DyWorld Rising — Faction Heat System
The world remembers what you've done. The factions keep score.
DyWorld Rising adds a living, reactive world to your V Rising server. Every creature and soldier you cut down is reported back to their faction. Cross a threshold and they come for you — first as scouts, then as armies, and finally with their deadliest champions. Repel them and earn loot. Let them find your castle and face a siege.
Features
| Feature |
Description |
| Faction Heat |
Killing faction units builds heat. At thresholds, they dispatch hunting squads — and at Maximum heat, a gear-appropriate V Blood is sent to end you |
| Escalating Difficulty |
At High and Maximum heat, factions send their strongest unit variants, not just more of the same |
| Partial Death Penalty |
Dying resets only half your heat by default. Factions have a long memory |
| Region Heat |
Killing anything in a region builds shared, server-wide anger for that area. Mixed patrols at low heat, powerful regional guardians at high heat |
| Gear-Level Scaling |
Heat per kill is proportional to the unit's level vs your gear. Farming weak enemies generates almost no heat; punching above your weight generates a lot |
| V Blood Spikes |
Killing a V Blood sends a massive heat spike to their faction — the stronger the V Blood, the bigger the spike |
| Castle Safety |
Players inside their own castle territory are not hunted |
| Castle Siege |
Reach Maximum heat with 2+ factions simultaneously and they unite to march on your castle in three escalating waves |
| Fight Back |
Kill a DyWorld Rising-spawned hunter to reduce your heat with that faction — and pick up loot doing it. Higher-level hunters reduce more heat |
| Item Rewards |
Hunters and siege waves drop gear-appropriate items when repelled |
| Faction Alliances |
Some factions share heat. Kill one, irritate the other |
| Day/Night Modifiers |
Undead and Werewolves hunt more aggressively at night; Werewolves only hunt at night |
How Heat Works
Every kill adds heat to that unit's faction. The amount is based on unit level × your gear multiplier:
| Your gear vs unit level |
Heat multiplier |
| Killing something 2× your gear level |
5× |
| Killing something at your gear level |
1× |
| Killing something half your gear level |
0.2× |
| Farming things far below your level |
0.1× |
V Blood kills deal unit level × 10 × gear multiplier heat — one V Blood can push you up several tiers at once.
Heat decays slowly over time. On death, 50% of your faction heat is retained — factions do not simply forget you because you died.
Heat Tiers
| Tier |
Default threshold |
What happens |
| Low |
500 |
Small hunting squad dispatched |
| Medium |
1,800 |
Larger squad. Faction starts sending mid-tier unit variants |
| High |
4,000 |
Elite squad of the faction's strongest units |
| Maximum |
8,000 |
Deadliest hunters. V Blood boss dispatched if enabled. Siege becomes possible |
Faction Roster
| Faction |
Notes |
| Militia |
Dunley soldiers, cavalry, bombers |
| Church of Luminance |
Paladins, clerics, riflemen |
| Bandits |
Farbane criminals |
| Undead |
Skeletons, zombies, necromancers — more aggressive at night |
| Werewolves |
Only hunt at night |
| Gloomrot |
Industrial swamp monsters |
| Dunley Farmers |
Villagers and farmhands |
| Legion |
Dracula's endgame forces |
| Blackfang |
Cave rogues and assassins |
| Cursed |
Cursed Forest witches, toads, corrupted beasts |
| Creatures |
Wolves, bears, spiders, harpies, and more |
Alliances: Militia ↔ Church of Luminance · Bandits ↔ Blackfang
Region Heat
Every kill also contributes to a server-wide region heat counter for the area where the kill happened. All players killing in the same region share the same counter.
| Tier |
Default threshold |
What happens |
| Low |
2,500 |
Mixed patrols from region inhabitants appear |
| Medium |
7,500 |
Stronger mixed patrols |
| High |
15,000 |
Elite patrols. Region guardians can appear |
| Maximum |
25,000 |
Powerful region guardian V Bloods actively hunt |
Region heat decays independently from faction heat and does not reset on player death.
Regions
| Region |
Factions present |
| Farbane Woods |
Bandits, Blackfang, Creatures |
| Dunley Farmlands |
Militia, Farmers, Werewolves, Creatures |
| Hallowed Mountains |
Church of Luminance, Undead |
| Silverlight Hills |
Church of Luminance, Legion |
| Gloomrot |
Gloomrot |
| Cursed Forest |
Undead, Werewolves, Cursed, Creatures |
Castle Siege
When you have Maximum heat with 2 or more factions simultaneously and own a castle, a siege triggers:
- A server-wide broadcast announces the coalition marching on your castle
- Wave 1 spawns around your castle — base squad size
- Every 2 minutes, Wave 2 (×1.5 units) and Wave 3 (×2 units + a V Blood leader) arrive
- Survive all waves: significant heat reduction from all sieging factions, item rewards, and a server-wide victory announcement
- A 2-hour cooldown applies between sieges per player
Item Rewards
| Event |
Reward |
| Kill a faction hunter |
1 gear-appropriate item |
| Kill a V Blood hunter |
2 items |
| Repel a siege |
3+ items (+1 per additional faction beyond the first) |
Items are tiered by your current gear level, with a 30% chance to pull from the next tier up:
| Gear level |
Example rewards |
| 0–20 |
Blood Essence, Bone, Leather, Whetstone, Healing Potions |
| 21–40 |
Iron Bar, Greater Blood Essence, Grave Dust, Pristine Hide |
| 41–60 |
Dark Silver Bar, Spectral Dust, Witch Dust, Primal Blood Essence |
| 61–80 |
Primal Blood Essence, Imperial Thread, Glass, Tech Scrap |
| 81+ |
Onyx Tear, Royal Coin, Gem Dust, Primal Blood Essence (large) |
Chat Notifications
DyWorld Rising sends heat feedback directly to chat:
- Per kill —
+35 heat with the Bandits. (throttled to once per faction per 3 seconds)
- Tier change —
The Bandits are actively hunting you.
- Hunter spawned —
Bandit hunters are closing in on your location!
- Hunter killed —
You fought off a Bandit hunter! (-70 heat with the Bandits)
- V Blood dispatched — server-wide broadcast with the V Blood's name and the player they're hunting
- Death — per-faction messages showing remaining heat or confirmation they've lost your trail
- Siege — start/wave/victory/defeat notifications with server-wide broadcasts for start and victory
Commands
All commands use .dyworldrising or the shorthand .dw.
Player Commands
| Command |
Description |
.dw heat |
Show your current faction heat levels |
.dw region heat |
Show the current region heat levels |
.dw status |
Combined overview of faction and region heat |
.dw siege status |
Show your active siege status and wave progress |
Admin Commands
| Command |
Description |
.dw heat check <player> |
View another player's faction heat |
.dw heat set <player> <faction> <value> |
Set a player's faction heat to a specific value |
.dw heat reset <player> |
Reset faction heat for a player |
.dw heat resetall |
Reset faction heat for all players |
.dw region heat check/set/reset <player> |
Region heat admin tools |
.dw spawn <faction> |
Force-spawn a faction squad for testing |
.dw region spawn <region> |
Force-spawn a region patrol for testing |
.dw siege start <player> |
Force-trigger a siege on a player |
.dw siege end <player> |
End an active siege |
.dw dumpprefabs [filter] |
Dump prefab names and GUIDs to a file for debugging |
Installation
Requirements:
Steps:
- Install BepInEx for V Rising if not already installed
- Install VampireCommandFramework
- Copy
DyWorldRising.dll into BepInEx/plugins/DyWorldRising/
- Start the server —
com.dysoch.dyworldrising.cfg is generated automatically on first run
- Adjust settings to your server's preference and restart
Server Owner Settings
All settings live in BepInEx/config/com.dysoch.dyworldrising.cfg. The file is created automatically on first run. Changing values requires a server restart to take effect.
General
| Setting |
Default |
Description |
Enabled |
true |
Master on/off switch for the entire mod |
Faction Heat Thresholds
| Setting |
Default |
Description |
LowHeatKills |
500 |
Heat required to trigger the first hunting squad |
MediumHeatKills |
1800 |
Heat for the second tier — larger squads, stronger units |
HighHeatKills |
4000 |
Heat for elite squads using only the faction's toughest units |
MaximumHeatKills |
8000 |
Heat for the highest tier — V Blood boss trigger and siege eligibility |
VBloodLevelMultiplier |
10 |
V Blood kill heat = V Blood level × this × gear multiplier |
Faction Heat Decay
| Setting |
Default |
Description |
DecayIntervalSeconds |
60 |
How often faction heat ticks down (seconds) |
DecayAmountPerInterval |
10 |
Heat removed per decay tick |
Faction Spawning
| Setting |
Default |
Description |
SpawnCheckIntervalSeconds |
30 |
How often the server checks if a hunting squad should spawn |
LowHeatSquadSize |
3 |
Number of hunters in a Low-heat squad |
MediumHeatSquadSize |
5 |
Number of hunters in a Medium-heat squad |
HighHeatSquadSize |
8 |
Number of hunters in a High/Maximum-heat squad |
MaximumHeatBossTrigger |
false |
Enable to allow V Blood bosses to be dispatched at Maximum heat |
BossCooldownSeconds |
300 |
Minimum time between V Blood dispatches per player per faction |
SpawnCooldownSeconds |
120 |
Minimum time between squad spawns per player per faction |
SpawnRadius |
40 |
Distance from player at which hunters spawn |
SpawnQueueRatePerTick |
1 |
Units spawned per server tick from the queue. Raise for faster spawning, lower to reduce frame impact |
SpawnedUnitLifetimeSeconds |
300 |
Seconds before DyWorld Rising-spawned units auto-despawn. 0 = never |
Castle
| Setting |
Default |
Description |
SafeInsideCastle |
true |
Players inside their own castle territory are not hunted |
SafeCastleRadius |
200 |
Radius (units) from the castle center considered "inside". Increase for very large castles |
Death
| Setting |
Default |
Description |
HeatRetentionOnDeath |
0.5 |
Fraction of heat kept on death. 0 = full reset (old behaviour), 1 = no reset at all |
Region Heat
| Setting |
Default |
Description |
Enabled |
true |
Enable the global region heat system |
LowHeatKills |
2500 |
Global kills required for Low region heat |
MediumHeatKills |
7500 |
Global kills required for Medium region heat |
HighHeatKills |
15000 |
Global kills required for High region heat |
MaximumHeatKills |
25000 |
Global kills required for Maximum region heat |
DecayIntervalSeconds |
90 |
How often region heat decays |
DecayAmountPerInterval |
20 |
Heat removed per region decay tick |
SpawnCheckIntervalSeconds |
45 |
How often region spawn checks run |
SpawnCooldownSeconds |
180 |
Minimum time between region patrol spawns per region |
GuardianCooldownSeconds |
600 |
Minimum time between region guardian spawns |
Castle Siege
| Setting |
Default |
Description |
Enabled |
true |
Enable the Castle Siege system |
SiegeCheckIntervalSeconds |
300 |
How often siege eligibility is evaluated |
MinimumFactionsRequired |
2 |
Factions at Maximum heat required before a siege can trigger |
SiegeCooldownSeconds |
7200 |
Minimum time between sieges per player (2 hours) |
WaveCount |
3 |
Number of enemy waves in a siege |
WaveDurationSeconds |
120 |
Time between siege waves |
WaveSpawnCount |
6 |
Units in Wave 1. Wave 2 = ×1.5, Wave 3 = ×2 |
SiegeSpawnRadius |
30 |
Distance from castle center for siege unit spawns |
HeatReductionOnSurvival |
1000 |
Heat removed per faction when all waves are repelled |
Rewards
| Setting |
Default |
Description |
Enabled |
true |
Give item rewards for killing hunters and surviving sieges |
HunterKillRewardCount |
1 |
Item types rewarded per hunter kill |
VBloodKillRewardCount |
2 |
Item types rewarded for killing a V Blood hunter |
SiegeBaseRewardCount |
3 |
Base item types rewarded for surviving a siege |
NextTierBiasChance |
0.30 |
Probability a reward pulls from the next gear tier up |
Notifications
| Setting |
Default |
Description |
Enabled |
true |
Send in-game chat messages for heat changes, hunter spawns, and siege events |
Fighting Back
| Setting |
Default |
Description |
Enabled |
true |
Killing a DyWorld Rising-spawned hunter reduces your heat with that faction |
HeatReductionMultiplier |
2.0 |
Heat reduced = hunter's level × this value. A level 35 hunter removes 70 heat |
Alliances
| Setting |
Default |
Description |
Enabled |
true |
Allied factions share a portion of heat when you kill one of them |
Day/Night
| Setting |
Default |
Description |
Enabled |
true |
Undead and Werewolves spawn more aggressively at night; Werewolves only hunt at night |
Compatibility
- Server-side only — no client mods required
- Compatible with vanilla V Rising clients and servers
- Designed for V Rising 1.1+
Credits
Mod by Dysoch.
Built with BepInEx, VampireCommandFramework, and the V Rising modding community's shared knowledge.
Heat never fully fades. The factions remember.