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V Rising Update Patch Notes June 13

 

UPDATED June 13

 

 

V Rising 1.0 Hot Fix #7 June 13

The following improvements will be added to V Rising with this patch

Hello Vampires.
We will start patching V Rising shortly.
This hotfix brings the following fixes and updates:

 

General

  • Added support for loading a specific auto-save using the “Load Game” option. This allows players to load previous saves in case the latest auto-save becomes corrupt. However, this won’t recover lost saved data or progress from auto-saving issues.
  • The “Leave Game” button in the System Menu now displays “Save & Exit” if you are the game’s host. This is to clarify that the game always saves when you leave it.

 

Bug Fixes

  • Fixed an exploit where players could clip through doors using the Sword Shockwave ability.
  • Fixed a bug where players sometimes could not select a waypoint to teleport or a coffin to respawn in.
  • Fixed a potential crash when navigating the Build Menu.
  • Fixed a potential crash triggered by a player destroying a Refinement station while another player looked at recipes.
  • Fixed a potential crash that could occur when interacting with Servants.
  • Fixed a potential crash caused by renaming stations or containers.
  • Fixed a crash related to castle relocation that could occur if a player left the territory during the relocation process while building.
  • Fixed a potential crash when interacting with the Devourer.

 

If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.
Enjoy your weekend in Vardoran!

 

Eternally yours,
/Stunlock Studios

 

 

V Rising 1.0 Hot Fix #6 June 4

The following improvements will be added to V Rising with this patch

Hello Vampires.
We aim to patch V Rising today at 8:00 UTC / 10:00 CEST.
This hotfix brings the following fixes and updates:

 

General

  • Merged the current “Accessibility” Options Menu tab settings into the “Graphics/Controller” setting tabs to reduce the total number of tabs, making it easier to navigate the Options menu.
  • The Spellbook menu ability bar can now be navigated with the left analog stick when replacing abilities using a gamepad.

 

Bug Fixes

  • Fixed an issue where replacing a window castle wall with a normal castle wall would cause attached objects such as curtains, castle window growth, or spider webs to yield their dismantle cost twice.
  • Fixed a server crash that could occur when attempting to dismantle floors in very big castles (castles beyond standard limitation settings).
  • The camera should now default to the lowest pitch setting when playing with a gamepad.
  • Fixed a bug where ability animations would not show correctly when having high attack speed.

 

Balance Changes

General balance tweaks to the offensive power of defensive spells and boosts to select offensive projectile and area spells. In general, physical damage, along with defensive spells, have proved to be too strong in comparison to offensive spell damage builds. These changes aim to even out the playing field slightly.
Additionally, some changes aim to reduce the power of stacking movement speed and movement-enhancing spells.

 

General

Whip Primary Attack
  • Damage changed to have the whip Primary Attack deal more damage on the tip and less on the line. Line damage changed from 50/50/55% to 45/45/50%, and tip damage changed from 20% to 25%.

 

Warrior Blood
  • Parry damage absorption was reduced from 50% to 40%.

 

Critical Strike Power Set Bonus Reduction
  • Reduced the Critical Strike Power set bonus on “Rogue” Armor Sets Tier 6 / Tier 8 / Tier 9. Reduced from 20/25/30 to 15/20/25%

 

Spells

 

Movement Speed Spell Changes

Power Surge
  • Movement Speed bonus reduced from 20% to 15%
  • Duration increased from 3.5s to 4s
  • Jewel increasing movement speed reduced from 3-8% to 3-6%
  • Jewel increasing lifetime reduced from 15-30% to 12-25%

 

Blood Rage
  • Movement Speed bonus reduced from 15% to 10%
  • Healing increased to 65% from 60%
  • Jewel increasing movement speed reduced from 3-8% to 3-6%
  • Jewel increasing lifetime reduced from 15-30% to 12-25%

 

Lightning Curtain
  • Movement speed bonus reduced from 30% to 20%
  • Movement speed bonus from jewel reduced from 10-20% to 10-15%

 

Offensive Spell Power Changes

Shadowbolt
  • Shadowbolt damage increased from 170% to 185%

 

Sanguine Coil
  • Damage increased from 75% to 80%

 

Chaos Volley
  • Projectile damage increased from 110% to 115%

 

Spectral Wolf
  • Damage increased from 125% to 140%

 

Wraith Spear
  • Damage increased from 160% to 170%

 

Frost Bat
  • Damage increased from 100% to 110%

 

Aftershock
  • Damage increased to 130% from 125%

 

Bone Explosion
  • Damage increased from 140% to 150%

 

Ice Nova
  • Damage increased from 140% to 150%

 

Defensive Spell Power Changes

Blood Rite
  • Damage reduced from 100% to 80%
  • Jewel Increasing damage reduced to 10-20% from 15-30%
  • Jewel spawning blood daggers, reduced damage from 25-50% to 20-40% per dagger

 

Cold Snap
  • Shield Duration reduced from 6s to 5s
  • Freeze Duration reduced from 3s to 2.5s
  • Jewel boosting movement speed reduced from 10-25% to 10-15%

 

Discharge
  • Stun duration reduced to 0.6s from 0.8s.
  • Jewel that allows you to recast, damage reduced from 25-50% to 15-30% and knockback effect power reduced by ~25%.
  • Jewel increasing stun duration reduced from 0.2-0.4s to 0.1-0.3s.
  • Jewel granting immaterial, duration reduced from 0.8-1.6s to 0.8-1.2s.

 

Storm School Effects

  • Jewel effect charging next primary attack damage reduced from 15-30% to 15-25% per stack.
  • Jewel effect that consumes static into stun, duration reduced from 0.3-0.7s to 0.3-0.5s.

 

If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.
Stay vigilant in the shadows of Vardoran, our fellow Vampires!

 

Eternally yours,
/Stunlock Studios

 

 

V Rising 1.0 Hot Fix #5.1 May 30

The following improvements will be added to V Rising with this patch

Vampires.
A small fix today to get rid of a bug that snuck in on the last Hotfix.
This hotfix will feature the following changes:

 

Bug Fixes

  • Fixed a bug which prevented the player from adjusting their camera while holding down the button for Spell Slot 2.

 

If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.
Stay vigilant in the shadows of Vardoran, our fellow Vampires!

 

Eternally yours,
/Stunlock Studios

 

 

V Rising 1.0 Hot Fix #5 May 29

The following improvements will be added to V Rising with this patch

Greetings Vampires!
Today we bring you a series of quality of life and usability fixes, a new optional gamepad layout, a whole host of bug fixes, and a ton of V Blood changes to make the visuals on fights more clear, as well as adjust the difficulty just a bit to be better in line with our expectations.
This hotfix will be going live shortly and feature the following changes:

 

General

  • A number of FX have been updated with new visuals to improve performance.
  • Soul Shards will now automatically be destroyed if not picked up from the ground after 60 minutes.
  • Server Details window now displays castle pvp times.
  • Soul Shards can no longer be spawned using the console command unless the shard has already dropped (to avoid admin mistakes by spawning shards that are not bound to the shard bearer).
  • Players in Siege Golem form are now immune to Witch's “Hex” spell (the spell that turns players into pigs). It previously removed the Siege Golem buff if players were hit by this spell (the spell is used by the Blood Witch, so this could create some awkward siege interactions).
  • Increased the configurable range of the brightness calibration option.
  • A particular leaf bush in Farbane Woods and Cursed Forest now has the correct visual representation after a player has cut it.
  • General optimizations to improve performance.
  • Vietnamese Localization has been added.

 

Gamepad

  • A new control layout has been implemented. The new layout favors a more convenient camera control that better mimics the right mouse button on the PC. Both Weapon Skill 1 and 2 are on double inputs in order to make this control layout work.
  • L2 is the Camera Modifier, and the Right Stick controls the camera.
  • Players may rotate the camera while using the primary attack at the same time (R2).
  • L2 + R1 to trigger Weapon Skill 1.
  • R2 + L1 to trigger Weapon Skill 2.
  • North Face Button (Triangle / Y) as shortcut to Build Menu.
  • Players may now select control layout in the Option Menu and can choose between the new control layout and the old control layout.
  • Some ability slots have been moved to new slots on shapeshifts such as Toad and Siege Golem to make sure both control layouts work properly.

 

Bug Fixes

  • Fixed an issue where you could transfer all Blood Essence from an enemy Castle Heart by using the Take All key bind.
  • Fixed an issue where you could input items into an invisible servant coffin inventory.
  • Fixed an issue where server times did not take Daylight savings time into account.
  • Fixed an issue where server details did not display Mortium Rift Incursion Event settings correctly.
  • Fixed an issue where castle objects that require multiple levels of space could be placed on top of other objects taller than a single level. For instance, this allowed a castle throne to be placed on top of trees.
  • Fixed an issue where the name horse prompt could activate when browsing the inventory while using gamepad.
  • Fixed an issue on Cyril the Cursed Smith where his Spear summon would not attack properly on Normal Difficulty.
  • Fixed an issue on Cyril the Cursed Smith where he would summon Axes on Normal Difficulty (Brutal Difficulty only Summon).
  • Fixed some overlapping text issues in tooltips on some languages.
  • Fixed an issue where you could dupe unique structures in relocation if you were outside of the networking range.
  • Fixed an issue where the “Every Corner of the World” achievement was unlocked without visiting every world region.
  • Fixed an issue where default castle music could sometimes play for a while after logging in even if a music box was playing tracks in the castle.
  • General stability fixes for AI movement logic, should fix various cases where units could lag, especially when aggroed.
  • Fixed an issue where certain abilities could interrupt other, already casting, abilities.

 

V Blood Balance Changes

Balance tweaks and updates on the following V Bloods.

 

Dracula the Immortal King (Primarily Co-op changes.)

  • Reduced damage on Vampiric Curse.
  • Blood Crystals no longer fire burst of projectiles.
  • Slightly reduced the number of extra projectiles spawned for each player in projectile-based spells during phase 2.
  • Tweaks to hitboxes on Circle of Blood to better match the visuals.
  • Slight increase in air-time on shockwave projectile knock up effect.

 

Solarus the Immaculate (Brutal difficulty changes only).

  • Cooldown and timing tweaks on select Divine Angel attacks on Slight damage reduction and hitbox size tweaks on melee projectiles on Brutal Difficulty.

 

Adam the Firstborn

  • Reduced maximum health by 5% and phase 2 health by 10%.
  • Damage, cast and velocity reduction on a few attacks.
  • Fixes to visual effects and hit-colliders that were mismatching (not properly feedbacking danger areas / hitboxes).

 

Gorecrusher the Behemoth

  • Minor adjustments to his max health to scale better in solo vs co-op.

 

Lord Styx the Night Champion (Brutal difficulty changes only)

  • Slight tweaks to timing in leap/dash attacks.

 

Tristan the Vampire Hunter (Brutal difficulty changes only)

  • Aim prediction on his crossbow attack has been tweaked.

 

Maja the Dark Savant (Brutal difficulty changes only)

  • Minor adjustment to health on her minions.
  • Minor adjustments to the velocity of books circling the arena.

 

General Valencia the Depraved

  • Damage reduction on iron maiden attack.

 

Simon Belmont the Vampire Hunter

  • Minor damage adjustment on cross boomerangs.

 

If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.
Stay vigilant in the shadows of Vardoran, our fellow Vampires!

 

Eternally yours,
/Stunlock Studios

 

 

V Rising 1.0 Hot Fix #4 May 22

The following improvements will be added to V Rising with this patch

Greetings Vampires!
Another week of our covert war against sinister forces wages on (because the only sinister forces should be us), and with that, we bring you another list of fixes and adjustments to better perfect your experience of those lovely, blood-soaked Vardoran nights.
This hotfix will feature the following changes:

 

General

  • A number of visual effects have been updated to improve performance in combat.
  • Optimizations for doors in castles to improve performance in big castles with lots of doors.
  • Made doors fade out in front of the player.
  • Optimizations have been done to a number of UI elements to improve performance.
  • Added a 2 second immaterial buff to players when exiting Dracula’s Throne Room.
  • Some objects in Cursed Forest have been optimized to improve performance.
  • Fading added to some archways in Iron Cave (Dunley Farmlands) and Spider Cave (Cursed Forest).
  • The behavior of the music being played from the Music Box has been recalibrated to more accurately replicate the behavior of the default castle music.
  • Various optimisations and bug fixes on sound effects.
  • Improved precision and performance of occlusion culling.

 

Bug Fixes

  • Fixed an exploit where it was possible to escape Dracula's throne room with Blood of the Immortal.
  • Blood of the Immortal is now removed when a player is downed, preventing an exploit where players could use Blood of the Immortal during the first phases of the Dracula fight.
  • Fixed an issue where Blood potions icons got stretched with misaligned texts.
  • Fixed an issue where Blood potions didn't have their blood % displayed when in the action bar.
  • Fixed visual feedback on physics for some objects in Mortium.
  • Fixed shapes on some rugs in the player castle, to make them more circular.
  • Fixed a spot next to a build area in Gloomrot South where players could get trapped.
  • Fixed player collision on player castle fireplaces, making the collision not stand out too much from the object.
  • Fixed a bug where the yield when harvesting multiple plant types would merge instead of displaying a separate yield number for each type of plant harvested.
  • Fixed a localization issue for the “Close” button in the Servant menu where the wrong text was used.
  • Fixed an issue where players with shards would get locked out from using waygates outside of raid hours.
  • Fixed issue where boss music often restarted on top of the already playing instance when disengaging a boss.
  • Fixed an issue where killing a boss on brutal after it had already been defeated on a lower difficulty on the same server did not trigger the brutal achievement.
  • Fixed an exploit where players could get free resources by dismantling workstations during relocation.
  • Fixed an issue where an old setting could cause erroneous behavior during building.
  • Fixed an issue where the “wallpaper fill” feature could cause server lag.
  • Fixed an issue where the /r (reply) command in Chat did not work in some cases.
  • Fixed an issue with overdrawing UI.
  • Fixed a material issue on the Spear Summons by Cyril the Cursed Smith.
  • Fixed an issue where Recipe Tracking did not work in the Player Crafting menu.
  • Fixed a material issue in some of Adam the Firstborn’s spells.
  • Fixed an issue with Rowdain Steed that caused it to face the wrong direction while not mounted.
  • Fixed an issue where the Blood Soul version of Domina the Blade Dancer would get an off-setted return position when encountered during an incursion event in the North Fortress Ruins. This caused her to sometimes exit combat if the player walked a short distance away from her.
  • Fixed an issue where Dracula could at rare occasions teleport outside of the arena and reset during phase 1.

 

Dracula Balance Changes

These changes primarily target brutal mode, we are looking into a few changes to address difficulty and scaling in co:op vs solo for a future patch. Our intention is to make the fight more balanced for solo players as well as co:op players. Right now the fight is a bit over-tuned for co:op and we are looking at some additional changes to address this.
The changes done to Brutal mode are made to ensure that Dracula can be defeated with more types of weapons and spells. Additionally, swapping spells between phases should not feel like a necessity. These changes aim to make Phase 3 less punishing if players don’t manage to kill all ads while making Phase 4 less stressful and all in all reduce the overall amount of RNG and requirement on defensive builds and/or top DPS builds.

 

Phase 1

  • Wolfs spawned in co-op health reduced by 20%.

 

Phase 2

  • Damage done by his long dash, where he summons an additional shadow, reduced to 180% from 250%.

 

Phase 3 (Brutal Only)

  • Blood Souls movement reduced to 0.75 from 0.9.
  • Blood Souls healing reduced to 3.5% from 5%.

 

Phase 4 (Brutal Only)

  • Curse of Dracula now increases damage taken by 1% per stack instead of 3% per stack.
  • Waves of Projectiles now spawn every 3.0 seconds instead of every 2.5 seconds.
  • Projectile velocity reduced to 10 from 13.
  • Increased the duration of the shrinking blood storm effect to shrink over 80s instead of 60s.
  • Slightly reduced the knockback on the pushback blood novas.
  • Increased the impact duration for ethereal sword aoe’s to 1.4s from 1.2s.

 

If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.
Stay vigilant in the shadows of Vardoran, our fellow Vampires!

 

Eternally yours,
/Stunlock Studios

 

 

V Rising 1.0 Hot Fix #3 May 15

The following improvements will be added to V Rising with this patch

Greetings Vampires!
Here are a few quick fixes to try and help out those Vampires who might be at risk of unraveling.
This hotfix will feature the following changes:
  • A fix that will “repair” journal quests that were not progressing the “Leave Crypt” quests.
  • Several crash fixes to various uncommon but significant events.

 

If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.
Stay vigilant in the shadows of Vardoran, our fellow Vampires!

 

Eternally yours,
/Stunlock Studios

 

 

V Rising 1.0 Hot Fix #2 May 14

The following improvements will be added to V Rising with this patch

Greetings Vampires!
The war on bug-kind continues unabated as our elder Vampires set to massacring those who would disrupt our mission to conquer Vardoran! We are doing our utmost to ensure you, or kin, can build your legend uninterrupted. Consider this one more step towards the most perfect Vampire experience we can offer.
This hotfix will feature the following changes:
  • Fixed a rare bug where players could get stuck in combat once they leave a fight.
  • Fixed a rare issue where players could get stuck outside of the map with a “blue screen” on login, as their character was not synced properly to their client.
  • Fixed a potential server crash issue.
  • Fixed an issue where players would technically still have a weapon equipped after dragging and dropping it into the upgrade slot of the Ancestral Forge.
  • Fixed an issue where the Soul Shard map icon would not update correctly to follow the player carrying it if the Soul Shard was equipped directly from a Soul Shard pedestal.
  • Fixed a rare issue where not all unlocked progressions were correctly synced to a player upon login.
  • Fixed an issue where the maximum user cap would not work correctly, allowing more players to join a server than intended.
  • Fixed an issue where pillars could be destroyed in wide entrances if the wide entrance did not have support by an additional wall. This meant that a golem could destroy an entrance in one hit if they hit the pillar.
  • The server setting for displaying siege golems on the map is now toggled as “disabled” as the default setting. This will retroactively go into affect on Official Servers, and on those servers siege golems will no longer show on the map when placed.
  • Enemy players may now interact with prison cells, but they are not able to kill or subdue prisoners this way. This fixes an issue where players stored loot in Prison cells to secure it from enemy raids.
  • Players may now insert subdued units into empty enemy cells to allow for prisoner trades.
  • When purchasing books from a trader you can now see what books you have already unlocked.
  • Fixed a few assets that were not fading correctly when the player was standing behind them.
  • Lanterns in Farbane Woods Cemeteries now emit light correctly.
  • The illusion spawned when using Veil of Illusion will no longer attack other players in PvE.
  • The support mail in the main menu has been updated.

 

If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.
Stay vigilant in the shadows of Vardoran, our fellow Vampires!

 

Eternally yours,
/Stunlock Studios

 

 

V Rising 1.0 Hot Fix #1 May 10

The following improvements will be added to V Rising with this patch

Greetings Vampires!
We give the dust no time to settle on our coffins! We’re hard at work slaying the first round of bugs following our full launch. We’re doing everything to make your bloody massacre across Vardoran as dignified and bug free as it should be, and in the spirit of that we offer the following bug fixes.
The hotfix, which will begin at 7 UTC and will be rolled out over Official Servers over the next 30-60 minutes, will have the following changes:
  • Fixed an issue where players were unable to mount horses when using a gamepad.
  • Fixed an issue where the Incursion Events would not run correctly on select PvP servers, causing all events to stop running for an additional 24 hours+.
  • Fixed an issue where cosmetic items could be salvaged into high tier materials than intended.
  • Fixed an issue where the client could crash when using the “Fill Wallpaper” feature in large castles.
  • Fixed an issue where the Castle Heart blood essence drain modifier server setting would not work correctly when modified.
  • Fixed a few issues related to castle relocation that could cause flying roofs to stay in place as well as blocking the possibility to build new castles in the affected territory.
  • Fixed an issue where saplings/trees planted in growing plots in the castle got stuck in an invisible state blocking them from growing as well as blocking dismantle.
  • Fixed a rendering issue where terrain did not render correctly if viewed through the walls of a castle that was in the “disabled defenses” state (PvP).
  • Fixed an issue where rulesets in the advanced settings menu did not update the “save” button correctly, causing ruleset changes to not apply unless the player manually altered a setting before exiting the menu.
  • Fixed an issue where players were unable to save settings after loading a preset.
  • Fixed a rendering issue with the rim light effect causing it to not work on all types of units.
  • Fixed a rendering issue on clouds while in bat form.

 

If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.

 

Eternally yours,
/Stunlock Studios

 

Those are the patch notes up through June 13 for V Rising.

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