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Vampire Mutation Rework

MonMarty

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Haha... Vampire Rework number 7. I know.
The problem that we considered with the previous Mutations were numerous. Firstly, we used a very FFX approach to skill-tree creation with overlapping and pathways. While maybe fun and "creative", it resulted in really confusing pathways of choice that were difficult to look into. More often than not, this resulted in Lore Staff members just not picking up Vampire Applications because the system was too difficult to Police. It also had other subsequent problems:
  • The point compensation with Rogue Training was absurd in some cases that led to some aggressive OOC bragging and IC God-RP.
  • Some of the traits were complete unused. The Vampire community heavily favored one particular side, and there was no real cultural devotion between the Trees. It was just skill harvesting.
  • Many of the traits were horrendously powerful, or were so vague that allowed them to be misinterpreted by players, which in turn caused conflict in roleplay.
  • There are still players who try to work around what we consider WAD Vampire features. With more explicit language to bar these kind of actions, we hope to make Vampirism more straight forward instead of just a character power skill farm.
As such, this is more of a re-balance and not a rework or rewrite. Many of the Mutations remain the same, but have been re-positioned and changed here and there to allow for a more balanced playing field between the Bloodlines. Speaking of Bloodlines, the trees have been sacrificed in favor of the more Vampire Renaissance Bloodlines, the old idea that certain Vampires belong to specific brands of Vampires that have a common culture together. Without much further explanation, an oversight of the changes:
  • Vampire "hiding-ness" (or lack there-of) is now consistent. All forms of hiding Vampire identity have been eliminated across the board, the only exception now being the Noble Vampire Bloodline which appears as non-Vampire during the day. This also includes eye-color and hiding eye-color. Vampire eyes are now always strictly bright crimson red, and even glow, meaning tinted glasses are useless, and even tight-visor helmets or hoods are useless. In any and all instances, standing within 2 feet of a Vampire allows that Vampire to always be identified as a Vampire, unless a Mutation dictates otherwise.
  • Some of the stupidly OP anti CRP defeat traits have been removed in favor of more flexible combat aid.
  • The 4 Trees of skills have been changed to 8 distinct Bloodlines for flavor as well as theme design.
  • A whole bunch of new traits were added along with some of the removed ones, meaning about 30% more distinct and unique Bloodline Mutations.
  • A much more straightforward Point assignment system with a bunch of choice points:
    • Do you want Mutations? No? That's fine. then all of it is irrelevant to you, and you gain the standard Vampire package without any Proficiency Point losses, or Mutations.
    • Do you want Mutations? Yes? Great. Reduce 10 Proficiency Points from your total pool, then choose a Bloodline, then choose 5 out of the 8 traits (any combination) as your Mutations. That's it, add them to your Character Application and you're done.
  • These straightforward rules without complicating overlap make reviewing a ton easier, while also making the general design stage easier for the players. Some of the Bloodlines have mixing overlap to the point where we believe there is something for every type of Vampire. We also removed the Vampiric aging (aside from one Mutation) to reduce the complicated Vampire age calculations. You can get Mutations from day 1, or day 10, or year 1, or year 10, whatever you like, or not at all, if you want to stay playing a Vanilla Vampire. It's simple as is now.
  • Restructured some of the Vanilla Vampire rules by re-clarifying what happens to Mutations when they get cured, what happens to sunlight, muted the effects of Holy Water a little bit, while also expanding on Anti-Vamp weapons, removing Nenyarina Stakes and summarizing the information a bit more into congested points of interest to avoid there being 20+ bullet points.
What's up next:
  • Altalar Rewrite (going through processing right now)
  • Voltalar Race writing (not started yet)
  • Sihai Bareback release (Still being worked on)
  • Silven Mutation Rebalance (not started yet)
Link to the Source Material of this release:
What should players do:
  • If you do not have a Character Application, but want to make use of Mutations, you need to make a Character Application.
  • If you have an ongoing review or an approved app for a Vampire with Mutations, you need to re-submit it for review after changing the Mutations and probably the age and Proficiency Points.
  • If you do not play a Vampire or do not want to play a Vampire, absolutely nothing. If you fight Vampires IRP, you may want to read up a bit on it because some of the traits changed.
 
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How much of a punch do the winds that the vampires of the Zikiel Bloodline can summon pack? Is it enough to throw a person to the ground?
 
For the 'Racial Shift' mutation, does the vampire gain the racial benefits and weaknesses for the time they are changed? For example, Varran night vision or Yanar fire weakness?

Does 'Night Respite' effect Isldar even though they do not dream? Are Drowdar immune to the mind effects vampires are capable of with certain mutations?
 
For the 'Racial Shift' mutation, does the vampire gain the racial benefits and weaknesses for the time they are changed? For example, Varran night vision or Yanar fire weakness?

Does 'Night Respite' effect Isldar even though they do not dream? Are Drowdar immune to the mind effects vampires are capable of with certain mutations?
Racial traits are usually not transferred.
 
How much of a punch do the winds that the vampires of the Zikiel Bloodline can summon pack? Is it enough to throw a person to the ground?
Wind magic is usually a knock over or "pin down" effect. It is consistent with this form.
 
I wasn't able to find any lore on the bloodlines (then again i kinda skimmed through), but its understandable why there isnt. Is there a chance that some lore will be added to the bloodlines or that it will become a writing prompt?
 
I wasn't able to find any lore on the bloodlines (then again i kinda skimmed through), but its understandable why there isnt. Is there a chance that some lore will be added to the bloodlines or that it will become a writing prompt?
Ofcourse. There is a short description on the Bloodlines in the paragraph preceding the image, but for the sake of the rework, we need to see if the Bloodline principle and culture is popular before we try to expand on it.
 
@MonMarty "If a Vampire is cured, their Mutations are lost (where applicable, Varghul form for example cannot be lost)"
do u mean varlord
 
Is there no chance for secret vampires except the Noble Line? Its kind of, a mediocre trait set for what I had in mind, the only thing I would pick it for is just not having red eyes which used to be a thing for every vampire. Cause if so probably just scrapping a character idea lol
 
Is there no chance for secret vampires except the Noble Line? Its kind of, a mediocre trait set for what I had in mind, the only thing I would pick it for is just not having red eyes which used to be a thing for every vampire. Cause if so probably just scrapping a character idea lol
Vampirism is hard to properly get your fingers on. It was always intended to be somewhat hidden, but also somewhat out in the open. Each revision caused it to flip one way or the other, either too open, or too closed. I think this one is a bit more in the middle. Obviously it's extremely hard for at least 4 of the lines to hide their Vampirism, but I think that is fine.

The Violet Guard have set patrol routes in Old Town for Regalia V5, there will be streets they never go into. Additionally, the Sewers will be a true "Guard Free" area, unlike what V4 markets with Old Town where the guards routinely walk in and do some crim-crushing in case some criminal caught some sort of public problem.

I think in general, this change is good because it is made with V5 in mind, which is getting ever closer. We legit just need to complete 40 or so houses.
 
also a question
with chainless flight, does it mean they're physically unable to be bound by magical restraints or magically unable to be bound by physical restraints
 
Quick reclarification. During the initial release this morning I forgot that red eyes being permanent was not a thing in the rework, and this was never intended to be re-implemented. Some changes have been made:

- Red eyes only occur when they feed, they are not red forever.
- I switched out one of the Alais bloodline traits for the Grand Vampirica.
- I put the number 3 in Mind Feeding for the Doughal Bloodline
- Respecified that Alais does not get red eye sockets, eyes do not turn red in feeding at all, and they do not die from sunlight, only irritation, but they still only feed from Nobles
 
also a question
with chainless flight, does it mean they're physically unable to be bound by magical restraints or magically unable to be bound by physical restraints
Shackles get put on their hands and they just pop off. It also includes any other form of magical binding.
 
Ok. Last revision I promise. I should have let Bagley look over the Mutations this morning but got a bit caught up in excitement and published too early. We went over all the Mutations again and changed a few, so they are pretty final now. Apologies for any confusion.