpheus like config option, where you can specify which percentage of players have to be in a coffin to make it night. Also interesting might be the option to allow/deny players from infecting other human players with vampirism (hunters are immune due to their garlic injection).
Spotlights/Tutorials
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
Installation:
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.
Configuration
This mod is highly configurable, besides several general settings you,can change a ton of balance related values to your liking or disable parts of the mod you do not like.
You also can activate the "realism mode" which changes a few defaults to make the mod to feel slightly more realistic and lore friendly.
You can change all these settings in the in game menu (Main Menu -> Mods -> Vampirism -> Config) or by editing the files in config/vampirism.
If the vampiric changes to your face don't fit to your skin you can choose between different eye types using "/vampirism eye <0/1/2...>" and "/vampirism fang <0/1/...>".
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!"
We won't be able to do anything about it then.
How does the Altar of Infusion work:
Maybe this helps:
I want werewolves:
I know many of you want to see werewolves in this mod, but this won't happen in this mod. Don't ask about it.
If there ever should be a werewolf mod out there I would be happy to add some integrations/compat for it. Vampirism also as an API a potential werewolf mod could make use of
How do I get a Guide Book:
Install Guide API then it should be given to you at spawn, alternatively you can craft it with a normal book and a vampire fang or human heart.
Cross Mod Integrations:
While integration into Just Enough Items and Guide-API are present in the main mod there exists a separate mod which implements mod integrations for multiple other mods.
If you use any of the supported mods (e.g. Minecraft Comes Alive) alongside Vampirism it is recommend to install this mod as well.
Link: https://minecraft.curseforge.com/projects/vampirism-integrations
Requires Vampirism 1.4+
Troubleshooting:
https://github.com/TeamLapen/Vampirism/wiki/Troubleshooting
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).
Download:
Minecraft 1.16.2:
Minecraft 1.15.2:
Minecraft 1.14.4:
Minecraft 1.12.2
Minecraft 1.11
Info
Minecraft 1.10
All version (including alpha/beta).
Integrations Mod for cross mod compatibility (Vampirism 1.4+):
Minecraft 1.12.2
All versions (including alpha/beta)
To get a guide book you also have to install Guide-API.
It is recommend to install Just enough Items so you can see the recipes easily.
There also is a Texture Pack (Sphax Addon) by Gedankenspiele.
For Minecraft 1.7.10 checkout this thread.
Server
Vampirism only server. Join the official server here.
If you would like to play this on a public multiplayer with more mods server check out one of the following ones:
New Vampirism - by JaberC - Magic Vampirism pack
Discord
For discussions and help with bug reporting you can join our (semi)official Discord server.
However, I only check it irregularly whereas I try to read and answer every post in this MC Forum thread.
https://discord.gg/Jh45jhU
Development
This mod is Open Source. The code can be found on Github under the LGPL licence.
It is actively developed by maxanier as much as spare time permits.
You can follow the progress by checking out the repository or following maxanier on Twitter.
If you want to support the development you can give feedback, report issues, help to translate or if you have some coding experience even contribute to the development itself. Coding help is always wanted, alternatively you can
develop you own addon mod or mod integration using Vampirism's API.
Links:
Source Code
Help to translate
Texture Pack - Addon for PureBDcraft/Sphax - by 1LiterZinalco
Make creatures from other mods biteable
We hope you like this mod, please tell us what you like, what you would improve and what you would add!
Created by: maxanier
Inactive developers: Mistadon,wildbill22
Special thanks to LRA_10 for many cool models and texture
Thanks to TheBeastCH for a lot of feedback and suggestions.
Thanks to SThomasW and Cheaterpaul for some textures.
And finally thanks to all our translators (in no particular order):
Mazdallier, evernife, petrus_ant, Lumblido, MClove229, kissmate0715, demotrailom668, Jaccob, 008Mi, MisterY_vonvon, dragor2012Taiguk, ilyakazaku2013, FunnHydra, Steelboy05, himarcodollars, RobiFoxx, maurojose1997, raul131652, Icefire, aroslinka, nninno, Luis_Illuminatti, pedrolucas2012, opnayn, raul131652, CrazIIZen, pancho9829, guitargamerkuliti, Sir_Mi2ter, thisismetsu, o_m_a_rjs, kevinvelez620, mutluadamxd, brakat07, spinneretmsm
After taking a break from development, I've started working on Vampirism again.
You can see the latest change on Twitter or here.
As you can see I've created a thread in the non WIP section of the Minecraft Forum, because Vampirism is finally available as release.
Not sure what will happen to the old thread, maybe I will use it for testing/feedback for future alpha/beta versions with new features.
Ah nice to see the mod get here
And its very nice that you did it on halloween huh?
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
Hey you see this?This is a signature.You see that signature above or below mine?That's called garbage.;)
Oh Yeah Mr.Krabs
Yes I'm a master Enchanter,amazing right?
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
This is the only mod where I actively follow development
Me too
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
Hey you see this?This is a signature.You see that signature above or below mine?That's called garbage.;)
Oh Yeah Mr.Krabs
Yes I'm a master Enchanter,amazing right?
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
That was just a coincidence. I would have loved to create e.g. a Halloween update, but I did not have any time to prepare.
While thinking about a new "tank" style armor, I came up with the idea of an armor which gives a lot of protection, but makes the wearer pretty vulnerable to fire.
And while contemplating this, I also thought about vampires and fire/water again.
There were quite a few suggestions about aggressive fire skills. Since there also are different opinions on whether fire harms vampires or not (same as wanter), I have three different suggestions (holy water has nothing to do with this and will be implemented at some point):
1. Each of the three vampire skill subtrees will start with a specific (partial) immunity, the left branch with fire immunity (maybe split up into two skills, first 50%, second 100%, lava will still hurt), middle branch with (the already existent) temporary sun immunity and the right one with the ability to breathe underwater (alternatively water could hurt any vampire [as of level 1] unless they have this skill).
2. The third skillnode (level 3) allows the player to choose between fire and water immunity. You will be still able to choose attacking fire skills if you choose the water side, but you will hurt yourself a little bit.
3. Vampires won't get any fire based aggressive attacks (but other ones) and become more vulnerable to fire, so hunters could get alchemy/fire based skills/weapons. But vampires will get a skill to breathe underwater (alternatively water could hurt any vampire [as of level 1] unless they have this skill).
When choosing this path, vampire probably would not receive any damage from garlic, but rather be somehow disoriented.
This would mean hunters can mainly attack vampires using stakes, fire and (in the future) silver.
Vampires however would have a lot of health, teleport and other skills as well as strong close range attacks (bites or claws) and some kind of (more "magic") long range attack.
Idea 3 is mostly based on suggestions from EpicCreeperHD
I still think that vampires shouldn't be able to be permanently killed by regular means, but there would be a lot of things that could still kill them normally: sun damage, water damage (unless you have that perk you mentioned), fire, holy water, and silver.
Vampires would be able to be killed normally if under the influence of garlic, or if they are in the sun at all.
Being a newborn vampire with immortality would be a bit over the top, so vampires should only attain this immunity to basic death when they reach level 5. this way you would have needed to have a functioning altar of inspiration first.
A vampire that is immune to fire would be rather strange, but I do think it's important that there are more styles of play implemented.
When a vampire is taken down by regular means, they should be "dead" for maybe 20 seconds, then for 10 seconds after that they have nausea and slowness. This way a player that doesn't have the means to kill a vampire could still have plenty of time to run and hide (and prey that the vampire doesn't have blood vision)
Side note: I really like the new blood vision effect, props for that.
Number One sounds nice if magic used by vampires still exists,but 2 also sounds nice
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
Hey you see this?This is a signature.You see that signature above or below mine?That's called garbage.;)
Oh Yeah Mr.Krabs
Yes I'm a master Enchanter,amazing right?
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
I think it should be like this too just perhaps a higher level 8-10?
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
Hey you see this?This is a signature.You see that signature above or below mine?That's called garbage.;)
Oh Yeah Mr.Krabs
Yes I'm a master Enchanter,amazing right?
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
I think level 5-6 might be ok but if it becomes a real problem then 8-10 seems like a decent level requirement
Maybe you get it by going down a certain skill path perhaps...?
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Curious, have you ever thought about making vampire biomes able to be manually created by players? Or would something like that break the game?
I was thinking it would be a really slow process. But like, maybe a vampire can sacrifice some of their blood to 'taint' a land (plains or forest) and that block would slowly generate a vampire biome over a long course of time. Just an idea.
I like that idea; Maybe it would be beneficial to do in the long run by making sunlight not be a factor in vampire biomes
That is definitively something I am considering. It would fit better to most vampire lores, but I'm not sure how it can be balanced. Also it might cause quite a few problems.Maybe I will think about it some more and present my idea here, but it will take a while.
That would be cool, but I think it will take quite some time to implement, so the question is: Is it worth it? It would look cool and help vampires a little, but since there are generated biomes, there is no real need for that, or what do you think?
Since I did not got too much feedback on my last question, I created a poll.
Do you think necromancy would be added? I think it should have its own tree to stop players from having strong undead and being an op vampire,also will there be more levels?
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
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Oh Yeah Mr.Krabs
Yes I'm a master Enchanter,amazing right?
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
There are a couple things i think if added could make this mod better.
1. There should be bosses on each side. Such as the "Vampire Overlord" and the "Master Vampire Hunter." Those aren't the best names but it's just an example. The vampire boss could be found in some underground vampire sanctuary. The hunter could be found in a village style mansion guarded by other hunters.
2. There should be three ability paths that a vampire can choose from, Bats, Necromancy and Enhanced abilities.
With Bats you would have the ability to transform into a bat, have bats that swarm around you and attack your enemies such as the wolf does. For Necromancy you should be able to revive and summon zombies and skeletons and be able to zombify certain mobs. You should have the ability to control weather so you cannot burn in the sunlight. For Enhanced Abilities you should have the ability to teleport, go invisible, have special vision and increased stats.
3. Villager mobs attacks. Once you reach a certain level and aim to kill the boss there will be groups of villagers following you around to try to kill you.
Making it harder to reach the boss.
well 20 or 10 seconds is kind of overpowered, i see why you don't think they should die, and alot of people would ant to be a vampire to not ever die but there needs to be death. I know they are already dead,and become basiclly an "immortal" being but think of it as they are still in "mortal" flesh.
(P.S. jup i'm back)
actually part of that is implented, there are angry mobs of villagers and bats you can summon but only blind your opponents for 2 seconds if they are human. But otherwise i agree with the idea of classes. There may be a skilltree already but mabye somewhere in the future there could be multiple and you get the choice of three.
EY max just thought i should let you know that i found a bug vampire horses dont get hurt or burn in the sun and dont try to hide under tree's for cover :3 in the new server
-EDIT
It appears the server is glitched the sun doesnt affect vampires i could fly as a bat during the day ;o