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