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cheaterpaul edited this page Jul 2, 2021 · 1 revision

Features of Vampirism

This page probably won't be updated, since there is so much stuff. Just use the in-game guide book, look for mod spotlights or take a look on the Forum Thread

New in versions 0.6.1/2

  • Added support for WAILA mod (What am I looking at). Some vampirism related informations are displayed now, e.g. blood amount in the Altar of Inspiration, or the lord of minions, etc.
  • Added option to toggle night-vision (default key: n)
  • Decreased village density default values
  • Added crafting recipe to convert blood bottles back to glass_bottles (if you haven't noticed yet, glass bottles in your hotbar are automatically converted to blood bottles, if auto-fill is enabled)
  • If the vampire biome is disabled in the configuration, you can get vampire orchids by using bonemeal on grass
  • Adjusted timing for sundamage, sleeping etc.
  • Fixed bug which made players have a wider hitbox after converting back from being a vampire
  • A few minor improvements and fixes

New in version 0.6


  • Added a coffin which allows vampires to sleep during the day and to set their spawn-point. The interior can be colored by shift-right-clicking with a die on it.
  • Removed night-clock
  • Added a vampire armor. The specially designed Vampire armor reduces the influence of the sun on vampires. If fully worn the do not get a confusion effect as well as less instant damage. The armor itself can be compared to vanilla iron armor.
  • Modified the configuration system. There are now three .config files: vampirism.cfg for general stuff (disable some features, change ids), vampirism_balance.cfg which contains A LOT of options to adjust the balancing of the mod and vampirism_village_biomes.cfg for the biome dependent villages. IMPORTANT: This update resets the old configuration, so make sure to reapply all changes. Also as of now the vampirism_balance.cfg will be reset with every update to apply changed balance options.
  • Bitten pigs or cows now drop rotten flesh
  • If you are a vampire and stay in the sun the screen borders slowly turn yellow
  • You can now right-click the vampire fang item to inject some vampire blood and get the "Sanguinare Vampiris" effect
  • Several other small improvements, bug-fixes and technical changes

New in version 0.5


  • We changed the way to become a vampire. Instead of using the altar tier 1, you now have to be hit/bitten by a vampire multiple times. Then you receive a potion effect "Sanguinare Vampiris" which lasts a Minecraft day. After the potion has ended you are a vampire. In case you don't want to become one, you can always cancel the effect with a milk bucket.
  • Renamed the Blood Altars (There are only two left which are used to level up)
  • Added a new skill called "revive fallen mobs". Zombies and Skeletons (more mobs might be added in the future) now some times leave a pile of bones when they die. Then you can use this skill to revive the fallen mobs which will then fight for you.
  • Added Bat Transformation Skill. At night you can convert to a bat and fly like in creative mod, but you cannot place or break blocks or use items. Another big disadvantage of the bat is its low health, so avoid hostile creatures. You can toggle it as often as you want, but at sunrise you will be automatically converted back.
  • Added "Summon Bat" skill, which can only be used when in bat mode and has a long cool down. It is designed to be used in multi-player, on activation a lot of bats spawn around you which makes it hard for other players to spot you. On top of that the summoned bats give any non vampire player they hit a short blindness effect. After some time the bats will die.
  • Added a temporary item to skip daytime, since the coffin is not finished yet. It's called "Night Clock", can be crafted and can change the time to nighttime if you are alone in the world.
  • The old Altar Tier 1 is now used as some beacon style altar. Craft yourself the "Leech" sword and fill it with blood by killing villagers or so with it. If you put the filled sword into the "Altar of Saturation", it will act as a beacon and give you a speed boost as well as a saturation effect (you use less blood). But it will slowly deplete the sword, so make sure to refill it regularly.
  • The former Vampire Lord mode has been renamed to "Vampire Rage", a real Vampire Lord Transformation will come with some later update
  • Changed the sun damage system. There are now three types of impact of the sun: Nausea, weakness and damage. When you are a lower level vampire you only get the first effect, at high levels you get all of them. By consuming the suncreen item you can lower the level of impact by one. The damage is implemented as instant damage which is applied every 2 seconds and you can stay 5 seconds in the sun until it starts.

Minor changes and fixes:

  • Added different vampire textures
  • Glas Bottles in your hotbar will now be converted to blood bottles if autofill is enabled and blood is added
  • Added a few sound effects
  • Vampire Biome id made configurable as well as resolved some (datawatcher) id conflicts with other mods
  • You can now disable vampire skills in the configs
  • Added support for Version Checker mod
  • Fixed a problem which made you loose all levels if you choose went to the Main Menu instead of respawning after dieing.

New in version 0.4:


  • Villages now react to your behaviour. If you or any other vampire bite too many villagers, the vampire hunters might get really aggressive and summon some aid, so you better start running :) Also more villagers respawn
  • Vampires as well as vampire hunters got some AI upgrade and e.g. break/open doors
  • Added a new multistructure upgradable altar with cool animations for the higher levels
  • A cool looking vampire biome with some stuff inside you might need
  • You can now go back human at some churchs inside of villages
  • Vampire lord transformation more
  • Cool and easy to use skill system to toggle some higher level skills (e.g. regeneration, but higher blood usage or later a bat transformation) more
  • Vampire lords mobs with different levels (level is influenced by the players vampire level). These lords are strong and have minions which fight for them, but you need their drops to level up further
  • Cool new models and textures thanks to LRA_10 who is helping us
  • Some more little stuff and improvements

Planned:


  • Improved vampire lord transformation with minions after defeating a main boss like Dracula
  • More types of hunters
  • PVP

Implemented:


To much to list, just browse the wiki or play the mod :)