Final release of Vampirism 1.4.0:
I have not heard about any issues lately so I decided to move 1.4 from beta to release. This also applies for the IntegrationsMod (which was not heavily tested though).
There also have been some backported fixes for 1.10 and 1.11.
Changelog:
Compared to Beta 2
+ Fix night vision potion items not working
+ Prevent crash related to altar of infusion
Compared to Vampirism 1.3 (in random order):
Fix issues with LAN multiplayer
Fix entity bounding boxes
Fix holy water splash recipes - Now have to be crafted in a brewing stand
Vampire mobs do not bite creatures with name tag
Change vampire book name in creative tabs
Allow disabling hunter camps
Added dark blood skill for Vampires (ranged attack)
Enforce max and min limits in configuration
Added Vampire "Sword Finisher" skill
Added "Blood Grinder" to grind human hearts, raw beef and soon thirdparty modded items to impure blood
Added "Blood Filter" to filter impure blood and soon thirdparty liquids to (clean) blood. (Place sieve on top of blood container and grinder on top of sieve
Fix holy water splash potion recipe and usage
Heal if player has more than 18 (configurable) blood
Made sunscreen beacon (cheat) unbreakable
Add config option to make sunscreen beacon (cheat) break and mineable
Add scoreboard criterion (vampirism:faction, vampirism:vampire, vampirism:hunter)
Only sync blood container on significant content changes
Prevent wrong hunter camp density config of crashing the game
Downgrade version checks to http not all clients trust Let's Encrypt
Allow teleport cooldown to be configured
Allow bat mode cooldown to be enabled/configured
Higher level players can have now more than 20 blood
Implemented pedestal that can charge specific items with blood
Added multiple new vampire swords which have to be trained and charged
Added new "mobile charging" skill
Added blood infused iron as crafting ingredient
Update Guide Book
Moved creature drops to loot tables so they can be modified with datapacks
Allow binding actions to keys
Fix exploit
Reduce vampire mob bite distance
Added blood values by iamtpage for Sophisticated Wolves and Twilight Forest
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)
Blood values has to reach a minimum amount to make the creature actually biteable. Also there is a max cap.
Dynamically calculated values are stored with the world (world/vampirism/vampirism-dynamic-blood) will be moved to (world/vampirism/dynamic-blood-values.txt) in next alpha. You can copy the values from here to the configurable blood value file to easily adjust them
Manually configured values win over hardcoded ones, hardcoded ones win over dynamically calculated ones
Entities sync and store their blood values, so it should be sufficient to change values on server side (including them in modpack is still recommend) . Also any changes only affect newly spawned entities from now on
To prevent specific entities from getting dynamically generated values you can add "entityid:0" to your blood value config
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
Updated entity registration system to latest Forge standard
Added several advancements
Very basic system to take over villagers as a vampire (currently only cheat only, "vampirism-test overtakeVillage")
Support for InterModCommunication messages to allow other mods to easily add blood values for their creatures