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Countblanc
Apr 20, 2005

Help a hero out!
This OP is pretty out of date and has a lot of broken images/links, sorry if you found this after seeing the III-Initiative trailer or something. I'll be posting a new thread in May for 1.0 that fixes stuff!

V Rising is an isometric survival game about being strong as gently caress in a world full of poo poo, developed by Stunlock Studios . If you're a cool gamer that name probably rings some bells; they were the creators of PvP indie darlings Battlerite and Bloodline Champions, and they've taken the general systems of those games - WASD controls, skillshot-based combat, and even many abilities - and plopped them into a game where you punchscratch trees and suck blood.

Fair warning, this game is currently early access and while it offers a huge amount of content relative to its current price tag, some systems are more fleshed out than others (for example endgame currently is "start a new character or decorate your castle more") and I know some people don't like supporting EA games at all.

Twitter
V Rising on Steam
Public Discord

https://www.youtube.com/watch?v=r9aaaHhajv0

In V Rising you take the role of a titular Vampire, freshly reborn into a world that is actively trying to scrub you from history. 400 or so years ago you and yours ruled the world, but since then humanity has had the gall to develop things like "religion" and "a desire to not be hunted during the night" and have mostly driven the vampires off the map. But that's bogus so it's time to go out and kill some skeletons to fashion a crappy sword, build a sprawling castle fit for only the most hedonistic bloodsuckers, and get some danged revenge on the godhavers.



After a brief tutorial you are dropped into the wilderness and typical to the genre, you get your start by gathering resources from vegetation, rocks, animals, and the loathsome humans. Much less typical to the genre, you also have a rather fleshed out suite of abilities at your disposal from the get-go. Like in Battlerite, your character in V Rising has access to an attack on M1, but also a basic charged projectile, a counter, and a short range teleport-slash-heal-slash-buff. As you craft better weapons you'll also gain access to one and then later two new melee abilities based on the weapon type (of which there are 6 with more in the pipeline), as well as your choice of around 30 replacements for your projectile/teleport/counter and even an Ultimate ability. Again, if you've played Battlerite or BLC this will all sound very familiar.

Immediately you'll bump into one of V Rising's central survival mechanics, darkness:



As a vampire, the darkness is your ally and the light is your nemesis. The game features a day-night cycle but you aren't restricted to leaving your keep during the night, you just need to keep to the shadows during the day. Staying in direct sunlight for too long (around 3-4 seconds) will cause you to start taking significant damage very quickly, killing you from full health in just a few seconds. Knowing when it's safe to dip into the light briefly, how to lure your targets into a covered area, and where best to skulk during the day is a big part of not ending up as a well-done bat steak.

Once you've gathered some basic essentials the game guides you toward the first and most crucial part of your vampire ascension - building your Castle Heart. A Heart is a magical living energy source which powers your to-be empire, allowing you to construct your castle and everything in it. As a living thing though it requires a steady supply of blood (I'll leave it to you to figure out how best to procure this), but while sated it keeps the magic flowing and your walls fortified... kinda. We'll come back to that second part. Regardless, once you plop one down you are instructed on how to build basic walls and utilities, and guided further from there.

GamerTip: You are able to relocate your castle heart - and thus your entire castle - but it requires rebuilding everything. As such don't think of your first castle as a permanent dwelling and more as a temporary stronghold. You definitely can live in your starting castle forever, I did on my first play, but most people recommend relocating to one of the more central zones or contested resources later.

Now that you've established a base of operations it's time to start hunting bigger game...



Bosses are the primary PvE challenges of V Rising, and the main gate for unlocking new abilities, recipes, and structures. Slaying a boss allows you to draw out their V Blood, a unique blood type that grants you several of the aforementioned boons unique to that boss. One of the first structures you'll build is a Blood Altar which will show you a list of bosses recommended based on your current gear, as well as letting you track their scent to find them out in the world:



These encounters start off fairly basic, with the first half-dozen basically just being stronger versions of enemies you'd fight in the surrounding areas, possibly with one unique ability. It quickly ramps up though to fights with unique mechanics, gimmicks not unlike more complex MMO bosses, and more. In many cases the area you find the bosses in is itself hostile, requiring you to prep certain potions or other such things to not burn to a crisp from holy radiation. However, unlike MMO bosses these enemies do not have unique or even particularly valuable drops and you won't be farming them.

All enemies in PvE receive more and deal less damage based on your level relative to theirs, and this is most obvious with bosses - try to fight a boss 20 levels above your current gear and you'll find yourself hitting them for 2-5 damage a swing while getting two-shot in return. Come back 15 gear levels later and things will be much easier. That said, if you have the spirit of a real gamer and the patience to match, you can win practically any fight with enough skill at any level - just dodge their poo poo and hit your poo poo.

A note about bosses, the majority of them scale based on players in the vicinity. Sometimes this just results in stronger attacks or additional hits in a combo chain, but the most common manifestation is additional add summons. This can quickly get overwhelming, so consider if you really need to bring half the server along for a kill. At the very least you'll probably want to bring some significant AoE skills. Personally I find the bosses are most fun fought as a duo, but the world is your blood-filled oyster!



Your castle in V Rising is both your safe haven from the light and your center of automation. Like many survival games you begin with a rather meager fort - a crappy wooden coffin, some rickety stone grinders, a few walls, a workbench to make some better equipment, and not much else.

By killing bosses and finding recipes, you'll quickly be able to advance both your character as well as your keep, creating more elaborate structures and gaining access to new tools, including my personal favorite, the Vermin Nest (perfect for all your rat-summoning needs). Before long you'll be able to make elaborate throne rooms, hellish prisons, thematically-questionable automation chambers, and more.

[img]https://i.imgur.com/BzE6qrS.png/img]

You'll also be able to construct additional chambers for your servants, enthralled humans who can both gather resources for you and keep your castle (somewhat) safe from any other meddling vampires. I highly recommend you invest in servants as quickly as you get access to them, I really neglected this part of the game initially and gathering resources became much more of a chore than it needed to be. Seriously, the sooner you gear your little dudes up, the better.



See how happy he is?



First off it should be noted that you are able to play on PvE servers which have zero PvP at all. If that's your preferred Gamer Flavour go for it! I personally think V Rising's PvP is a lot of fun both in terms of the actual mechanics of combat and what it adds to the survival gameplay loop, but you're no less a badass vampire overlord if you choose the path of the pacifist.

If you do choose to go after your fellow creatures of the night, you'll need to choose your server type - either "PvP", "Duo PvP", or "Full Loot PvP". Note that in all server types there is no friendly fire among clanmates.

In terms of combat itself, PvP in V Rising comes in two flavors, the typical world PvP you would expect, and sieges. In general gear does matter in PvP, though not to the extent it does in PvE. Basically if an item has stats on it - something like "+5% movement speed" or "+20 Health" it applies in PvP, but the actual gear level (which is what determines your damage dealt/taken from PvE enemies) doesn't matter at all. So you'll never have a situation like in PvE where you're just doing no damage and taking a ton, but there's a good chance the enemy has some more HP than you and their abilities may be recharging 10% faster or something similar.

Sounding like a broken record at this point, but if you're familiar with Stunlock's previous PvP offerings you'll feel immediately comfortable with V Rising's take on it. In fact you can practically recreate certain character's kits from Battlerite using the right weapon and spells if you feel so inclined! Unlike those games though PvP here takes place in an open world, often in hostile areas full of humans and sunlight that want to kill you as much as your opponents do. This can make things very exciting or very annoying depending on the type of player you are, so plan accordingly.

Sieges happen during specific hours of the day and involve crafting and summoning Siege Golems to bash against the walls of keeps, letting you inside to make a mess of their pots and pans. There isn't a lot to say about sieges, it's currently one of the more contentious systems in the game and will likely be tuned regularly until they get things where they want it to be. I'll probably update this section more once things settle down a bit and I have more experience with the system.



As mentioned above there are numerous types of servers, and private servers are also supported.



PvE: Exactly what you expect. No PvP whatsoever, including sieges. Clans support up to four players.
PvP: Clans still support up to four players. When you die, either via pvp or pve enemies (or most embarrassingly, sunlight), players are able to loot anything that isn't noted as "Blood-Bound" in your inventory. Typically this means your equipment (both currently equipped and things just stored in your inventory) is safe, but most everything else is fair game.
Duo PvP: Same as above, but clans are limited to two players.
Full Loot PvP: Same as PvP, except your blood-bound items can now be looted. In practice this basically means two things - if you beat someone they can't immediately respawn and kill you back a minute later (because they'll have to go home and get a new weapon first) and you will generally save your best equipment for special occasions, leaving it tucked away "safely" in your keep.

Private servers support a huge range of settings to mess with. Obvious options include PvP or PvE, but you can toggle a lot more including the length of day vs. night, the hours PvP and/or sieges are available, the availability of teleports, resource generation rates, gear durability, boss spawns, enemy difficulty, and much more.

Currently there is only a single goon private server but I'll be keeping a list of them if any more are created. If you find a private server you enjoy feel free to post it and I'll add it to the list of where people are playing.

Goon PvE Server Info / Thread

Countblanc fucked around with this message at 21:20 on Apr 3, 2024

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Countblanc
Apr 20, 2005

Help a hero out!
reserved for patch notes and anything else I care about

https://www.youtube.com/watch?v=PEcc4E2Hf_4

Countblanc fucked around with this message at 20:27 on May 28, 2022

Countblanc
Apr 20, 2005

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Retrowave Joe posted:

Great OP! I picked this up the other night but have only made it as far as building my first temp castle. How’s the controller support?

Currently, nonexistent. I've seen some people in the official discord say they've rigged something up but I wouldn't count on any official support anytime soon unfortunately.

Also if anyone is thinking about wanting to make a pvp server let me know, I have some ideas for settings I'd like to try try out. Otherwise I'm about at """endgame""" on my current server so I'll probably bounce to a new one next week.

Countblanc
Apr 20, 2005

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I will say that the "save everything" mindset is a good way to have a bad time on pvp servers - the first time I got sieged and lost shelves full of old resources it felt awful before realizing I was just hoarding for hoarding's sake. Once you get servants online you can very easily obtain large quantities of older mats.

Though again, this only applies to pvp servers, and only the ones with sieges enabled.

Countblanc
Apr 20, 2005

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ThatBasqueGuy posted:

my v keeps rising

can you BELIEVE the stunlock community rep wouldn't give me a beta key despite my excellent Battlerite thread OPs

Countblanc
Apr 20, 2005

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deathbagel posted:

I chose a random PvE server with the standard game settings and never looked back. I like the challenge of having to manage inventory and such, but can see how a lot of people would be put off by it. I'm an old-school gamer at heart.

I have killed all of the bosses and am now just waiting to see where they go from here and grinding out scrolls for the last few recipes I need. Paper and schematics are both so much easier to get it seems, which I think is a bit strange since schematics are the top tier research material.

The owners say they will switch the server to PvP once the game is more fleshed out but I think I have plenty of time to fortify my base, I already have a few fully geared end game servants, but need to find more. Finding the 100% paladin and light priestesses (can't remember their real name, the ones that teleport all over the place) is going to be the real challenge. I also think they need some system to let your servants train up, so you aren't just stuck with them at the base level you get them at forever.

Thank you for listening to my random ramblings about this fun vampire game.

I'm interested to hear how it works out once they transition from PvE to PvP, especially with no wipes, keep us posted! For me a lot of the fun of the game is the journey rather than the destination and I think V Rising as it currently is lends itself better to frequent server resets (or bouncing to new servers), I imagine it'll be a very different experience flipping the PvP switch once everyone is already BIS and there's an established community.

Countblanc
Apr 20, 2005

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ZearothK posted:

This is the first camping simulator I've enjoyed, but as a lapsed Goth I might be weak to the vampire theming.

For me it's 100% the controls and the shadows/darkness mechanic, the precision of WASD is great for a game like this and really makes combat much more interesting and dynamic than a lot of survival games. And some of my best memories are skulking around a human encampment without realizing the time and suddenly it's daylight and I go from being the hunter to the hunted while I play The Floor is Lava and try to dodge flaming arrows.

Also a protip about servants, if you know you won't be playing for the rest of the day (or not going into a high level area) when you send them off, give one of them your best gear. You aren't using it, it doesn't take durability damage while on a servant, and it'll let them go to much higher level zones for resources. Also in case you didn't know servants ignore gear condition entirely, so rather than repair broken gear just make yourself a new set and give your broken one to a servant!

Countblanc
Apr 20, 2005

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The Lone Badger posted:

Is it worth it trying to obtain high blood strength servants, or should I just go with large quantities of weaker ones?
(I have their equipment all ready to go, but recruitment is slow)

I'll let you decide for yourself:



Expertise is a modifier that changes how much gear impacts your servant's strength. So for instance, if you had a 50% Quality servant with 10% Expertise and gave them gear that increased their strength by 100, it'd increase it by 110 instead. Another weird quirk about Expertise is that it seems to reroll a new value every time that servant dies, so that 50% Quality servant may only have 6% Expertise, die on a hunt, then suddenly have 10% the next time you resurrect them.

In terms of gathering resources, it's mostly important in the mid game. Late game you will probably have easy enough access to really good gear to brute force the hardest gathering orders, and at low level you just likely aren't going to have access to decent blood quality with any sort of regularity. For me personally it wasn't worth it by the time I started leaning into servants more, but I think my next game I'm going to be more particular. You're probably still going to get more value out of matching the correct "reduce the mission difficulty" perks but every bit helps of course, especially if you're doing frequent shorter missions instead of leaning on the 16-23 hour ones.

For defending your base during sieges, the type of servant is much more influential than their expertise, but I'd say expertise is more important here than with gathering since half their purpose is just being a huge sack of hitpoints.

Countblanc
Apr 20, 2005

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socialsecurity posted:

Yes you fill jars with their blood that you can drink at any time, you then feed them fish/rats do you can drain them again. You can walk around with 100% blood on tap basically.

I'm curious how they move forward with fishing, I think it was very deliberately kept a pain in the rear end to make keeping your blood-humans more of a chore or liability, but basically everyone I see talk about it hates the system for exactly that reason.

Countblanc
Apr 20, 2005

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tithin posted:

Bought the game for the missus, but it won't let her connect to anything or even play in offline mode, it just says failed to connect - known issue?

Not sure, unfortunately asking some folk and they all say it may be a port forwarding issue. I don't have any idea personally though.

Countblanc
Apr 20, 2005

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Thanks, though it's stolen from the discord's Tutorials tab. There's actually a good amount of useful info there and people are pretty quick to answer questions, though like any public discord for a game this popular it's an absolute cesspool to actually read (not due to bigotry reasons, just constant weird opinions being argued about).

Countblanc
Apr 20, 2005

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Looks like Reddit is doing a weekly post for advertising servers, if you're looking for something specific it might be worth checking out:

https://www.reddit.com/r/vrising/comments/uxr90b/weekly_server_recruitment_megathread_25th_may_2022/

Unfortunately it's sort of a pain in the rear end to actually search.

Countblanc
Apr 20, 2005

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RIP to a real one

Countblanc
Apr 20, 2005

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The Lone Badger posted:

Is research shared? That's the main grind bottleneck in my experience.

Any player in a clan can add to a research table/study/etc., and then anyone else in the clan can go to the table and obtain the research.

Countblanc
Apr 20, 2005

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Can you just build 1x2s anywhere? I assumed you could only build palisades in areas you've marked as your territory (and thus are near your castle heart)

Countblanc
Apr 20, 2005

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New blog post

https://blog.stunlock.com/one-million-rising/

Nothing super new, just them reflecting on the early, unexpected success. Also noting again that their immediate goal is balancing and bug fixes, and larger content additions or changes are going to be based off feedback

Countblanc
Apr 20, 2005

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Frog Form definitely feels like it was added more for flavor than anything else, same with Human Form. Which is fine, there's a ton of bosses and every single one can't have a gamechanger, but yeah.

Countblanc
Apr 20, 2005

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A cool change for Frog Form could be to give it a tongue grapple that pulls loot or enemies closer and inflicts a short fading snare. Nothing insane but it'd be fun to mess with and probably have some use with approaching enemy camps during awkward daylight hours.

SettingSun posted:

I believe until they massage longevity with updates geared towards endgame it is in every player's interest to either server hop to a fresh server or have their server do frequent wipes.

Agreed. This game, as it currently exists, is way more about the journey than the destination. Which isn't going to be everyone's cup of tea but the game flow is just much stronger when you have constant goals and players bumping up against each other more often.

Similarly I've been thinking about servants and their role in game and I think they exist in a weird spot right now. Currently they bring back SO much stuff at endgame, but you're highly discouraged from hoarding things due to sieges being so destructive. So maybe that makes sense because you need a way to recover quickly, but then why make sieges offer such great looting opportunities? I sorta feel like the intention was to make sieges a way for mid-tier players to progress rapidly by raiding high tiered ones - raiding offline players is super easy (for obvious reasons) and the payoff is huge, but I think if that's the intention it needs to be looked at a bit more closely.

Also I made a post about how HP works in the suggestions thread, any thoughts?

quote:

Currently a gear level 20 character will have ~200 HP and a gear level 70 will have 400+. This is a radical difference and makes world PvP feel fruitless or annoying if you're on the lower end (and makes it feel trivial on the higher). Obviously 20 vs 70 is a pretty drastic example but even a ~20 level difference results in a 50% difference in health depending on the gear in question. And this ignores any other bonuses from gear, though right now that's only really on the weapon and accessory slots.

My suggestion would be to remove HP entirely from gear and to rebalance how gear level influences damage taken in PvE to roughly equal out to where things are currently - ie. if you currently have 400 HP and get hit for 40 damage from appropriate-level mobs at level 70, in the new system you'd still have 200 HP at level 70 but get hit for 20 by those same enemies.

Gear would still be useful in PvP for a few reasons, like (1) PvE enemies who aggro you during fights would deal way less damage to a high level player than a low level one and (2) you'd still have other bonuses from your gear [and presumably we'll get more gear with unique effects in future updates]. Also a player with access to stronger gear would obviously also have access to the things that provides like a wider range of spells, stronger weapons, etc..

I feel this change would do a lot to incentivize fighting back when jumped in PvP by a higher level player rather than simply trying to escape - as things are basically no one will fight a skull (for good reason!) so the only interaction you'll get is people trying to run away or chasing each other.

Countblanc
Apr 20, 2005

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IcePhoenix posted:

Does anyone know how I get thralls with the cursed forest buff?

You can find humans in the spider nest in the northeast part of the zone, randomly encased in the cocoons/eggs. They're always Workers and it's a herculean task getting them out safely, but it's possible.

Countblanc
Apr 20, 2005

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goferchan posted:

Speaking of lore/setting I like how the game loosely establishes a little bit of its own fantasy world and then goes "Oh but there's still specifically a guy named Dracula." -- it's kind of charming lol

It's funny yeah. I know people are speculating the currently off-limits middle portion of the map is Mr. Cula's Castle and possibly some sort of endgame grind spot, that'd be cool.

Countblanc
Apr 20, 2005

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Servants will bring back paper (and scrolls) so that's also an option.

Countblanc
Apr 20, 2005

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ThatBasqueGuy posted:

Never try to melee it, only use ranged+spells.

I'm really hoping they add another ranged weapon, like a scepter or musket. The crossbow is neat but only having the one option is a bit lame.

Countblanc
Apr 20, 2005

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If you haven't you should report that.

Countblanc
Apr 20, 2005

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SettingSun posted:

This is one of those games where I wonder why they went early access. It's basically feature complete which I can't say for a lot of games in EA.

If we take them at face value it's in large part because they wanted more opinions on what works and what doesn't before devoting more dev resources. I'm sure money was an obvious additional element though, and Stunlock was bought by Tencent a while back too which probably resulted in a few manager types tapping the graph with dollar signs on it.

Countblanc
Apr 20, 2005

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Raine posted:

i recently killed a "boss" where it was actually just an old lady i chased around town and murdered

game good

I love this fight both because it's hilarious and also because it can be legit dangerous if you take too long since she ends up aggroing a huge number of enemies and potentially even another boss.

Countblanc
Apr 20, 2005

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ihatepants posted:

I had a 100% scholar despawn on me as I was crossing the bridge between zones. Feels bad. No enemies in sight but it just suddenly disappeared from my screen and R changed back to kiss of the vampire.

This happened to me as well, with a 100% scholar nun specifically.

Countblanc
Apr 20, 2005

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There's a weekly pinned reddit thread where people advertise their private servers, that's a good place to start if you don't just want to roll the dice on an official one.

Countblanc
Apr 20, 2005

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I absolutely cannot agree with calling sunlight a "timewaster", some of the best moments in the game are when you're in a camp or boss fight at night only for daylight to pop up and completely change the geometry of the area - you instantly go from the hunter to the hunted and it feels awesome. Considering the amount of projectiles and area damage during fights having significantly restricted movement is a HUGE gameplay consideration and makes those encounters feel very dynamic.

It's less impactful when you're just transporting resources around on the roads but there's also so many shadows that interrupt the sunlight when you aren't under attack that you very rarely have to stop moving or take detours.

Really the only way I could see someone considering sunlight to just be something gating your progress is if you think the intention is to stop you from doing anything during the day which is simply not true at all, or less charitably if you think of anything that interrupts optimal resource gathering as being a waste of time.

Countblanc
Apr 20, 2005

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That's the exact spot the alpha clan on my server set up yeah

Countblanc
Apr 20, 2005

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Ra Ra Rasputin posted:

The 30% horse damage nerf won't stop people using it for the real reason they used it, because it's the only way to safely dance around most enemy attacks without having to expend cooldowns constantly and getting smacked when your spells are on cooldown.

Some good minor number tweaks though.

The horse change is good for pvp though, where it was particularly strong specifically because it absolutely chunked people in a very generous AoE, especially pre-iron where the opportunity cost was lower

Countblanc
Apr 20, 2005

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for people more up to speed on the broader survival genre, what is the typical endgame situation for these sorts of games? i agree that currently things get quite dull at max level, which is why I'm personally a big fan of having servers be much more ephemeral, I think a 10-14 day reset period would be great at the current pace the game goes. But I have a feeling from reading discussion about the game that isn't what most people want so I'm curious what these games typically offer in that regard

Countblanc
Apr 20, 2005

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If all the players are in a clan together you can actually just be near-ish the boss when the v blood drain completes, even if they're dead on the ground. So if players A and B are roughly within a screen's distance of the boss but are currently dead on the ground, if player C is a clanmate and gets the boss kill player C can drain the V Blood and get it for everyone.

I first discovered this with Plague Rat when I summoned it in the castle and drained its blood near some clan coffins, and even though my mates were dead and offline they still got credit.

Countblanc
Apr 20, 2005

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Reviving this thread because the latest dev blog is actually quite interesting:

https://blog.stunlock.com/dev-update-17-dark-magic-designs/

They outline some major changes to the spell and equipment systems coming in May - a new spell school and new spells for existing schools, and Jewelry which has random bonuses for you to slot into abilities to grant them unique effects. I know a lack of gear customization was a big gripe for people, hopefully this adds some more options there.



There's also an experimental feature they're adding that basically divides the map up into predetermined mini-zones and owning one lets you build anywhere within it. This would be replacing the current system of base-building, where you're able to basically build in any place or shape you want. Presumably this will address a few issues with people using bases to block areas or other weirdness, but obviously it comes at the cost of less customization. They say they're looking for feedback about whether this is any good so who knows if it'll stick around.

Sounds like the full release is slated for 2024, and this patch is considered the first "free expansion". Oh, and it'll let you build multiple floors in your castle.

Countblanc
Apr 20, 2005

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I'll definitely check out the next one, I looked watching these when the game launched. Really optimistic for the big update.

Countblanc
Apr 20, 2005

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speaking of the may update, new blog post that goes deep into the technical aspects of adding verticality

https://blog.stunlock.com/dev-update-18-secrets-of-gloomrot/

It also has a nice summary of everything coming in the patch - I actually had no clue it was adding an entirely new biome, i though it was just weapons, spells, the castle stuff, and QoL features:

quote:

Dev Update #15: Future Visions « Stunlock Blog

New weapons and weapon skills, such as the much-requested Greatsword.
Changes to the current map to make it more visually attractive.
New areas and points of interest.
New enemy varieties in the current biomes.
Changes to progression to make the whole journey smoother.


Dev Update #16: Experiments, Creations, and Dreams « Stunlock Blog

A brand new biome with new enemies, factions, and V Bloods.
Multiple castle floors.
Expansion of Dunley Farmlands, such as the Quartz Mine and Glass Factory.
A new spell school.
Quality of life improvements.
Trading Posts to buy valuable goods with your silver coins.


Dev Update #17: Dark Magic Designs « Stunlock Blog

The Jewel system, which will allow you to customize your spells.
Large overhaul to the entire spell system and spell schools to improve combat.
Legendary weapons.
Territories, a revamp on the land claiming system.

Countblanc
Apr 20, 2005

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Site for the Gloomrot patch is live. Confirms a May 17th release, as well as a huge number of changes/additions. I outlined most of them in my previous post but we did get some more concrete info, check it out.

https://playvrising.com/expansions/gloomrot/

Highlights for me are the new spell school (Storm), two new weapons (Greatsword and Dual Pistols), 13 new bosses / 30+ new enemy types, and random stats on legendary weapons.

Storm seems to be based around a debuff that procs on physical hits, and the one ability we can see is a projectile that swaps your position with the target.

Countblanc fucked around with this message at 16:32 on Apr 12, 2023

Countblanc
Apr 20, 2005

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Ra Ra Rasputin posted:

I enjoyed my time with the game when it came out, vertical castles were necessary going forward, glad to see the dev's didn't abandon the game after plopping it out.

they definitely went silent aside from a handful of small patches during the first month or so, but yeah I think their intent was always to put out the initial EA release, let it simmer for a few months, and then decide what to prioritize. which is certainly a logical way to go about it, especially with how dense the initial EA was for its price, but i can 100% see people seeing it as either directionless or the devs abandoning the game.

KirbyKhan posted:

Ok, so I did rust beta back in 2013 where you got blueprints from killing animals covered in Cheeto dust.

I played V Rising early beta and dropped off after I got BEAR'd, so I think I only completed first zone. Is the change from beta drastic? Did I play enough of the game to get the jist of the loop?

Does anyone know who a good YouTuber or twitcher is to get up to speed on basic vampire mechanics and progression?

You definitely experienced the primary loop I'd say, so whether it'd be worth revisiting would depend on what you found lacking. The patch basically adds more rather than fundamentally changing things and most (though not all) of that is going to be past what you saw. That said here's a few of the outlined features which may be relevant to your limited experience:

- New spells/weapons (weapons meaning entirely new skillsets)
- More ways to navigate the world between teleporters in keeps and revamped
- Overhauled blood tracking for bosses. details on this are light but tbh there's nowhere to go but up here
- Character and castle aesthetic customization
- Misc QoL stuff

As for tubers/streamers, I don't really follow any but a bit of searching showed me this guy and after skipping around in his videos he might be a good option. Here's a link to his V Rising playlist:
https://www.youtube.com/watch?v=pLuGwUngLzU

Countblanc
Apr 20, 2005

Help a hero out!

ShowTime posted:

I'd recommend staying away from full loot servers until you get the hang of it, because a death and losing your tier 3 set can be a drastic swing if you aren't prepared for it. I forget what it's called, but there is a mode where you just drop whats in your bags and that's my favorite.

These are just called "PvP", PvP Full Loot being the other (barring custom server settings)

Countblanc
Apr 20, 2005

Help a hero out!
Do you have any recommendations for how best to actually find servers/communities? I know there's an in-game browser but that doesn't seem like a great way to do it.

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Countblanc
Apr 20, 2005

Help a hero out!
there's also apparently some sort of showcase tomorrow

https://twitter.com/VRisingGame/status/1650805261878034437

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