## Important
All world gen related config is now in COMMON config. Old values elsewhere are ignored.
This affects biome and mob spawn rates, hunter tent separation and village separation
## Vampire Armor
- Vampires have natural armor when not wearing armor
- The amount of armor scales between iron and diamond from level 1 to level 14
- This natural armor does not stack with additionally worn armor
- If wearing heavy armor (anything stronger than leather) your vampire specific speed and attack speed buff will be cut by half
- Armor enchantments can be applied to (not yet rendered) stylish vampire clothing that can be equipped in the armor slots
- After respawning the armor will take some time to fully regenerate
- Vampires can wear new vampire clothing, that does not provide any protection but is enchantable
## Vampire Immortality
- Vampires do not immediately die from certain damage sources, instead they go into a down-but-not-out (DBNO) state where they can still be hit, but are ignored by mobs
- After some regeneration (timeout) phase, they can choose to resurrect. Alternatively, they can always decide to die and respawn instead
- After resurrecting vampires are weakened and instantly die when they are killed again in the next few minutes (neonatal effect)
- While DBNO vampire can be immediately finished using vampire killing weapons like stake, holy water or fire
## Vampire Accessories
- Vampires can now equip accessories (ring, amulet and obi belt) which give buffs (and debuffs) and can even modify certain skills
- There are many different effects and combinations of effects and you can try to collect the perfect set of ring, amulet and obi belt
- In total there are much more than 100.000 possible combinations, even though many are similar.
- Accessories cannot be unequipped and are destroyed if another is equipped in the same slots
- Upon respawning (after death) accessories take a random amount of damage and eventually break
- Certain accessories can for example change the dark blood projectile to a short range 360° attack
## Task changes
- Added Vampirism Menu as quest screen and hub for other screens
- Non unique tasks now expire after some time
- Show last known location of faction representative that offered a task
## Balancing
- Vampire swords can be enchanted with most enchantments now
- Enhanced Hunter Coat now buffs hunter disguise and give bonus looting
- Reduce minion upgrade diamond price
- Remove vampire bite attack
- Don't prevent disguised hunters from interacting/attacking but instead break their disguise
- Vampire invisibility also hides armor, items and shadow
- Garlic beacon has an activation delay
- Garlic beacon finder item allows vampires to more easily locate garlic beacons
- Hunter player blood is no longer poisonous
- Hunter chest armor prevents feeding
## Faction Raids
- NPC raids can now be triggered by walking into a village with a vampire/hunter bad omen effect
- Bad omen effect can be obtained by killing rare vampire/hunter creatures that carry a banner
- Added rewards for defending a village
- Different raid strengths and rewards
- Village captures do not require a player to be inside the village bounds
- Reworked "boss bar"
- Updated raid sequence
## Skill changes
- Reordered some hunter skills
- Changed attack damage and speed skills
- Removed vampire vista skill
- New skill that allows reducing neonatal duration
- New skill that reduces timeout before resurrecting in DBNO
## Textures and decorative blocks
- New decorative blocks by the 1LiterZinalco and Oreo365
- New hunter textures by Random2325
- New textures by DimensionPainter
- New vampire sword model by Shumnik
- New hunter axe model by Random
## Other
- Changelog chapter in GuideBook summarizing the major changes
- Skeletons no longer attack vampires and creeper always flee
- Vampire minions should try to avoid the sun if there current task permits it
- Minions should consume food/blood items in their offhand to heal
- Blood projectile fine-tuning
- Allow curing converted villagers and creatures with an Infested Apple similar to curing zombie villagers
- Add training dummy to determine damage and DPS
- Preview appearance when hovering over a skin/eye type
- Updated vampire book content
- Use correct appropriate model (steve/alex) for vampire and minions texture
- Allow binding higher level vampires as minions
- Fix village capture AI requiring line of sight and make sure advanced entities participate in a capture event
- New minion related and other advancements
- Reset skills by consuming Potion of Oblivion instead of loosing a level
- Allow resetting minion stats by giving them a Potion of Oblivion
- Change totem beam visibility (only during capture)
- Totem of Undying now gives fire protection and sunscreen
- Update item tooltips
- Add third action keybinding option
- Many performance optimization
- Bat mode does not change the players health anymore, instead it removes any armor effect and doubles incoming damage
- Fix bite/feed permission
- Fix crashes
- Replace all coremods with mixins
- Cleanup
- Refined commands
- Update GuideBook for 1.8
- Allow naturally generated villages be enlarged (when vampirism villages)
- Allow floating point values for skillPointsPerLevel
- Don't show accessory slots for hunters
- Add faction changed event to API
- Render second skin layer for basic hunters
- Add faction log marker
- Fix unique tasks (e.g. lord) not being acceptable after timeout
- Allow zero weight for forest biome
- Fix crash related to hunter minion skin
- Migrate to official Mojang mappings
- Fix feeding adapter quest not recognizing imob hunter kills
- Fix crash with research table
- Add converted donkey and mule
- Fix SelectMinionScreen always choosing the first of multiple identically named minions
- Improve strings (@Brun333rp)
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }