

Also added a new route to take if there is an actual castle blocking the normal path. Added rocks north of the Farbane Bear Cave so that players in the future cannot build in such a way that it blocks the cave exit, trapping players.The backed-up save is placed in \.BACKUP\\AutoSave_X.save Old saves are now automatically backed up when they’re loaded in a new game version.The chat message that printed “We are experiencing technical issues on some hardware setups…” every 90 minutes, prompting users to restart their game has been removed periodically.Chandeliers and other rotating buildable objects no longer flicker when “temporal anti-aliasing” and “motion blur” is active.The mirror visuals of the Gothic Mirror and the Cabal Mirror have been updated.The maximum height travel for Mist Trance has been reduced this fixes an issue where players could reach unwanted heights using this ability.The default time-slot setting for when PvP raiding is active has been reduced to 18:00-22:00 local server time from 17:00-23:00.The Golem's health also scales based on the player's current health to a minimum of 50% of the total health (should the player transforming have less than 50% health, the golem’s shield value will be reduced accordingly).

By default, Siege Golems will have 250% more health (represented as shield value) than before.
V RISING NEWS UPDATE
The vast majority of the game - at least what I’ve seen so far - is just walking back and forth from your castle to a boss.There's also a new update (opens in new tab) out today that makes a number of balance and gameplay changes to V Rising, and adds a new Mad Hunt game present for both PvE and PvP action.
V RISING NEWS HOW TO
Even when you learn how to craft a teleporter that lets you tap into a network of teleporters throughout the map you’ll still be limited, as your inventory can’t teleport with you. Eventually you’ll learn to transform into a wolf to travel faster, then you’ll be able to ride horses to travel even faster, but the exercise never changes. Leave your base, walk for five to ten minutes, kill a boss, walk back to your base, repeat. This means lots of walking back and forth along familiar paths, and not much else. V Rising is technically an open world game, but you're forced to travel along narrow roads to and from your castle anytime you venture out.

The scent will lead you in a straight line towards the enemy, but you can’t travel that way. First you select a boss, then you follow its scent across the giant map until you find it. This is essentially the core loop of the game. In order to earn new blueprints and progress, you’ll need to venture out to find V Rising’s many boss enemies, which means going for a long walk.

Wander around your base for a few minutes killing NPCs, chopping trees, and mining nodes and you’ll return with a healthy supply of mats. The basic resources - wood, copper, bones, grass, and blood - are easy to come by. In the early game you’ll start by crafting a workbench for making weapons and tools, a coffin to sleep in and respawn from, devices that produce mist to protect you from sunlight while inside your base, and all the machines you need for rendering wood into planks, copper into ingots, hide into leather, and blood into fuel. Every boss you eliminate will reward you with new combat abilities and blueprints you can take back to your castle and use to improve your base. Your goal is to build and expand a castle by collecting resources and taking on bosses of ever-increasing difficulty. V Rising is as much of a survival/crafting game as it is an action RPG. Related: Dune: Spice Wars Preview - Solid, Engaging, And Lovingly-Crafted Looking at V Rising as a whole, that’s been my general sentiment for all of its many pain points. So far I’ve managed to craft a cloak that increases the time it takes to start burning when I step into sunlight by 15 percent, but that doesn’t really change my relationship with sunlight or make me feel like I’ve progressed past it being a problem. The problem is that - as far as I can tell - there’s no way to overcome or outgrow the sunlight issue, which is the promise of a survival/crafting game. Where at first it presented interesting challenges that forced me to use my time wisely and plan when/where I go, It eventually started to feel like nothing more than an annoying hindrance on a timer. Case in point: I’m ten hours in and I’m already over the whole sunlight thing.
