V Rising Lycanthropy Club (2024)

This discussion began as a private message between 3 members. I will try to replicate all of my messages, but it will be strange by means of simply missing the input made by other participants.
Continue reading at your own risk.

Since we're almost at the page #3, I can't help but feel that the community is maybe left out of something it shouldn't be.
This game is amazing on so many levels, and everyone that loved Warcraft, Diablo, Grim Dawn, Souls-like games, Conan Exiles, ARK: SE, Rust and other sandbox titles will find something interesting and nostalgic about this one. It has many great game mechanics combined into something that's not quite seen before.

Performance wise, on my main rig it runs constantly above 150FPS in the wild (including towns, villages and other high NPC activity areas), and it can drop to 120FPS with ease in or near large player made bases. That's including both - client only and client + host for two LAN players scenarios.
On my guest rig it has >80FPS consistently, running as a client only.
High FPS is mandatory for this type of game IMO, because of:
- fast action;
- large variety of visual effects from weapons and abilities;
- constant panning, tilting, zooming in/out;
- having dozens of mobs/their attack abilities on screen, that you need to carefully track, engage or avoid at all times, especially in boss fights.
Being a Unity engine game, you might encounter a few microstutters when entering/loading new areas/biomes.
It has its modding framework based on BepInEx.

With this I'm concluding the mini review part.

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Now, what I meant to share are stuff like this:

V Rising Lycanthropy Club (1)

KindredLogistics v1.0.2

Inventory management mod. Stashing, craftpulling, finding chests, etc.

V Rising Lycanthropy Club (2)thunderstore.io

It's especially useful for people playing on their own servers (non-dedicated or dedicated). The devs are ignoring the whole community demanding this feature set for more than 2 years. Enjoy.

Feature Summary​

Stashing

  • Colloquially known as Quickstash thanks to previous mods by iZastic and others, players are able to send all items in their inventory (items in hotbar will be ignored) to containers with matching items in their territory. This can be done via '.stash' or by double-clicking the sort button in your inventory after toggling on the feature with '.l ss'.
  • Exclude stashes by naming them and adding two single appostraphes to the end of the chest name. Ex: IronOre'' will not be stashed to.
  • Players are also able to pull items to their inventory with '.pull (item) (quantity)' and search for items in stashes with '.finditem (item)'. The latter will guide you to stashes that contain the item you searched for.
  • Servants returning from missions are able to stash their inventories automatically if '.l asm' is toggled. Players are also able to set up a mission stash by naming it 'Spoils' which servants will stash to if no matching items are found in other stashes. Multiple mission stashes can be setup in advance incase they become full. Items will remain in the inventory of the servant otherwise.

CraftPull

  • Players are able to request items for recipes in crafting stations by right-clicking on the recipe to pull the ingredients if found and '.l cr' is toggled on. This works for all recipes except for jewel crafting at this time and can be done multiple times for larger batches of crafting. Players can toggle '.l dpl' on and off to prevent or allow the pulling of the last remaining quantity of an ingredient for a recipe.

Conveyors

  • Players can setup groups of refining stations that work in tandem to avoid excessive manual relocation of materials from station to station. Refining stations named 's0' will send required ingredients for recipes to other refining stations named 'r0', and multiple groups can be defined by using other numbers. For example, a sawmill and furnace both named 's0' will supply another sawmill named 'r0' with the ingredients needed for reinforced planks as the ingredients are produced. This can be used to create complex production chains to automate the refining of various materials and further controlled by toggling recipes on and off in the station menus.
  • Conveyor stations can be named S0R0 to both send and receive items. So for example you can have a chest with ore be "IronOreS1" sending out ore to a furnace named "IronFurnace R1S1". The Iron furnace will receive from the chest, and send out bars to the next station (in this case, a sawmill labelled "ReinforcedPlanksR1", or a chest labelled "IronIngotsR1" that has at least 1 ingot in it to store the output.

Reminder

  • If you have dontPullLast enabled, nothing, including crafting, will take the only version of an item from a chest. This is useful for keeping a chest with a single item in it for stashing purposes, but if you're crafting and you have exact mats stored you might want to toggle it off.
  • Find item beams will only be present for one beam per chest. So if two players are searching planks on the same plot, only one will keep the beam.
  • Check what you have enabled with .l s if you feel a system isn't working.
  • Stash will only send out items that exactly match that which you have stored. If it doesn't stash, you don't have a chest with that item in it, or the chest is full.

This mod is a bit hardcore, but once set up it makes loot stashing an automated process. Especially the servant part, insane.
I'm a hoarder and I tend to micromanage like maniac. Still, even when I organize everything the way I like (fast access to everything), I see myself wasting 5-10 minutes walking with resources from storage to machines, from machines to storage, from storage to machines. Each damn time. And that's the time I'd rather spend grinding for resources or w/e. And the main reason tools like these aren't implemented in games is because artificially prolonging gameplay time. And that's what pisses me off.
And BTW I play on a 40/40 dedicated server with really nice PvE settings, so I can utilize this only for my LAN co-op situation with a friend, and that on a separate game installation as well.

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The perks of playing on a populated server, apart from a chance to bump on a decaying castle and destroy it for resources and else. Someone dropped this near my castle:

Insane boost in combat. Compared to the ring of warlock I've used. It will be painful downgrade when it breaks.

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Useful links:

V Rising Lycanthropy Club (4)

VRising Wiki

V Rising Lycanthropy Club (5)vrising.fandom.com


V Rising Lycanthropy Club (6)

V Rising Interactive Map | Map Genie

V Rising Interactive Map - Resource locations, Waygates, Bosses, Quests, Abilities, Cave Entrances & more! Use the progress tracker & add notes to personalize your map!

V Rising Lycanthropy Club (7)mapgenie.io


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You know those scarecrows you see sometimes on a castle plots? If you know what I mean, read the spoiler. If not, then don't.

I was clearing the spot to relocate the castle. Not the first time, not the first dozen of scarecrows.
Cleared bunch of ruined walls, trees, you know the drill. Cleared couple of scarecrows as well. The last two weren't just a pile of planks and cloth... It was a horror, scared the sh*t out of me. And they were tough to kill too. I just can't get off this damn game, haven't slept decently since I've started to play.


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I'm on a second server already... The former just disappeared from the network on a one fine Sunday morning. Either he f*cked it up by updating, or just pulled the plug. Whatever the reason, 50 hours of my effort wasted. And there were bunch of people with endgame level everything, playing each day.
I don't feel comfortable on a server that has no social link beyond the game, at least a discord channel. Not to mention how important is the owner's hosting experience, and not just one game, and not being the person you can't call out for being a jerk at least.

Moving on, this time I've searched a bit better. This one has awesome PvE settings to minimize the grind and frustration, discord channel, the owner responds to PM, has a server tracking stats, etc...
I just can't play this game alone. Just passing through and seeing all those castles around, random encounters, live chat, not to mention stumbling upon a decent gear at the start. This time I've destroyed 2 decaying ones. Helped me get on the track after losing everything. The risk of a dead server is always there, but the sense of sharing experience with others outweigh the cons IMO. Last night I was on a way to beat some boss, and the fella joined and get along like it was a planned action. Fast forward, we defeated a dozen of bosses in a few hours. Someone dropped a Dracula shard, probably on the way out after defeating it. It was almost spent but enough for a couple of hours boost. That ultimate is insane. I've killed that monster in the snow with a single ultimate strike.
The server has a one castle heart limit per player, but you can build up to 5 floors + ground level.
A lot of nice "houses" through the map. TBH, all plots are a bit too narrow for my building taste, and if I want to have some garden, front yard, it's a pain with those gigantic stairs that take up half of the building space. I was lucky to find probably the widest and most straight side-lined spot that weren't occupied. So far so good. Mine is the left one.

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BTW steampunk part of the map is awesome.

My castle, entrance detail, WIP:

Figured it's much easier to get a sense of space by first laying down floor tiles across all the available territory. What can I say, I like symmetry in architecture.

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Stairs are the biggest PITA in the game to work with. Can't replace them like walls and floor tiles, and they're lacking the best variant - the one that go 180 degrees. mind boggling omission by the devs. Yeah, would be nice if we could transfer at least one set of gear between PvE servers. But game being gear dependent is kinda good, as someone can help you get back on track on a new server by donating just one powerful piece of gear. When you have 4x-5x drop rates, no durability loss, large stacks, fast refinement, no teleport restrictions - grinding for mats is a much nicer experience. Will take a SS of the settings later.
There's a lot to be desired building related, seems the developer's main focus is tweaking boss difficulty and performance - which is not bad for a beginning. It's been as long time since I've seen any do performance optimizations.

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My white cherry trees are looking nice, though I'd need to move them further from the walls, the pines are fine on that distance. The ground level has no windows, and I find it to be the best solution, as windowed walls look terrible when stacked (windows too low).

Still no building pieces to resemble Dracula's original castle style, you know what I mean.
I like medieval architecture. Not really a dying fan of a gothic style, but it's way better than anything from the last century.

Chill PvE server settings:

I should've make a dedicated thread, and I probably will... Obvious reasons. I don't want to bore you two to the death, others should share some burden as well.

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Ahem... Anyone recognize this game? V Rising Lycanthropy Club (25)

V Rising Lycanthropy Club (30)

ModernCamera v2.0.0

Makes the camera more like a mmo camera and removes the limits

V Rising Lycanthropy Club (31)thunderstore.io

FOV can be set even higher, this is the default 60.

Note that Radeon photos look terrible, and I'm not using a steam overlay. This is a base game on steam. I have another installation that I play with a friend, and that one is at 1.0.2, and will probably stay that way. I have a feeling that they're visually downgrading the game with each major patch, and I'm not the only one.
This mod (modern camera) works flawlessly on that older version, but on the 1.0.5.1 it doesn't show the mod related ingame options, didn't create the cfg file properly neither, but I copied the cfg from the other install, and now everything is configurable from the file.

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I'm pretty much OP from now on... Pistols are sick! I'm blasting the hell out of Mortium. Next purchase are the slashers, and I'm kinda covered.

I'm not grinding for mats anymore. V Rising Lycanthropy Club (33) 20 servants will do.

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BTW I had to leave the clan. They made the whole clan mechanics a bit too simple and lazy. You can't lock anything, so anyone from the clan can do in your castle like it's owner. OK, not a problem really, it's a matter of trust and maturity. But the main issue are the subdued humanoids transportation. V Rising Lycanthropy Club (35) They go to the nearest empty prison cell. That's the reason why I got this 100% rogue that the other member trapped for himself (not), and he got my 97% lightweaver, and bunch of >60% paladins and a few knights...

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The Modern Camera mod pushes this game onto a whole another level...

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Forgot to add that apart from beating a dozen of bosses with a help of a player that invited me to the clan in the first place (we were at the comparable gear lvl, and met each other at a boss site, missing the same bosses 99%), I've used the clan founder's athenaeum to unlock majority of techs already researched by him. Later I got some books and schematics, and technically unlocked all the available tech, even before having the ability to build one (the athenaeum).
For those unaware, the majority of essential crafting stations, crucial crafting recipes within them, as well as other important equipment, are all unlocked by beating the specific bosses. Research station, Study, Athenaeum are effectively unlocking only a few major pieces of the puzzle.

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Dark Temptress Nina. 98% Draculin blood. V Rising Lycanthropy Club (37) I was chasing these around the Mortium, but found one at the road adjacent to my home. Carriage spawn, rare beasts and high blood levels. Last time it was Exsanguinator >70% IIRC.

V Rising Lycanthropy Club (2024)
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