Hard clean-up of the mod where Artificer stuff got removed for not fitting well with the mod. The items moved to Salju's Quill.
将不符合模组整体风格的机术师相关物品移动至Salju's Quill;
Some rebalances to Vampirism.
对血族进行平衡。
Added a bit more details written on contracts to help explain things a tad better.
为契约添加了更多描述以便于更好理解;
Recipes are now properly unlocked after picking up a copper ingot & some grave soil.
Made grave soil much more easily obtainable by reducing their resistances and making them mineable without an iron shovel.
加快了墓土的挖掘时间且使其无需铁锹即可挖掘以使其更易于获取。
Added Iron Artificer support to Kobolds & Farmer's Delight.
Bundles of Holding can now only be combined if both are empty.
尽收之袋能在两者皆不含任何物品时收纳另一个尽收之袋;
Bundles of Holding will now be renamed to Bundles of Vanishing if they have the Curse of Vanishing.
尽收之袋在附魔消失诅咒时名称会变为消失之袋;
Bundles of Holding can no longer be placed within containers unless they are a Bundle of Vanishing.
尽收之袋无法再放入容器,除非其为消失之袋;
Bundles of Vanishing now properly vanish any items placed within when right-clicked.
消失之袋将删除所有放入的物品。
Artificer's Core now accepts Totems from Friends & Foes, and the Totem of Possession from Alex's Caves
机术核心现在支持Friends & Foes中的图腾与Alex 的洞穴中的控心图腾
Necromancer Armor Trim now supports Beans Backpacks
死灵盔甲纹饰与Beans Backpacks的支持Updated Chinese Translation by StarOcean
中文翻译更新
Many fixes & balance changes that I cannot even remember everything...
大量修复与平衡改动,我(作者)甚至都记不清都是什么......
Creative Menu Soulgems can be used in Creative Mode to copy an entity's soul by right-clicking.
创造标签栏中的灵魂晶石可对生物右键以复制其灵魂。
Creative Menu Player Blood can be right-clicked to attach your own name to it.
创造标签栏中的玩家血瓶可右键以署名。
You can now right-click a ritual altar with candles to place the circle formation if there is room.
Contracts now requires a power level (lit candles in the circle) when using them on a ritual altar.
契约仪式现在也需要点燃足够的蜡烛才能进行。
Added completed version of Lycanthropy.
添加了完整的狼人化机制。
-Lycanthropy is obtainable via a Contract.
-可通过契约化为狼人。
-As a Lycan, you gain weakness to iron equipment, passive supernatural buffs, cannot sleep on a full moon, and can only eat meat items.
-狼人的弱点是铁制装备;存在被动增益;无法在满月时睡觉;只能食用肉类食物。
-Lycans can provide their magical buffs and magical defense to nearby pets.
-狼人可为附近的宠物施加魔法增益与魔法防御。
Added completed version of Artificer.
添加了完整的机术师机制。
-Obtainable via crafting an Artificer's Core, powering it with a totem of undying, and creating a copper golem formation with a lightning rod on top & line of sight to the sky while thundering.
-As an Artificer, you no longer need to eat and food gives health, passive supernatural buffs, gained damage reduction to vampires & lycans, and unlock crafting with the Artificer's Core.
-机术师不再需要进食;存在被动增益;减免来自吸血鬼和狼人的伤害;解锁机术之核合成。
-A powered Artificer's Core can allow you to make basic and iron equipment unbreakable by right-clicking with iron ingots in inventory.
-充能的机术之核可以使用铁锭使铁制装备等物品无法破坏。
-Iron or Copper ingots can be used on a powered Artificer's Core to craft cannonballs.
-可使用铜锭和铁锭制作炮弹。
-Blocks of Iron with redstone and an observer in your inventory can be used to craft an Artificer's Cannon.
-Ender Pearl with Iron Ingots in your inventory can be used to craft a Magic Mirror.
-可使用末影珍珠和铁锭制作魔镜。
-Bundle with Obsidian and an Eye of Ender can be used to craft a Bundle of Holding.
-removed animal & villager blood bottles.
-Updated all rituals to use the ritual item within the block and to be right-clicked with the required soulgem.
所有仪式进行方式均改为通过手持需求的灵魂晶石对祭坛中的仪式祭品使用使用物品/放置方块键。
-Added Transmutation rituals to turn copper ingot into iron ingot into gold ingot requiring 12 power & a soulgem of lesser or common.
添加了炼金仪式,需要含有羸弱或平凡灵魂的灵魂晶石与12根点燃的蜡烛以将铜锭转化为铁锭、将铁锭转化为金锭。
-Updated vampire textures and added config for original.
更新了吸血鬼的纹理,可通过配置文件设置为旧纹理。
-Updated vampire AI and rebalance their spells.
改进了吸血鬼的AI并为其法术技能进行了平衡调整。
-Smite will now work on vampires.
亡灵杀手现在可应用于吸血鬼。
-Code Clean-Up & Improvements.
代码优化。
-Revamped the Necromancer's Boss Graveyard building.
重建了墓园结构池中死灵法师的Boss建筑。
-Adjusted Config (recommend to delete and regenerate the config).
调整了配置文件(建议删除并让游戏重新生成配置文件)。
-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.
吸血鬼化玩家现在会获得基础伤害+3与移动速度+15%增益。
-Vampire Illagers will no longer have buffs either.
吸血鬼也不再获得增益效果。
-Vampire Players will have improved reaction to Sun Damage.
吸血鬼化玩家对阳光伤害的反应得到了改善。
-Vampires will no longer take damage from an Angel's Aura.
吸血鬼在天使周围时不再受到伤害。
-Removed Bleeding Effect.
移除了流血效果。
-Removed Original Method of Obtaining Vampirism.
移除了旧的吸血鬼化方式。
-Removed Original Method of Curing Vampirism.
移除了旧的治愈吸血鬼化方式。
-Player Blood is no longer drinkable.
玩家血瓶不再可以饮用。
-Player Blood can now be assigned.
玩家血瓶将标注玩家名称。
-Animal & Villager blood buffed.
-Angels can now be Cursed.
天使现在可被诅咒。
-Added the "Ritual Altar" block.
添加了仪式祭坛方块。
-Added Soulgems.
添加了灵魂晶石。
--Ritual Altars can capture the soul of a slain entity if it has an Amethyst Shard and make a Soulgem.
仪式祭坛可将附近死亡的生物封存进灵魂晶石中。
-Added Soul Enchanting.
添加了灵魂附魔。
--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.
灵魂晶石可用于仪式祭坛处以附魔手持的书或祭坛中的物品。需要30+的附魔等级。
-Added Vampiric Rituals.
添加了暗黑仪式。
--A Vampire Player can perform a ritual using soulgems, specific items, and lit candles in the right placements around the Ritual Altar.
-吸血鬼化玩家可使用灵魂晶石、仪式祭品与点燃在祭坛周围正确摆放蜡烛进行仪式。
--Added "Contract Ritual" which requires 28 power, a Grand Soul, and Totem of Undying.
-添加了契约仪式,需要28根点燃的蜡烛、一颗含有崇高灵魂的灵魂晶石与一个不死图腾。
--Added "Blood Ritual" which requires 12 power, a Common Soul, and Totem of Undying as well as nearby animals & villagers.
-添加了血祭仪式,需要12根点燃的蜡烛、一颗含有平凡灵魂的灵魂晶石与一个不死图腾。需要在动物和村民周围进行。
--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.
-添加了葬送仪式,需要4根点燃的蜡烛、一颗含有卑贱灵魂的灵魂晶石与一些吸血鬼尘以将祭坛周围的灵魂沙或灵魂土转化为墓土。
--Added "Cure Ritual" which only uses a Totem of Undying and the vampire player's original player blood to cure them of Vampirism.
添加了治愈仪式,需要一个不死图腾与吸血鬼玩家的玩家血瓶以治愈其吸血鬼化。
-Added Contracts.
添加了契约。
--Any player can sign & burn a contract in the flames of the Ritual Altar as long as requirements are met.
任何玩家均可在满足要求的情况下签署并在仪式祭坛中焚烧契约。
--Contracts can be signed by non-vampire players or using a bottle of Player Blood.
-契约可由任意非吸血鬼玩家签署或使用玩家血瓶签署。
--Added "Vampirism Contract" which requires a glass bottle and full health to give the player vampirism and a bottle of their own blood.
-添加了血族契约,需要玻璃瓶与玩家满血以使玩家吸血鬼化。成功后提供签署者的玩家血瓶。
--Added "Vexation Contract" which is a curse that gives the target Possession & Vexes to deal with. Requires Cake.
-添加了唤魔契约,可诅咒签署者,在其周围召唤恼鬼与惊魂。需要蛋糕。
--Added "Pumpkin Head Contract" which requires a carved pumpkin and is a curse that swaps the target's headgear with the pumpkin.
-添加了南瓜头契约,可诅咒签署者,会将签署者的头部装备替换为仪式进行者提供的雕刻过的南瓜。
--Added "Reanimation Contract" which requires a sacrifice to resurrect an entity from it's soulgem.
-添加了重生契约,需要献祭以将灵魂晶石中被封存的生物带回人间。
--Added "Knowledge Contract" which requires an enchanted book in exchange for experience.
-添加了学识契约,可将附魔书转换为经验球。
--Added "Fortune Contract" which requires an enchanted golden apple in exchange for riches.
-添加了财富契约,可将附魔金苹果转换为财富。
-& more stuff I probably forgot...
还有更多作者可能忘了写的内容......
-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.
-Spooks now target "Enemy" instead of "Monster + Slime"
惊魂的目标修改为“敌怪”而非“怪物+史莱姆”。
-Possessed Slimes will no longer drop ectoplasm if their size is greater than 1.
被附灵的史莱姆若大小为1以上则不再掉落灵质。
-Possessed Slimes will no longer drop ectoplasm alongside with their normal loot drop (it's one or the other).
被附灵的史莱姆在应掉落灵质时不再掉落其正常的战利品(反之亦然)。
-Ectoplasm drop is now affected by Looting.
灵质的掉落现在受抢夺影响。
-Ectoplasm now returns a slimeball when used in crafting.
灵质现在在参与合成后返还黏液球。
-Spooks are now considered a drop when an entity dies while Possessed (by default, this have no effect on normal gameplay).
惊魂现在在其附灵的实体死亡时被认为是掉落物。
-Moved the unused 1.20 code and assets into a zip file so the game will ignore them.
将未使用的1.20代码压缩,使得游戏忽略这些代码。
-Updated the crafting recipes for the Gothic Helmets to now actually use the Gothic Upgrade Template that can be found in Graveyards.
哥特式头盔的合成方式修改为使用可在墓地结构发现的哥特式头盔升级锻造模板。
-Added a missing recipe to upgrade a Gothic Diamond Helmet to a Gothic Netherite Helmet.
添加了使哥特式钻石头盔可直接升级为哥特式下界合金头盔的配方。
-Added Armor Templates though they don't do anything for now.
添加了锻造模板,但暂时无用处
-Added Ectoplasm back.
重新添加了灵质。
-Ectoplasm can be dropped by Slimes if they are Possessed & can be used with Mundane Potions to make Experience Potions.
灵质现在可由被附灵的史莱姆掉落,且可与平凡的药水合成附魔之瓶。
-Spooks can now target Slimes.
惊魂现在可将史莱姆作为附灵目标。
-Reduce Spook damage by 85%.
惊魂的伤害减少85%。
-Updated all Graveyards with proper new loot tables and armor stands.
更新了所有墓地结构,添加了适当的战利品表与盔甲架。
-You can now dye all Gothic Helmets.
现在可为哥特式头盔染色。
-Vexes are back to UNDEAD MobType again.
--By default, they are just Undefined but it makes so much more sense to put them back to Undead and allows me to keep Spook + Possessed Armor as Undead too for consistency.
-Vampires & Necromancers are ILLAGER again instead of UNDEAD.
--While it makes sense to have them be marked as Undead, but a lot of core elements to Illagers do requires the ILLAGER MobType, especially for teaming properly.
-Necromancer Tweaks:
--Most tweaks are small adjustments but will label a few major ones here.
--The chance for a Necromancer to join a raid at night is now 15% instead of 35% per Evoker. Due to how powerful he can be against AI, he has potential to wipe a village on his own. So wanted to make him rarer.
--Necromancer's Heal ability will now only be used when his max health is below 45% and now only deal 4 magic damage as it is unavoidable.
--Necromancer's Lightning Strike ability will now summon two undead instead of one, and they have an improved targeting Goal now, fixing a bug and making them always target the Necromancer's target.
-Leeching Enchantment now also heals the vampire user by 0.5 per level and the cd reduction bleeding effect has been reduced from 200 ticks to 180 ticks.
--This was actually requested and I wanted to buff the Necromancer's Leeching IV unique sword in a meaningful way.
--This healing effect works for both the Player & Vampire mobs!
-Added a "is_Vampire" Entity tag and have the Vampire & Necromancer labelled. This tag will allow tagged entities to be considered vampires for taking or dealing damage. This does not enable sun damage. taking or dealing damage. This does not enable sun damage.
-Slightly adjusted arms and legs of the Possessed Armor entity to avoid z-fighting.
-Improved code for Gothic Helmets.
-Improved code for usage of sounds in the mod.
-Finished converting all generated procedures into handwritten code.
-Removed config temporally.
--Note: It was causing some lag because I was still using generated code for the config system instead of making my own.
-A lot of code improvements to many elements in this mod and less MCreator generated code overall.
-Removed Ghosts Completely.
-Removed Ectoplasm but kept texture just in case for later.
-Temporally Disabled Merfolk (their code were lost due to a computer issue and haven't gotten to remaking them yet since they weren't doing much in the mod).
--Might Rework when returned.
-Added Supernatural Config.
--vampire_speed : true - Enables/Disables Vampire Speed Buff.
--vampire_strength : true - Enables/Disables Vampire Strength Buff.
--vampire_haste : true - Enables/Disables Vampire Haste Buff.
--vampire_invis : true - Enables/Disables Vampire Invisibility while sneaking.
--vampire_sun : true - Enables/Disables Vampire Sun damage.
--vampire_sun_damage : 4 - Set the damage of Sun Damage.
--vampire_wooden_death_req : 0.6 - Set the health requirement for triggering instant death to wooden swords (0.0 to disable. 1.0 is max).
-Added "Spook".
--Note: Will be getting new sounds Soon#TM.
--Replaces ghosts in Graveyards.
--Can possess animals, or monsters if they don't have a Spook already in them or don't have the Glowing effect.
--Can possess a full suit of armor from the armor stand.
--Glowing effect will instantly remove a Spook from the target.
--Spooks become persistent if they were inside of a player, animal, or the monster was persistent.
--Possessed Armor now has the possession effect too and cannot live without it.
-Vex Changes
--Now has 1.19.3 updated model and textures.
--Will always have a lifetime of 100 seconds no matter how it spawns.
--Will always have a home block position upon spawn.
--Will always attempt to mark a nearby Spellcaster Illager as their owner, else just sets it to null.
-Vampirism can now be cured if the player was struck by lightning while having an Totem of Undying in their inventory.
-Updated base code.
-Removed "vampire_curse" & "vampire_cure" commands in favor of "vampirism" command.
--Vampirism can give/cure vampirism to the targeted player and works as "/vampirism [action] [target]"
--Giving Vampirism via command will remove Vampiris effect from the player if it is there.
--Curing Vampirism via command will remove the Strength, Haste, and Speed effects now.
-Sun damage will now damage headwear on vampires. Unbreaking enchantment slows this down.
-Ghosts:
--Updated AI movement control.
--Ghosts will now automatically float up if stuck within full blocks.
--Removed Knockback Resistance.
-Added Merfolk
--Three variations (Amethyst, Emerald, and Diamond).
--Drops common loot base on variation.
--All three can drop nautilus shells.
--All three can drop tridents (even while trident attack is on cooldown).
--Spawns in ANY Ocean tagged biome at y level 52 or below.
--Note: Sounds not fully completed yet.
-Vanilla Changes:
--Drowned can no longer spawn with Tridents or Nautilus Shells (Merfolk are taking this role and being better at it).
-Brought back the missing "Haunted Helmets" as "Gothic Helmets" and made them craftable this time around instead of being exclusive to Possessed Armor. Note: Possessed Armor will NOT convert your helmets into Gothic Helmets anymore either. This is merely just me bringing back these helmets as they fit the theme of the mod.
-Added Reworked Ghosts
--Two Variations:
--1. Ecto: Aggressive variation that deals 1 physical damage + 1 *(difficulty) magic damage, and attacks the living.
--2. Spooky: Supportive variation that enjoys possession and debuffing the player. Only deals 1 physical damage and has much weaker health, which is why the spiritual energy is used up completely during possession.
-Added Possessed Armor
--Spooky Ghosts can possess armor from an armor stand if it is a full set (otherwise would destroy armor stand in anger). Gaining the defense of whatever armor it has possessed. A shield and sword will be materialize as well, though the shield seems more decorative than actual useful.
-Grave Soil can now spawn ghosts.
-Ecto Ghosts can spawn naturally in the swamps and drops ectoplasm which can be used to make bottles of enchanting. Using an ectoplasm up will leave behind a slime ball too.
!WARNING! THIS IS A REWORK UPDATE!
!BACK UP YOUR WORLDS!
-Note: This update reworked the mod as a whole and has a lot of changes, including temporally removal of ghosts, possessed armor, and other things that hasn't been reworked yet. A lot of this is due to the lower quality this mod felt like from before, especially for 1.18.2 version of Minecraft, and I want to fix up everything to a much better experience overall but this means I have to rework everything. I am just going to focus on vampires first to make sure everything feels right and balance them before adding back ghosts and potentially possessed armor, once I figure out how I want to adjust or change them that is. (and giving them a better overall use).
-Vampirism Changes
--Blood bar is back.
--Blood is similar to hunger in that it does goes down naturally but it will not go down during healing or sprinting.
--Support for "Forbidden Fruit" from Enigmatic Legacy mod where blood bar will be invisible if Fruit's effects are active (only works if fruit was consumed AFTER installing this mod though).
--You can gather bottled blood by simply attacking animals, villagers, or other players while holding empty bottles in your off-hand.
--You have all your passives in the daylight now.
--Invisibility passive while sneaking only works when not in daylight though. Also doesn't work in Creative or Spectator mode.
--ANY headgear can protect you from sun damage now.
--Wooden Sword instant-kill threshold changed from 45% to 60%.
--Vampire Slayer advancement now requires killing a vampire with a wooden sword to obtain.
--Bats no longer spawn on vampire death but instead if a vampire is killed by a wooden sword.
--Leeching now gives blood instead of health per hit.
--All forms of gathering blood applies the bleeding effect and you cannot gather more blood from a target that is bleeding (this acts as a cooldown). Leeching has the lowest cooldown while collecting player blood has the highest.
-Graveyards
--Decrease height generation down by one (last update increased it by two and made them too high).
-Fixed Ghost Damage not changing base on difficulty.
-Fixed missing sounds for the Vampire mob.
-Removed abilities and blood for vampires.
-Leeching now heals the vampire's health as long as target isn't bleeding.
-Sneaking automatically now cloaks the vampire in invisibility.
-Hunger is completely disabled for vampires.
-Vampires no longer get a debuff from eating food.
-Vampires lose benefits in the sunlight.
-Vampires will NOT take damage in the sunlight if wearing a HAUNTED Diamond or Netherite Helmet.
Note: I honestly have no idea on how I wanna approach abilities and blood magic for vampires and this mod wasn't intended to be a vampire focus mod to begin with anyways. So instead, the benefits and negatives of being a vampire are all now passives instead. I also wanted to improve compatibility with other mods so that a vampire player doesn't feel too limited.
-Fixed Ghost Damage not changing base on difficulty.
-Fixed missing sounds for the Vampire mob.
-Removed abilities and blood for vampires.
-Leeching now heals the vampire's health as long as target isn't bleeding.
-Sneaking automatically now cloaks the vampire in invisibility.
-Hunger is completely disabled for vampires.
-Vampires no longer get a debuff from eating food.
-Vampires lose benefits in the sunlight.
-Vampires will NOT take damage in the sunlight if wearing a HAUNTED Diamond or Netherite Helmet.
Note: I honestly have no idea on how I wanna approach abilities and blood magic for vampires and this mod wasn't intended to be a vampire focus mod to begin with anyways. So instead, the benefits and negatives of being a vampire are all now passives instead. I also wanted to improve compatibility with other mods so that a vampire player doesn't feel too limited.
-Removed Ectoplasm (Was Useless).
-Removed Curse of Vampirism (Was Useless).
-Updated Back-End Code quite a bit.
-Added /vampire code to instantly turn yourself into a vampire (requires OP rank 4).
-Vampires no longer loses blood passively (only when using abilities).
-At full blood, Vampires have a slow regen effect.
-Increase Sun Damage for all vampires to 4.
-Sun damage now applies every 20 ticks instead of 30 ticks (every one second).
-Ghost experience increased to 8 due to removal of Ectoplasm.
-Ghosts now can only possess one thing and will despawn forever.
-Ghosts now do magic damage instead of setting non-possessable targets on fire.
--Vampires are immune to a Ghost's magic damage.
-Updated Ghost visual effects and changed texture (name a ghost to "Classic" to see old version for comparison).
-Haunted Helms uses their respective ingots now for repairing due to removal of Ectoplasm.
-Fixed "Curse of Vampirism" being found as treasure loot.
-Vampire Illagers now properly uses the Illager Model instead of a mimic version I made.
--Vampire Illagers will have their weapon hidden when not aggressive but will not have arms crossed.
--Vampire Illagers will now only spawn with iron swords.
--Vampire Illagers will now apply their deflect ability once aggressive.
--Vampire Illagers will now have a 40% chance of using invisibility when a player target is nearby instead of when aggressive.
--Vampire Illagers will boost their speed and strength when aggressive by default (no weapon requirement).
--Vampire Illagers now have custom sounds.
-Updated Vampirism for the Player:
--All Vampire abilities now requires a sword.
--Invisibility activates when sneaking.
--Buff to speed and strength activates when sprinting.
--Deflect is the default right click activation.
--Cost of deflect reduce from 2 to 1.
-Ghost Experience value reduced from 5 to 1.
-Removed Glowing Potions
-Ectoplasm can now be used to make experience bottles in the brewing stand instead. (Glowing potions was pretty useless).
-Removed Protection IV from Haunted Helmets dropped by Possessed Armor.
-Immunity to Ghost's fire now requires your helmet to have Curse of Vampirism instead of being a Haunted Helmet. Note: The Curse is only applicable to Haunted Helmets anyways.
-Vampires are now immune to the negative effect of Bleeding and Leeching should no longer work on Vampires.
-Decrease health threshold for wooden swords to instantly kill a vampire from 70% to 45%.
-Increased invisibility duration for vampires from 60 seconds to 150 seconds.
-Increased axe ability duration for vampires from 45 seconds to 120 seconds.
-Invisibility now requires the vampire to be sneaking to activate it.
-Added a new ability for the sword which allows the vampire to deflect common arrows, costing one blood droplet per arrow deflected.