PVE or NPC Castle Raids Based on Location
Different NPC factions can attack your castle after a set number of days/hours. A certain percentage on what faction may attack your castle will depend on where your castle is located.
Example if your castle at the South of Silverlight Hills, there would be a 75% chance for a group consisting of Priest, Paladins or Lightweavers, a 20% chance for a group of Militias or a 5% chance for Bandits to attack but 0% chance for Mutated since the castle location is very far from Gloomrot. Just like with PVP, your servants are also capable of fighting and successfully defending your castle even when a player is offline as long as they are geared properly which gives incentive to gear your servants even on PVE servers. PVE raid rewards will be based on location if successfully defended.
Lore wise this would make sense since factions shouldn't just ignore a vampire castle on the side of the road and not plan out an attack.
PVE raids can also be toggled ON or OFF in the server settings.
Comments: 22
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30 Apr, '25
Darkest KingHighlighted comment
My only problem with this is that what if players enjoy having a castle in earlygame locations but would like to be visited by higher-level enemies?
It discourages players from building in locations they simply enjoy, and be forced to consider the kind of raids they wish to take part in. I do not want to have to move out of the snowy Hallowed Mountains... -
30 Apr, '25
TongTie@Darkest King
That's why I suggested that PVE raid can be toggled ON or OFF in the server settings. Just turn it ON when you want to get raided for extra resources or if your servants are geared enough to defend by themselves. -
30 Apr, '25
Josh CYou could also add the toggle as some kind of flag you place in bases you want to allow to be raided. It would ruin immersion a bit, but allow for more nuance than a full server toggle.
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30 Apr, '25
KalebNPC raids is probably my number 1 ask at the moment.
Darkest King makes a good point though. I think there's a number of solutions that could resolve it.
Maybe all types of enemies can randomly show up for raids. But scale based on your castle heart level. Lvl 1 = farbane enemies, Lvl 2 = dunley enemies, lvl 3 gloomrot enemies, etc. -
01 May, '25
JazzSuggestion:
Raid type and strength to be based on player actions; not castle location or time. Eg; if you terrorize Silverlight Hills, Silverlight Hills raid you back, regardless of castle location. -
02 May, '25
FerdI think we should get a type of beacon/signal flare to trigger raids. Make it drop from zone enemies or have it that every 100 enemy kills in a zone drops a signal flare, and you get 2 mins of preparation time.
While I love Jazz's idea, I'd vote against it. What if you're just farming and then need to log off to sleep/work when the raid started? and what if your castle isn't equipped to deal with it. -
03 May, '25
EdEnSimple: tie raid difficulty to V Blood progression. As you take back more of Dracula's power, more important people start to take notice.
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04 May, '25
NomadAs I saw with other comments:
Adding a "karma" or "reputation" system would be fantastic. You attack the farms, and an angry mob comes knocking at your door. You keep at it and slaughter the farmsteads, villages, etc. The Church of Luminance gets word, and now you have a bigger problem at your door, and so on. I think it would give much more depth to base building. Even adding mini-bosses" that raid your base would be interesting too, and of course it should scale with the game. -
06 May, '25
Pie ConnoisseurWhile I believe it's a good concept I would not like enemies to raid on their own. It conflicts with servants hunts as you want them home to defend. Unless the enemies had higher drop amounts or just a ton of enemies it would be less loot too. If enemies spawned naturally you would have the problem of lower level players getting raided by higher level enemies if they made their base in a higher level zone early or high level enemies spawning in a low level zone if based on progression. Summoning a raid manually would be the best way but leads to problems like summoning them "help" defend your castle from raids. I think for immersion it's a good idea but from everything I've seen so far I think it needs some new ideas before it should be implemented.
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08 May, '25
VPerhaps placing items in castles that "announce regional dominance" which trigger NPC raids. It would be cool if locals sent a "blood tax" (bottled blood or small gifts, coins) to their new Vampire Lord. Reward for possible retribution, and it fits the Lore when Vampires ruled humans.
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09 May, '25
Darkest King@TongTie that is not my problem my problem is that I WANT to be raided by Silverlight patrols even though I live in the Hallowed Mountains, once I have the gear of that level to handle them.
I like Jazz's suggestion personally to have the raids based on relative player strength somehow. Perhaps based on your Castle Heart level? -
11 May, '25
IkariIdk why this system isnt in the game yet, like sure there are servers that are public for PVE or PVP players, But what if some players just want to play on a non dedicated server with friends? or just Solo? Adding it doesn't even ruin the game since they could just add a toggle feature for people that don't want their castles to be raided . Also playing solo your servants are now useful for defending your castle.
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11 May, '25
GuyI believe the player should gain an item at a certain point in game to place to allow a random generated NPC battles depending on their castle level rather than location which can be turned off and on
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14 May, '25
anfrimov100% this. I want this so bad and I've been sending feedback about it whenever possible.
Also, for people who want to be visited by higher level enemies despite having their castle in an early zone, the difficulty of the raids could be based on Castle Heart level, rather than location, for example.
Would also be fun if V Bloods came on higher level raids to make it harder. -
19 May, '25
KrozraThis not only would be a lot of fun, but makes a ton of sense in the game's setting.
Enemies spawned could have their level\loot\type adjusted to match the player gear level, though precautions would need to be put in place so people can't just temporarily take gear off temporarily to get easy fights. Maybe base it on castle heart level like Anfrimov said, or base it on highest gear level achieved. -
31 May, '25
Den KThen why not just combine all these ideas?
So that the raid strength (level and number of mobs) would depend on the castle heart level and the number of minions. The type of mobs would depend on the castle location (those who are closer to go), karma (those you kill the most) and the progress of V's blood (if you kill the corresponding boss, then his minions and subordinates go to take revenge). Also, a world setting that allows you to cancel raids or adjust their frequency on a private server. Items (like flags or totems) that can limit raids in a certain castle (a kind of veil of secrecy). For every 100 killed mobs of a certain type or faction, it can send a distress signal in the form of a flare, howl or other means of communication and call a raid on you.
I think I've collected all the ideas. -
31 May, '25
Den KForgot to describe. Of course, there would be a reward for victories over raids depending on their difficulty and the mobs themselves. Regarding minibosses, it is also a good idea, they should be tied to factions, that is, a strong militia for the militia, the higher undead for the cult of the damned, etc. And that allied factions would help each other, that is, the Church of Enlightenment, Brighthaven and the Militia would help each other. It would also be interesting to give the opportunity to provoke a raid yourself, build a building or create an item, like a duel banner, challenge the factions and see if they dare to attack you. And it is in such provoked raids that it is best to add bosses of the blood of V, as opponents, so that the player is ready to fight back. And the problem of servants and their hunts can be solved like this: some of the servants are assigned to patrol, and others to hunters, and if a raid begins and the patrol fails, then the hunters will return to the base
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31 May, '25
Den KRegional domination is also a good idea and quite lore-wise. If the player becomes strong enough, robs and destroys camps around him, then the locals can surrender and become his vassals, who will pay tribute to their new master in the form of blood, resources and money, just so that he does not touch them, and other camps of this faction can try to free them by raiding the vampire's castle. If the attackers win, they must destroy the heart of the castle and a special building, which will be a symbol of the vampire's power in this area.
And I did not write earlier. Yes, it would be cool if raids were additionally configured also taking into account the level of equipment and weapons of the player (the one he opened in the recipes). So that he could not remove it and make his life easier. -
05 Jul, '25
LiaDo not know why devs keep ignoring this idea.
It has been top 3 since very first version in EA.
This is absolutely a big positive to keep players in VRising -
15 Aug, '25
Lord PlagueCould make it so the higher the Fountains level is the greater the enemy will be that attacks.
This way the enemies won´t be to powerful for you to handle if you are in the early game. -
16 Nov, '25
VectorI waited for NPC raids since Gloomrot. There is so much potential for making a true fortress with servants and traps (Dungeon Keeper style), yet devs just ignore this aspect. This game has almost all cool gameplay mechanics from Terraria: resource farming, gear-based character builds, base building, crafting, bosses-locked progression. But it lacks NPC and bosses raids and always feels incomplete because of it. It is the only reason I don't play VRising any more. I don't want PvP and endless grind, I want a survival PvE sandbox.
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29 Dec, '25
NosferatuI agree on Karma points. The more you attack towns and villages the more you get karma points and there can be 3 threshold where 1st threshold 25 percent 2nd 50 and 3rd 75 percent chance for every 10-15 min the humans or creatures around you may raise an army against your castle. If you die or your castle sacked as well as losing potion of your inventory which can be like 75 percent of everything or different portions of different items and material then your karma points may become 0 or down to a certain level.
Besides There can be also small percentage depending on your reputation (reputation can be like credit level in real life difficult to increase and easy to lose on certain things maybe helping people ???) civilizations against you raising 1 big army. if you held them up your reputation stays but karma points go down. if you lose then karma points down but reputation goes up which is good. These mechanics force players to be good person :)