Hey, I have a suggestion. So I'm playing vampire, I live in my village, and I want some vampiric minions, so I bite some villagers aannd... it died. I think there should be a conversion skill to make it so that unless you use it, you won't convert, but if you do, it will always convert. I also think things you convert should perhaps protect you?
Also a config option to remove level cap would be cool
As vampire mobs/villagers don't do too much at the moment, expect sometimes attacking non vampires and offering special trades. I don't really see the need for a skill like this, it would be fun, but not very helpful. Maybe I will add something like this, when/if vampire mobs can do more.
Minions are planned, but other things first.
In Version 1.1 there will be an option to unlock all skills if you reached max level, but this sounds better. I would probably just use the same requirements as for level 14 for all higher levels. But there might be some other problems that arise, since I sometimes use max level to check some things. So maybe in a future version.
There seems to be an issue with hunter villages spawning a constant amount of hunters and eventually you have a million hunters in a village and if you are close enough it can crash a server due to time per tick. Is this a known issue or is there a way to fix it?
It is somehow known, it very rarely happened in earlier version. I never found out how to fix it, but I did not see in the newer versions yet.
Which version are you using. If it happened with 1.0.0+ I will try to find the problem again.
As a temporary workaround you can use "/kill @e[type=vampirism.vampireHunter,r=50]" to remove all vampire hunters near you. (Might have to open your game to LAN with cheats enabled to use this command)
I have a question. I made a modpack for my friend's small community. Have this mod in at the request of some people. I was playing myself and got bit by a vampire. Couldn't find a cow for milk in time and turned into one. No where can I find how to reverse this. I checked Curse.MCF and the wiki. Is there a way to reverse this legit (without commands) both for me and for others who will play this modpack and might not want to be a vampire.
Yes, go to a church in a village, there is an "altar of cleansing". Right click on them, then you lose all your vampire abilities and die. After that, you become a human.
the cost could be a mix of things or 1 thing and the radius is not garented for example
1 diamond and 1 blood bottle = 30 to 50 block radius
1 diamond and 3 blood bottles = 60 to 80 radius
1 diamond and 5 blood bottles and 2 hearts of damage = 100 to 130
and so on
the rate at which it grows after being started is effected by the time of day it is when started
Thank you for your suggestions. This sounds like a reasonable idea, but I'm not sure if I want to add the possibility to transforms biomes. Besides the fact that it would be quite some effort to make this work programmaticly, I do not know if it would fit to Minecraft (Biomes are never altered after world gen).
I can upload a screenshot after use a bloodvision, do You need that?
Sorry for not getting back at you earlier.
Thanks for the log, but there are some important informations missing in that log. Forge usually does a fake crash report to print some system information to the log in the beginning. But I cannot find it in your upload. Which version of Forge are you using?
Also please upload log files as text files (e.g. to Pastebin, no need to signup) so I don't have to download and extract an archive file.
Hi Maxanier, just to say that my friends and I really love having Vampirism on our server. You've done a great job with it!
Just wondering, are there any plans to introduce more skills and abilities for the vampire and hunter players? It would be great, for instance, to eventually be able to sprout wings and fly without weakening yourself in exchange by becoming a bat. If this was difficult to obtain, say by restricting it to high level vampires, I think it would be fair in most modpacks. After all, it's really quite easy to get Angel Rings from Extra Utilities 2 - they don't even require nether stars anymore. Alternatively, you could go the Botania Flugel Tiara route and have a sort of 'fuel' or 'stamina' system with flight. This, I believe, is more fair and interesting than just smashing some materials together and gaining a magical flight ring that isn't even difficult to power... I don't like Angel Rings, lol.
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 1/25/17 10:19 AM
Description: Ticking memory connection
java.lang.IllegalArgumentException: Duplicate id value for 21!
at net.minecraft.entity.DataWatcher.func_75682_a(SourceFile:64)
at de.teamlapen.vampirism.entity.player.VampirePlayer.<init>(VampirePlayer.java:299)
at de.teamlapen.vampirism.entity.player.VampirePlayer.register(VampirePlayer.java:249)
at de.teamlapen.vampirism.entity.player.VampirePlayerEventHandler.onEntityConstructing(VampirePlayerEventHandler.java:59)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_1104_VampirePlayerEventHandler_onEntityConstructing_EntityConstructing.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraft.entity.Entity.<init>(Entity.java:179)
at net.minecraft.entity.EntityLivingBase.<init>(EntityLivingBase.java:119)
at net.minecraft.entity.player.EntityPlayer.<init>(EntityPlayer.java:141)
at net.minecraft.entity.player.EntityPlayerMP.<init>(EntityPlayerMP.java:138)
at net.minecraft.server.management.ServerConfigurationManager.func_148545_a(ServerConfigurationManager.java:410)
at net.minecraft.server.network.NetHandlerLoginServer.func_147326_c(NetHandlerLoginServer.java:101)
at net.minecraft.server.network.NetHandlerLoginServer.func_147233_a(NetHandlerLoginServer.java:60)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:215)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.Exception: Please change the player blood watcher id in config/vampirism.conf to something else
at de.teamlapen.vampirism.entity.player.VampirePlayer.<init>(VampirePlayer.java:301)
... 19 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.entity.DataWatcher.func_75682_a(SourceFile:64)
at de.teamlapen.vampirism.entity.player.VampirePlayer.<init>(VampirePlayer.java:299)
at de.teamlapen.vampirism.entity.player.VampirePlayer.register(VampirePlayer.java:249)
at de.teamlapen.vampirism.entity.player.VampirePlayerEventHandler.onEntityConstructing(VampirePlayerEventHandler.java:59)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_1104_VampirePlayerEventHandler_onEntityConstructing_EntityConstructing.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraft.entity.Entity.<init>(Entity.java:179)
at net.minecraft.entity.EntityLivingBase.<init>(EntityLivingBase.java:119)
at net.minecraft.entity.player.EntityPlayer.<init>(EntityPlayer.java:141)
at net.minecraft.entity.player.EntityPlayerMP.<init>(EntityPlayerMP.java:138)
at net.minecraft.server.management.ServerConfigurationManager.func_148545_a(ServerConfigurationManager.java:410)
at net.minecraft.server.network.NetHandlerLoginServer.func_147326_c(NetHandlerLoginServer.java:101)
at net.minecraft.server.network.NetHandlerLoginServer.func_147233_a(NetHandlerLoginServer.java:60)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:215)
-- Ticking connection --
Details:
Connection: [email protected]
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Hi Maxanier, just to say that my friends and I really love having Vampirism on our server. You've done a great job with it!
Just wondering, are there any plans to introduce more skills and abilities for the vampire and hunter players? It would be great, for instance, to eventually be able to sprout wings and fly without weakening yourself in exchange by becoming a bat. If this was difficult to obtain, say by restricting it to high level vampires, I think it would be fair in most modpacks. After all, it's really quite easy to get Angel Rings from Extra Utilities 2 - they don't even require nether stars anymore. Alternatively, you could go the Botania Flugel Tiara route and have a sort of 'fuel' or 'stamina' system with flight. This, I believe, is more fair and interesting than just smashing some materials together and gaining a magical flight ring that isn't even difficult to power... I don't like Angel Rings, lol.
Thanks!
A skill to increase the players health in bat mode, sounds reasonable, I will think about that.
What version of Vampirism and Minecraft are you using.
It looks like the 1.7.10 version, if so, you have to change the datawatcher id for vampire players from 21 to something else, because another mod already uses that value.
I've yet to actually play with vampirism because of reasons, but I've got a small issue with Realistic Terrain Generation and Vampirism on 1.10.2. When I spawn the world through RTG it seems to override any vampire forest biomes, because when I check for the biome and go to the coordinates there is nothing there. I'm not sure what is happening but I've seen the posts on github about the compatability, namely #56 and #331. These state that it should work, yet for me it doesn't. Any help would be appreciated.
Hi there,
it has been a while since the last version due to two reasons:
Firstly I've had not very much time lately and secondly I added quite a few things that depend on each other so I had to finish all of them before being able to release a new build.
But at least this means that there are quite a few new things to expect. They are mostly designed for the Hunter side. Sorry fellow Vampires, you are next.
Before we get to the changelog: This is an alpha as there are still some things to do before I can release a beta or release. TODO:
Update Guide Book with the latest additions and changes
Investigate vampire (baron) spawning (again)
Increase vampire dungeon spawn rate and make Vampire Books more probable (for now) and think about a way to make it easier to obtain Vampire Books (later)
Add a vampire hunter with a crossbow
Add skill to increase vampire bat mode health
Fix drops in bat mode
Balancing
Changelog (vs 1.1.0-alpha+11-23-17-21)
Vampires do not need to breath, so they do not drown
But vampires are weakened by water. So if you plan to frequently cross water you might want to unlock a skill which makes you resistant to this.
Added alchemical fire which can burn indefinitely, but does not spread. As well as a new crossbow arrow type which uses this to create a flame wall.
Added obsidian armor (for hunters) which is very strong, but slows you down. Also protects you from any fire damage except lava.
Added Holy Water (In three different "purity"/"holy" degrees. Also available as splash potions to damage vampires and undead.
Added Holy Salt which can be used to craft Holy Water
Added new villager priest which trades Holy Water and Holy Salt
Added Alchemical Cauldron for hunters used to craft things
Added Garlic Diffusor, which repels nearby vampires and weakens them. (Available in two different tiers, and can be temporarily boosted (blinds players) with purified garlic)
Added cheat command option to unlock all skills at max level
Added some new items to some loottables
Added icons for Vampirism's potion effects
Advanced Hunters now drop valuable items (Vampire Blood, Garlic, Holy Water, Holy Salt)
I would like some offensive magic for a vampire... like..... what if we can transform into a cloud of poisonous gas? that slowly poisons and kills anyone in contact with it? what about the ability to spawn magical bats that deal damage?
or a bat sonar that can provide a defense while in bat form?
also... it'd be kinda neat if we can get vampire forts spawning... old, ancient places infested with those with cursed blood....which would be a sanctuary for those damned to the curse.
Hi Maxanier, just wanted to say I really enjoy your Vampiremod so far.
In 1.7.10 Minecraft on our private PVE server I was always the (only) Vampire player. Back then I was able to use the great Witchery mod, so I was really looking for Vampire mods for newer Minecraft Versions and was really happy when I found your mod.
Some feedback and suggestions (as someone who used to play as a witchery vampire quite a long time, so I'm perhaps a bit biased):
Thank you very much for this detailed feedback . This really helps, especially as it also takes balance into account.
Some thoughts on your ideas:
- I like the ring menu, but I can understand that it has some downsides. Maybe a way to assign hotkeys to a few of them could help selecting the right one during fights? Keeping them on the same position, would also help, but I'm not sure how to achieve this, as the count of available skills changes frequently. Maybe, the unavailable skills should still be displayed but in gray or so.
- Ok, looks like I have to think about the healing action, but just making it autoheal, seems a little bit to easy.
- About the sunshield. Not sure, it should not be too strong, I would like to keep sunlight, something you always have to worry about. So making it "just" drain your blood bar sounds to easy. But maybe I could add an additional way of (temporarily) avoiding sundamage, by adding a craftable potion that causes the effects you suggested
- some kind of intimidating/imprisoning villagers was suggested a few times and sounds cool, but I think it has low priority
- About vampires being undead. I've always thought it would feel strange being harmed by healing potions and healed by instant damage. But it would fit. Maybe I will make vampires take damage from both, because they are human (at least more human than a zombie) and undead. This would also make a (buffed) healing skill more relevant.
-Underwater sun damage, I will take a look at that, if this is possible without to much (additional) calculations (since it is checked quite often), I will implement that.
- Using tools in batmode wouldn't really if and would make it far to powerful. It is only designed for getting around or away. But I will add a skill which gives you a little bit more health, so you don't die immediately.
- Damage: yes this was discussed quite often, and I can't really decide what would fit best, while not making it too strong or confusing.
I'm planning on reworking the system at some point, but not now. I will keep your suggestions in mind, since they sound well thought.
- Inter mod compatibility is important, but takes time (which I then can't spend on Vampirism own features :D)
That said, I have to admit that I did not have that much time (and motivation) to work on Vampirism lately, I've to see if this changes, so I can't promise anything.
For now I will try to polish the new features (in the latest alpha) and then I might work on some of your suggestions.
As vampire mobs/villagers don't do too much at the moment, expect sometimes attacking non vampires and offering special trades. I don't really see the need for a skill like this, it would be fun, but not very helpful. Maybe I will add something like this, when/if vampire mobs can do more.
Minions are planned, but other things first.
In Version 1.1 there will be an option to unlock all skills if you reached max level, but this sounds better. I would probably just use the same requirements as for level 14 for all higher levels. But there might be some other problems that arise, since I sometimes use max level to check some things. So maybe in a future version.
On MC version 1.10.2 (Vampirism version 1.1.0-alpha) bloodvision doesn't works:if I used bloodvision,my screen is black.
P.S. sorry for my bad English
can you upload your .minecraft/logs/latest.log after activating blood vision here? Thx
Realized I posted on the old forum thread...
There seems to be an issue with hunter villages spawning a constant amount of hunters and eventually you have a million hunters in a village and if you are close enough it can crash a server due to time per tick. Is this a known issue or is there a way to fix it?
It is somehow known, it very rarely happened in earlier version. I never found out how to fix it, but I did not see in the newer versions yet.
Which version are you using. If it happened with 1.0.0+ I will try to find the problem again.
As a temporary workaround you can use "/kill @e[type=vampirism.vampireHunter,r=50]" to remove all vampire hunters near you. (Might have to open your game to LAN with cheats enabled to use this command)
Man is it good to be back on the forums been so caught up with spore and Christmas
hey Max I saw people asking for a vamp biome gen thing the players can use to make there own and heres my solution for balancing it
make the play have to gather the blocks that are from the biome and the cost for making the biome is based off the size they want it to be in radius
the cost could be a mix of things or 1 thing and the radius is not garented for example
1 diamond and 1 blood bottle = 30 to 50 block radius
1 diamond and 3 blood bottles = 60 to 80 radius
1 diamond and 5 blood bottles and 2 hearts of damage = 100 to 130
and so on
the rate at which it grows after being started is effected by the time of day it is when started
https://yadi.sk/d/kIRXK30b382Dwu this is my latest log (that's not crash in the end, i just closed minecraft)
I can upload a screenshot after use a bloodvision, do You need that?
I have a question. I made a modpack for my friend's small community. Have this mod in at the request of some people. I was playing myself and got bit by a vampire. Couldn't find a cow for milk in time and turned into one. No where can I find how to reverse this. I checked Curse.MCF and the wiki. Is there a way to reverse this legit (without commands) both for me and for others who will play this modpack and might not want to be a vampire.
Thank you!
Thank you very much. I am human again! lol
Thank you for your suggestions. This sounds like a reasonable idea, but I'm not sure if I want to add the possibility to transforms biomes. Besides the fact that it would be quite some effort to make this work programmaticly, I do not know if it would fit to Minecraft (Biomes are never altered after world gen).
Sorry for not getting back at you earlier.
Thanks for the log, but there are some important informations missing in that log. Forge usually does a fake crash report to print some system information to the log in the beginning. But I cannot find it in your upload. Which version of Forge are you using?
Also please upload log files as text files (e.g. to Pastebin, no need to signup) so I don't have to download and extract an archive file.
Hi Maxanier, just to say that my friends and I really love having Vampirism on our server. You've done a great job with it!
Just wondering, are there any plans to introduce more skills and abilities for the vampire and hunter players? It would be great, for instance, to eventually be able to sprout wings and fly without weakening yourself in exchange by becoming a bat. If this was difficult to obtain, say by restricting it to high level vampires, I think it would be fair in most modpacks. After all, it's really quite easy to get Angel Rings from Extra Utilities 2 - they don't even require nether stars anymore. Alternatively, you could go the Botania Flugel Tiara route and have a sort of 'fuel' or 'stamina' system with flight. This, I believe, is more fair and interesting than just smashing some materials together and gaining a magical flight ring that isn't even difficult to power... I don't like Angel Rings, lol.
Thanks!
I got a crash report
crash:
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 1/25/17 10:19 AM
Description: Ticking memory connection
java.lang.IllegalArgumentException: Duplicate id value for 21!
at net.minecraft.entity.DataWatcher.func_75682_a(SourceFile:64)
at de.teamlapen.vampirism.entity.player.VampirePlayer.<init>(VampirePlayer.java:299)
at de.teamlapen.vampirism.entity.player.VampirePlayer.register(VampirePlayer.java:249)
at de.teamlapen.vampirism.entity.player.VampirePlayerEventHandler.onEntityConstructing(VampirePlayerEventHandler.java:59)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_1104_VampirePlayerEventHandler_onEntityConstructing_EntityConstructing.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraft.entity.Entity.<init>(Entity.java:179)
at net.minecraft.entity.EntityLivingBase.<init>(EntityLivingBase.java:119)
at net.minecraft.entity.player.EntityPlayer.<init>(EntityPlayer.java:141)
at net.minecraft.entity.player.EntityPlayerMP.<init>(EntityPlayerMP.java:138)
at net.minecraft.server.management.ServerConfigurationManager.func_148545_a(ServerConfigurationManager.java:410)
at net.minecraft.server.network.NetHandlerLoginServer.func_147326_c(NetHandlerLoginServer.java:101)
at net.minecraft.server.network.NetHandlerLoginServer.func_147233_a(NetHandlerLoginServer.java:60)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:215)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.Exception: Please change the player blood watcher id in config/vampirism.conf to something else
at de.teamlapen.vampirism.entity.player.VampirePlayer.<init>(VampirePlayer.java:301)
... 19 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.entity.DataWatcher.func_75682_a(SourceFile:64)
at de.teamlapen.vampirism.entity.player.VampirePlayer.<init>(VampirePlayer.java:299)
at de.teamlapen.vampirism.entity.player.VampirePlayer.register(VampirePlayer.java:249)
at de.teamlapen.vampirism.entity.player.VampirePlayerEventHandler.onEntityConstructing(VampirePlayerEventHandler.java:59)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_1104_VampirePlayerEventHandler_onEntityConstructing_EntityConstructing.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraft.entity.Entity.<init>(Entity.java:179)
at net.minecraft.entity.EntityLivingBase.<init>(EntityLivingBase.java:119)
at net.minecraft.entity.player.EntityPlayer.<init>(EntityPlayer.java:141)
at net.minecraft.entity.player.EntityPlayerMP.<init>(EntityPlayerMP.java:138)
at net.minecraft.server.management.ServerConfigurationManager.func_148545_a(ServerConfigurationManager.java:410)
at net.minecraft.server.network.NetHandlerLoginServer.func_147326_c(NetHandlerLoginServer.java:101)
at net.minecraft.server.network.NetHandlerLoginServer.func_147233_a(NetHandlerLoginServer.java:60)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:215)
-- Ticking connection --
Details:
Connection: [email protected]
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Is there any way to reverse the Garlic injection, by chance?
Edit, for clarification. If I use the Garlic injection, is it possible to become a vampire later on?
Currently making a poor attempt to learn Java/Eclipse/etc to try to make a personal mod.
Sanguinare Injection, made with fangs
Thanks Zorin!
Currently making a poor attempt to learn Java/Eclipse/etc to try to make a personal mod.
A skill to increase the players health in bat mode, sounds reasonable, I will think about that.
What version of Vampirism and Minecraft are you using.
It looks like the 1.7.10 version, if so, you have to change the datawatcher id for vampire players from 21 to something else, because another mod already uses that value.
Hello, thanks for reporting this. I will take a look at this as soon as I find time for it. I've created an issue on Github so I don't forget:
https://github.com/TeamLapen/Vampirism/issues/142
By the way, a new alpha is released:
https://minecraft.curseforge.com/projects/vampirism-become-a-vampire/files/2380048
I would like some offensive magic for a vampire... like..... what if we can transform into a cloud of poisonous gas? that slowly poisons and kills anyone in contact with it? what about the ability to spawn magical bats that deal damage?
or a bat sonar that can provide a defense while in bat form?
also... it'd be kinda neat if we can get vampire forts spawning... old, ancient places infested with those with cursed blood....which would be a sanctuary for those damned to the curse.
Thank you very much for this detailed feedback
. This really helps, especially as it also takes balance into account.
Some thoughts on your ideas:
- I like the ring menu, but I can understand that it has some downsides. Maybe a way to assign hotkeys to a few of them could help selecting the right one during fights? Keeping them on the same position, would also help, but I'm not sure how to achieve this, as the count of available skills changes frequently. Maybe, the unavailable skills should still be displayed but in gray or so.
- Ok, looks like I have to think about the healing action, but just making it autoheal, seems a little bit to easy.
- About the sunshield. Not sure, it should not be too strong, I would like to keep sunlight, something you always have to worry about. So making it "just" drain your blood bar sounds to easy. But maybe I could add an additional way of (temporarily) avoiding sundamage, by adding a craftable potion that causes the effects you suggested
- some kind of intimidating/imprisoning villagers was suggested a few times and sounds cool, but I think it has low priority
- About vampires being undead. I've always thought it would feel strange being harmed by healing potions and healed by instant damage. But it would fit. Maybe I will make vampires take damage from both, because they are human (at least more human than a zombie) and undead. This would also make a (buffed) healing skill more relevant.
-Underwater sun damage, I will take a look at that, if this is possible without to much (additional) calculations (since it is checked quite often), I will implement that.
- Using tools in batmode wouldn't really if and would make it far to powerful. It is only designed for getting around or away. But I will add a skill which gives you a little bit more health, so you don't die immediately.
- Damage: yes this was discussed quite often, and I can't really decide what would fit best, while not making it too strong or confusing.
I'm planning on reworking the system at some point, but not now. I will keep your suggestions in mind, since they sound well thought.
- Inter mod compatibility is important, but takes time (which I then can't spend on Vampirism own features :D)
That said, I have to admit that I did not have that much time (and motivation) to work on Vampirism lately, I've to see if this changes, so I can't promise anything.
For now I will try to polish the new features (in the latest alpha) and then I might work on some of your suggestions.