No, the vampirism was intentionally removed a while back. However, the repair thing was a quasi-bug in the sense of an unintended confluence of rules.
From 3.164:
* When ships take damaged from internal attrition (a negative regen rate, as with the cursed golem) that was previously tripping their "last damaged time" so that engineers could never repair them. Fixed so that now the "last damaged time" is not affected by this, which allows engineers to repair these sorts of ships.
o This now also applies to ships in attrition-emitter territory, which makes engineers a necessity in those zones, rather than pointless.
* The repair cost of the cursed golem was previously set abnormally low. Now that has been fixed to be the same as the broken cursed golem.
* Previously, when ships that were taking internal or external attrition hit zero from attrition, they would die. Now, instead the attrition will not take them below 1.
o Thus if an attrition-ed ship gets all the way down to 1, it's at death's door and can easily be killed by an enemy, but at the same time if no enemies are around, engineers can repair it back up to higher health. This removes some of the fiddly time-based aspects of things like the cursed golem if it's not on the front lines.