• 1

    posted a message on Vampirism - Become a vampire!
    Quote from Zaesar_AoH»

    Still, I think the new AI for vampire animals is too ... agressive. It seems to overwrite the previous one completely. As said my cat is still moving while remaining in the sitting animation.
    Looks hilarious, yet that can't be correct ^^

    I see, didn't get that before. I will have a look
    Posted in: Minecraft Mods
  • 0

    posted a message on Vampirism - Become a vampire!
    Quote from sealifeowo»

    I like your mod too much. Does the latest edition don't consider 1.7.10?



    Sorry, but Vampirism for MC 1.7.10 and Minecraft itself are very different from the recent versions

    Quote from sirrNaDE»

    I know it might sound stupid, but what if a vampire will just look at very bright objects (such as outside when its day) will make the sunscreen appear


    Sounds fun, but also annoying ^^
    Quote from Zaesar_AoH»

    I have two questions:


    First:

    Can I disable my face being messed up by this mod (The upper half of my visible eye is odd while the rest is white and there is a vampire eye on my hair now ^^ )


    Second:

    Vampire pets. Pets bitten until they are vampires. What do I do with them?

    It is actually a hilirious site to see my cat sit and move and thus behave like a vacuum cleaner ^^


    As already suggested there is a config option somewhere, but you can also use "/vampirism eye <1/2/3/4/5..>" and "/vampirism fang <1/2/3/4/..>" to find some fangs/eyes that fit to your skin.

    The vampire animals are not good for anything (besides looking cool) :D
    Posted in: Minecraft Mods
  • 0

    posted a message on Vampirism - Become a vampire!
    Quote from thevirtualjim»


    I use twitch for all my MC mod stuff - will that contribute to the data you are collecting on which versions used or no?

    Unless you disable it in the mentioned ways, yes. It works independent of launchers.
    Posted in: Minecraft Mods
  • 0

    posted a message on Vampirism - Become a vampire!

    Yeah, that seems like a good idea. I noticed my own username in the chat was in purple once I became a vampire, so that could work on the villagers too.


    Will add that at some point.


    New updates:

    A new longstanding bug has finally been reported. In MC 1.11 and MC 1.12 blood potions did not have an effect for hunter players in survival.

    This is fixed.

    The 1.11 update also includes a backport of the "drink directly from blood container" and "see blood level" features.


    Files should be available at curseforge soon.



    I also added a very basic version stats collections. When asking https://maxanier.de/projects/vampirism/versions.php for the latest versions it send the currently used one, the MC version, client or server and the mod count together with the request. This is completely anonymous and also respects the MC snooper settings (if disable, do not send any data) as well as a new dedicated config option ("disable_collectBasicVersionStats" ).

    With the collected information I can decide more easily which mod versions should get bug-fixes or new features and more.

    Let me know if you have any reason against this.

    Posted in: Minecraft Mods
  • 0

    posted a message on Vampirism - Become a vampire!

    For the MCA integration, will there be a config option to disable the "eye and blood" thing for the mca villagers? I got it disabled for myself, but the mob one doesn't work with the MCA villagers.


    The issue with the MCA villagers are that there are so many different skins and I don't want to select/create a overlay for every one of them. And I have not found another solution so far.

    Yes, I should add a config to disable this overlay, but we need some way of indicating that it is a vampire.
    I could probably render the nametag in purple.
    Posted in: Minecraft Mods
  • 0

    posted a message on Vampirism - Become a vampire!

    BTW: Is there a 1.12 version of WAILA or an alternative for it? I have seen something like it in some videos, but I cannot figure out which mod it is ^^


    Well, the automatic blood value calculation got a little bit more complicated than expected as the entity size is not available when I needed it. But after rewriting the system the latest alpha features automatically calculated blood values for unknown animals. Let me know if it works

    Updates:

    Released a bunch of updates for several MC version yesterday.


    Most important is a fix to a gameplay affecting bug which has been present for month (but nobody reported it until yesterday :( ). Vampire hunters did not attack vampires unless you reload the world and advanced vampire hunters did not attack at all.


    Several other features in the 1.4 alpha for 1.12.2 and a few small, but cool features for MC 1.10.2

    1.12.2


    New Vampirism 1.4 Alpha


    This version should not be used in your 'productive' world. It contains the latest features, but also the latest bugs. Probably not all features are finished.
    - Fixed translations
    - Fixed vampire hunters not attacking vampires
    - Changed appearance of sun indicator screen border (smaller and less yellow)
    - Fixed sundamage calculation for a few special cases
    - Extended entity blood value with a significant new feature
    - Blood values of unknown animals are now calculated based on their (collision box) size (can be disabled in configs)
    - More info https://github.com/TeamLapen/Vampirism/wiki/Biteable-Creatures (not updated at the time of writing, but will do soonish)
    - Allow drinking directly from blood containers
    - HUD fang indicator now indicates blood level of creature
    - Hunger potion effect is now replaced by thirst (for vampires)
    - Minor performance fix

    - Added more detailed blood values for Animania and Ancient Warfare. Shoutout to Tacusin for collecting this huge number of values.


    1.12-1.12.2

    1.3.4

    - Fixed vampire hunters not always attacking vampires
    - Fixed sun damage calculation in specific situations
    - Updated translations


    1.11.2

    1.2.6

    - Fixed vampire hunters not always attacking vampires
    - Fixed sun damage calculation in specific situations
    - Updated translations


    1.10.2

    1.2.4


    - Allow drinking directly from blood container
    - HUD vampire fangs now indicate the blood level of biteable creatures

    - Fixed vampire hunters not always attacking vampires
    - Fixed sun damage calculation in specific situations



    Downloads:

    https://minecraft.curseforge.com/projects/vampirism-become-a-vampire/files

    Posted in: Minecraft Mods
  • 0

    posted a message on Vampirism - Become a vampire!
    Quote from thevirtualjim»

    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.


    Quote from Daihok41»

    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


    Strange, should be about as probable as a church without one. Maybe it was just really bad luck.

    Quote from Picho»

    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
    Posted in: Minecraft Mods
  • 0

    posted a message on Vampirism - Become a vampire!
    Quote from thevirtualjim»

    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.


    Quote from Daihok41»

    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


    Strange, should be about as probable as a church without one. Maybe it was just really bad luck.

    Quote from Picho»

    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
    Posted in: Minecraft Mods
  • 0

    posted a message on Vampirism - Become a vampire!
    Quote from TheBeastCH»


    Quote from Picho»

    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.
    Posted in: Minecraft Mods
  • 1

    posted a message on Vampirism - Become a vampire!
    Quote from sirrNaDE»

    I know this hasn't anything to do with the stuff you are talking about there, but, how can i get a minion?


    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
    Quote from Daihok41»

    Does blood from other mods work with this mod like say from evilcraft or bloodmagic?


    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
    Posted in: Minecraft Mods
  • 0

    posted a message on Vampirism - Become a vampire!

    Attachment: Sun screenborder

    What do you think, ok or even less?

    Posted in: Minecraft Mods
  • 2

    posted a message on Vampirism - Become a vampire!

    Ok, looks like we are getting somewhere.


    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

    Posted in: Minecraft Mods
  • 0

    posted a message on Vampirism - Become a vampire!

    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.
    :D


    .



    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
    Posted in: Minecraft Mods
  • 0

    posted a message on Vampirism - Become a vampire!

    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

    B) 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

    Posted in: Minecraft Mods
  • 0

    posted a message on Vampirism - Become a vampire!

    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)
        • ?

      • To villagers?
        • Under vampire control
          • Become vampires as well? (Can't be bitten anymore, but why would they live under vampire control if they are not ones themselves)

        • Under hunter control
          • a few could become angry villagers
          • 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
        • Should be rather easy

      • If opposite faction
        • What do you have to do to free it?
          • Destroy block of course
          • Kill a certain amount of creatures?
          • Something else?
          • Should be rather difficult



    • Are there still villagers you can suck blood from (except in neutral 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 ^^

    Posted in: Minecraft Mods
  • To post a comment, please .