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Vampires: Bloodlord Rising Playtest News

Patch Notes for Multiplayer Playtest

New or Improved Features
[p]The most exciting changes. Note: The savegames from previous playtest are not compatible with this playtest. Full list of known issues.[/p][p][/p][p][/p][h2]Key additions[/h2]
  • [p]Multiplayer mode is available[/p]
  • [p]Controller (gamepad) input is supported[/p]
  • [p]Shield Bearers added to enemy spawn zones[/p]
  • [p]Traders added to villages, including fast travel carriages[/p]
  • [p]New Stronghold structure added, and the final coin purchase requirement was removed[/p]
  • [p]New buildables added, including stairs, barrier columns, and arches[/p]
  • [p]HUD indicators added for building modes (destruction, building, painting)[/p]
  • [p]Bat form improved with dive and rise animations, and better controls/animations[/p]
  • [p]White Deer added, including Pure Blood[/p]
[h2]Major fixes and improvements[/h2]
  • [p]Fixed a major issue where bat transformation during Kiss of Eternity or blood drinking could make the player fall under the map[/p]
  • [p]Fixed a game-breaking issue when forced transformation occurred during vampire tear absorption[/p]
  • [p]Fixed multiple coffin assignment and occupancy issues[/p]
  • [p]Fixed progression issues and blockers across multiple quests (including Silver Veil and Kiss of Eternity)[/p]
  • [p]Improved Save/Load stability, including objective tracking and NPC persistence[/p]
  • [p]Fixed dialogue softlocks and quest flow issues related to Reveka[/p]
  • [p]Fixed a crash related to world traversal and long play sessions[/p]
  • [p]Improved movement feel with fixes to foot sliding, downhill sprint jitter, and mantle/IK polish[/p]
  • [p]Optimized building system performance[/p]
  • [p]Updated and refined many UI elements, localization issues, and sound effects[/p]
[p] [/p]
Full Changelog
[p]All other fixes and improvements.[/p][p][/p][h3]Transformations, rebirth, and character state[/h3]
  • [p]Fixed an issue where transforming into a bat during Kiss of Eternity or blood drinking could cause the player to fall under the map after returning to human form[/p]
  • [p]Fixed a game-breaking issue when an enemy forced transformation from Aristocrat to Hunter form during vampire tear absorption[/p]
  • [p]Fixed character state issues persisting after rebirth, including buffs, debuffs and crafting[/p]
  • [p]Fixed player burning after rebirth when dying with menus open[/p]
  • [p]Fixed player burning from sunlight in the mausoleum on first rebirth after loading a save[/p]
  • [p]Fixed player respawning under floor tiles[/p]
  • [p]Fixed Dragos not respawning in a coffin on Castle Hill[/p]
[h3]Tutorial and early progression fixes[/h3]
  • [p]Fixed Simon being able to respawn during the tutorial[/p]
  • [p]Fixed player progression being blocked when the initial quest was ignored[/p]
  • [p]Fixed prologue dialogue being interrupted by the mausoleum tutorial[/p]
  • [p]Tweaked tutorial window timing based on text length[/p]
[h3]Quest progression, objectives, and story flow[/h3]
  • [p]Fixed multiple Silver Veil progression and objective tracking issues[/p]
  • [p]Fixed multiple progression issues in the Kiss of Eternity quest[/p]
  • [p]Fixed dialogue softlocks and quest flow issues related to Reveka[/p]
  • [p]Fixed joining conversations in bat form, causing quest blockers[/p]
  • [p]Fixed inability to convert or consume NPCs after initiating dialogue[/p]
  • [p]Fixed Killing Iuliu quest completing incorrectly after killing animals[/p]
  • [p]Fixed Razvan task reactivating after Save/Load[/p]
  • [p]Fixed quest objectives desynchronizing after Save/Load[/p]
  • [p]Fixed story NPCs disappearing and ruins respawning after Save/Load[/p]
  • [p]Added objective to assign a vampire to feed the Core[/p]
  • [p]Added objective to build a Stronghold after completing certain location storylines[/p]
[h3]Enemies and encounters[/h3]
  • [p]Fixed Inquisitors not spawning for the Defeat Inquisitor Patrol objective[/p]
  • [p]Improved enemy reactions when attacked at high speed[/p]
[h3]Coffins, servants, and management[/h3]
  • [p]Fixed multiple coffin assignment and occupancy issues, including unassigned coffins being automatically occupied[/p]
  • [p]Fixed inability to equip vampire servants with tools and clothing[/p]
  • [p]Fixed inability to assign a vampire to every third slot in the management tab[/p]
  • [p]Fixed inability to manage Vampire NPCs[/p]
  • [p]Updated coffin sleeping UI based on feedback[/p]
[h3]Strongholds and progression systems[/h3]
  • [p]Fixed duplicated resources appearing in Stronghold summaries[/p]
  • [p]Fixed core upgrade exploit via repeated deaths[/p]
  • [p]Added a new Stronghold structure and removed the final coin purchase requirement[/p]
[h3]Building and customization[/h3]
  • [p]Fixed ghosting effect caused by incorrect planned buildable materials[/p]
  • [p]Fixed attack animations being incorrectly triggered when placing or destroying buildables[/p]
  • [p]Fixed objects not disappearing when using move some[/p]
  • [p]Fixed inability to attack ruins, trees, and animals inside the Building Zone[/p]
  • [p]Fixed inability to place ornaments in certain crypt locations[/p]
  • [p]Fixed incorrect stair pivots and missing rotated wall variants[/p]
  • [p]Added new buildables (stairs, barrier columns, arches)[/p]
  • [p]Implemented HUD indicators for building system modes (destruction, building, painting)[/p]
  • [p]Updated building customization colour picker to HSV sliders[/p]
  • [p]Optimized building system performance[/p]
  • [p]Added open and close sound effects for buildable bridges[/p]
  • [p]Added new custom building sound effects (multiple volumes)[/p]
  • [p]Added confirm UI sound in the modification window[/p]
[h3]World, map, environment[/h3]
  • [p]Fixed incorrect map layout in Hell’s Chasm[/p]
  • [p]Fixed an instant death area on Castle Hill[/p]
  • [p]Fixed cuttable trees disappearing when hovering the cursor[/p]
  • [p]Fixed unrealistic physics on sticks from fallen trees[/p]
  • [p]Fixed trees spawning excessive resources and requiring too many hits[/p]
  • [p]Fixed resource respawn balance issues for trees and single resources[/p]
  • [p]Improved navmesh around Medresti rivers[/p]
  • [p]Added White Deer with Pure Blood[/p]
[h3]NPC behaviour, traders, and villagers[/h3]
  • [p]Fixed villagers respawning incorrectly or overlapping[/p]
  • [p]Fixed NPCs being incorrectly marked as traders from the start of the game[/p]
  • [p]Added traders to villages and fast travel carriages[/p]
  • [p]Updated idle animations for villagers[/p]
  • [p]Updated Florica the Merchant’s inventory[/p]
  • [p]Fixed story NPCs being damageable[/p]
[h3]Dialogue, cutscenes, and presentation[/h3]
  • [p]Fixed Vorago voice line being cut off in a cutscene[/p]
  • [p]Fixed missing subtitles in the opening cutscene[/p]
[h3]UI, menus, and localization[/h3]
  • [p]Fixed a freeze occurring when pressing ESC for the first time after loading a save[/p]
  • [p]Fixed remove save button not working[/p]
  • [p]Fixed UI issues occurring at high character levels[/p]
  • [p]Fixed passive skill progress bar not reflecting actual experience[/p]
  • [p]Fixed skill level up popups ignoring clothing bonuses[/p]
  • [p]Fixed multiple issues with mask visibility and equipment presentation[/p]
  • [p]Fixed multiple UI text overflow issues across dialogues and item descriptions[/p]
  • [p]Fixed multiple UI layout and localization issues across menus and tabs[/p]
  • [p]Fixed missing glyph material on the loading screen[/p]
  • [p]Fixed language change not instantly refreshing the language list[/p]
  • [p]Updated item and objective translations[/p]
[h3]Rumours and on screen messaging[/h3]
  • [p]Fixed rumours persisting on screen when NPCs are out of range[/p]
  • [p]Fixed incorrect NPC name references appearing in rumours[/p]
  • [p]Fixed the missing rumours window icon[/p]
[h3]Inventory and equipment[/h3]
  • [p]Fixed the incorrect sound playing when changing clothes in the inventory[/p]
  • [p]Fixed character model occasionally missing in the inventory[/p]
  • [p]Updated player inventory lighting[/p]
[h3]Sound and audio updates[/h3]
  • [p]Fixed Vampire Tear sound effects persisting after pickup[/p]
  • [p]Updated jumping and inventory sound effects[/p]
  • [p]Updated Silver Veil debuff sound[/p]
  • [p]Updated footstep sound effects[/p]
  • [p]Updated Shadow Rock, rabbit feeding, and landslide sound effects[/p]
  • [p]Updated ambient sounds and combat audio[/p]
  • [p]Updated royal lamp sound effects[/p]
  • [p]Added rooster sound to warn about sunrise[/p]
  • [p]Added Elite finisher sound effects[/p]
  • [p]Fixed and refined various UI and interaction sounds[/p]
  • [p]Updated selected Dragos voice-over lines[/p]
[h3]Visuals, shaders, loading screens[/h3]
  • [p]Updated shader loading screen transitions[/p]
  • [p]Updated shader and world partition loading screen behaviour[/p]
  • [p]Improved quality of ghost models[/p]
  • [p]Fixed missing meshes on first launch[/p]
[h3]Movement and animation polish[/h3]
  • [p]Improved alertness visualization feedback[/p]
  • [p]Improved climbing responsiveness and visuals[/p]
  • [p]Fixed foot sliding across multiple locomotion states[/p]
  • [p]Smoothed downhill sprinting to reduce jitter[/p]
  • [p]Added dynamic lean to sprinting on slopes[/p]
  • [p]Improved hand IK during mantling[/p]
  • [p]Improved mantle montage blend-out smoothness[/p]
  • [p]Improved ALS landings and foot IK during movement[/p]
  • [p]Improved finisher camera with added zoom[/p]
  • [p]Added dive and rise animations for bat form[/p]
  • [p]Improved bat controls and animations[/p]
  • [p]Fixed clothes not disappearing correctly during dash and bat transformations[/p]
[h3]Stability and long sessions[/h3]
  • [p]Fixed a crash related to world traversal and long play sessions[/p]

Version #17628 Update Notes

[h3]General Changes[/h3]

  • Added a Mouse Sensitivity setting.
  • Fixed multiple issues with vampire coffins — vampires will now correctly occupy and release coffins and workstations, preventing situations where all are taken or unassignable.
  • Inquisitors will now properly attack after loading a save.
  • Dead animals and enemies now have proper behaviour after loading a save.
  • Prevented players from using Kiss of Eternity or drinking blood during transforming into a bat (which could cause them to fall under the map).
  • Fixed villager respawning incorrectly in the tutorial.
  • Fixed a rare game crash when loading a save while in Bat form.
  • Removed player collision with Jasnara plant.
  • Fixed incorrect map layout in Hell’s Chasm.


[h3]Building & Environment[/h3]

  • Improved a planning shader.
  • Adjusted the building camera — it’s now more stable and positioned slightly higher for better visibility.
  • Reduced cases where grass obscured the view when looking upward.
  • Fixed a case where two coffins could appear on a single catafalque.
  • Updated building sounds for improved feedback.


[h3]Dialogues, Story & Localisation[/h3]

  • Added Ukrainian and Russian language.
  • Fixed a bug where the first-time dialogue with villagers triggered during every conversation.
  • Fixed cases where Reveka’s and Razvan’s dialogues extended beyond the screen in some languages.
  • Corrected voice mismatches in villager conversations.


[h3]User Interface & Settings[/h3]

  • Fixed a problem with the “Apply” button in the Controls tab.
  • Upscaler setting now properly saves when changing quality presets.
  • Minor visual polish to the inventory UI.
  • Added pickup sounds when dropping items in the inventory.


Thank you for your continued feedback and bug reports — they help us make the world of Sangavia better with every update! 🦇