- Actually fixed the issue with grave soil...
- Fixed Grave Soil spawning spirits in direct daylight.
- Code Clean* Up & Improvements.
- Revamped the Necromancer's Boss Graveyard building.
- Adjusted Config (recommend to delete and regenerate the config).
- Grave Soil can now spawn Spooks & Vexes in Darkness instead of just at night.
- Vampire Players will no longer have Strength, Speed, & Haste.
- Vampire Players will now have a base +3 Attack Damage & 15% Movement Speed buffs directly instead.
- Vampire Illagers will no longer have buffs either.
- Vampire Players will have improved reaction to Sun Damage.
- Vampires will no longer take damage from an Angel's Aura.
- Removed Bleeding Effect.
- Removed Original Method of Obtaining Vampirism.
- Removed Original Method of Curing Vampirism.
- Player Blood is no longer drinkable.
- Player Blood can now be assigned.
- Animal & Villager blood buffed.
- Angels can now be Cursed.
- Added the "Ritual Altar" block.
- Added Soulgems. *- Ritual Altars can capture the soul of a slain entity if it has an Amethyst Shard and make a Soulgem.
- Added Soul Enchanting. *- Soulgems can be used on an "Ritual Altar" to perform enchanting on the held book or item within the altar. Requires Enchantment Level 30 or higher still.
- Added Vampiric Rituals. *- A Vampire Player can perform a ritual using soulgems, specific items, and lit candles in the right placements around the Ritual Altar. *- Added "Contract Ritual" which requires 28 power, a Grand Soul, and Totem of Undying. *- Added "Blood Ritual" which requires 12 power, a Common Soul, and Totem of Undying as well as nearby animals & villagers. *- Added "Grave Ritual" which requires 4 power, a Petty Soul, and some vampire dust to turn all soul sand/soil below the ritual altar area into grave soil. *- Added "Cure Ritual" which only uses a Totem of Undying and the vampire player's original player blood to cure them of Vampirism.
- Added Contracts. *- Any player can sign & burn a contract in the flames of the Ritual Altar as long as requirements are met. - Contracts can be signed by non vampire players or using a bottle of Player Blood. *- Added "Vampirism Contract" which requires a glass bottle and full health to give the player vampirism and a bottle of their own blood. *- Added "Vexation Contract" which is a curse that gives the target Possession & Vexes to deal with. Requires Cake. *- Added "Pumpkin Head Contract" which requires a carved pumpkin and is a curse that swaps the target's headgear with the pumpkin. *- Added "Reanimation Contract" which requires a sacrifice to resurrect an entity from it's soulgem. *- Added "Knowledge Contract" which requires an enchanted book in exchange for experience. *- Added "Fortune Contract" which requires an enchanted golden apple in exchange for riches.
- & more stuff I probably forgot...
- Added French translation by Laglobule & Knost.
- Massive clean-up.
- Spooks & Possessed Armor are now Undefined and no longer considered enemies or undead.
- Possessed Armor specifically counts as a Golem Entity.
- If a Spook willingly leaves a player host, it will be 'friended' to that player.
- If a friended Spook possess a suit of armor then that Possessed Armor will be tamed to said player.
- Tamed Possessed Armor will no longer attack players and instead target enemies.
- Tamed Possessed Armor will have regen & can use Mending enchantment to repair itself.
- Adjusted Gothic Helmet code.
- Updated for Forge 47.1.0.
- Added Ukrainian translation by "Unroman"
-Initial 1.20.1 port.
- Revamped how the backported Vex model is handled.
- Fixed missing mine-able tag for Grave Soil block.
- Added a new config to change the armor value needed to block vampirism.
- minor tweaks
- Updated Gothic Helmets to have a trim on the item itself when trimmed.
- Improved code for Vexes
- Fixed a Broken Tag
- Converted Sun Damage to Fire Damage.
- Vampire Players cannot take sun damage while in water now.
- Initial 1.19.4 port
- Added a Config