Beelzebub
ALPHA (pre-1.0, test servers only). Devour the bestiary: every kill can teach you an enemy's abilities, and some bosses let you take their form. Slot captures, bind extra hotkeys, complete your collection. Server-side, admin-configurable.
Beelzebub, Lord of Gluttony
Devour the bestiary. A server-side V Rising mod where every kill can teach you one of the enemy's abilities, and a rare jackpot teaches you its entire kit at once. Slot what you collect on your action bar, bind the rest to extra hotkeys, and take the forms of the bosses you defeat.
Status: pre-1.0 ALPHA (v0.137.7). Test servers only. Install it only on a test or dev server, a server you reset regularly, or one you don't mind resetting if something goes wrong. Characters, collections or the whole server may need a wipe between builds.
Features are still being added and hundreds of abilities are still being tested; some misbehave when a player casts them, and a broken ability is useful feedback. Running alongside Bloodcraft and KindredCommands is intended but not fully verified; other mods are untested. Road to 1.0 · Report an issue
Source: github.com/KDavidP1987/Beelzebub-Lord-of-Gluttony · License: MIT
How it works
- Kill anything. Each kill has a chance (default 5%) to capture one of the unit's abilities.
- Hit the jackpot. A rare Devour roll (default about 0.25%) teaches the unit's whole eligible kit in one kill.
- Never stay unlucky for long. Bad-luck protection raises your odds on every dry kill and resets on a drop.
- Use what you collect. Put captures on your spell slots, per weapon or for every weapon, or bind extras to named hotkeys.
- Become the boss. Some bosses can also unlock their transformation, a separate prize with its own odds.
- Complete the bestiary. Track what you have per unit and hunt what is missing.
Requirements
- A V Rising dedicated server. Beelzebub runs on the server only; it does not work in a Host & Play game.
- BepInExPack V Rising
- VampireCommandFramework
- Recommended for players: Raphael, a client-side companion (formerly BloodCraftHub) that adds on-screen ability buttons, cooldowns and a collection book. It is still in development. Without it, everything works through chat commands and the six vanilla slots.
Installation
Install with r2modman or the Thunderstore Mod Manager, or copy
Beelzebub.dll into <VRisingDedicatedServer>\BepInEx\plugins\. Stop the server before replacing the DLL; it is
locked while the server runs.
Features
Collection
- Separate capture and Devour odds for regular enemies, V Bloods and shard bosses, each with bad-luck protection.
- A default filter removes filler (idle, lifecycle and plain melee abilities), so captures stay useful.
.beelz bestiaryshows how many of each unit's abilities you hold and what is left..beelz topranks the server by collection,.beelz oddsshows your current chances, and finishing the catalog is announced to the server.
Your action bar
- Put any capture on one of your six spell slots, for every weapon or for one weapon type. Changes apply at once.
- Mix captures with your own spells. Picking a vanilla spell for a slot in the spellbook hands that slot back to you.
- Go past six: bind captures to named hotkeys and fire them with
.beelz cast <name>. Cooldowns still apply. - Give each shapeshift form (Wolf, Bear, Rat, Spider, Toad, Werewolf, Gargoyle) its own loadout with
.beelz form-grant. The form holds while you cast. - Saddle abilities go on R, C and T while you ride.
- One command resets a stuck bar:
.beelz resetbar CONFIRMclears every Beelzebub change and checks the result. Your captures are kept.
Transformations
- Dracula and Morgana turn you into their real in-game forms, with their models, rigs and abilities.
- Test forms: Werewolf (Werewolf Chieftain or the common werewolf), Golem (Terah the Geomancer) and Gargoyle (the Tailor).
- Every form has two or more ability sets you switch with
.beelz phase, or automatically by health. - Bosses have more abilities than you have slots, so you choose:
.beelz tform <unit> set <phase> <slot> <index>builds your own kit for each phase. - Capturing abilities, devouring a kit and unlocking a form are three separate rolls. A form is never a free extra.
Summons
- Captured summon abilities raise allies that fight for you, transformed or not. They scale with your level and have caps, leashing and clean despawns.
.beelz summoncalls a transformed boss's signature adds (the Toad King's frogs, the Werewolf Chieftain's wolves)..beelz summons stash/restore/clear/statusmanages them. A server setting decides whether they wait or follow when you mount up.
Server tools
- Change drop rates, pity, transform rules and more live with
.beelz admin set <key> <value>. No restart needed. - Reshape any ability: cooldown, range, charges, area size, projectile speed, duration, healing, damage, summon
limits, and how the cast feels (move while casting, interrupt on hit).
.beelz admin ability-inspectshows every number behind an ability, anddefaultsrestores the original. - Ships with the community testing round's results: about 210 abilities pre-tuned, about 300 non-working ones switched off (an admin can turn any back on) and abilities that crash or break characters blocked.
- Incompatibility locks limit how many abilities of a group one player can hold, for combinations that break balance. None ship; your server decides.
- Optional per-hit damage scaling (
Damage_Mode), with a telemetry mode to try it before it changes anything. - Optional transform power scaling from a player's Bloodcraft progression.
- Recovery without wipes: inspect a player's bar, clear a stuck state, or reset loadouts, online or offline.
Commands
The full list, with every option, is in COMMANDS.md.
Collection
| Command | Does |
|---|---|
.beelz list [vblood/shard/regular] · .beelz search <term> · .beelz info <i> |
Browse your captures |
.beelz bestiary · .beelz progress · .beelz catalog |
Collection progress |
.beelz top · .beelz odds |
Leaderboard and your current chances |
Action bar
| Command | Does |
|---|---|
.beelz grant <slot/primary/ultimate> <index> |
Put a capture on a slot (1-6) for every weapon |
.beelz weapon-grant <weapon> <slot> <index> |
Put a capture on a slot for one weapon type |
.beelz form-grant <form> <slot> <index> |
Build a shapeshift form's loadout (mounted uses slots 5-7) |
.beelz unslot <slot> · .beelz loadouts |
Free a slot · view your loadouts |
.beelz hotkey set <name> <index> · .beelz cast <name> |
Extra hotkeys beyond six |
.beelz clearbar [all/universal/<weapon>/<form>] |
Clear one loadout (captures kept) |
.beelz resetbar CONFIRM |
Back to the vanilla bar (captures kept) |
Transformations and summons
| Command | Does |
|---|---|
.beelz transforms · .beelz transform <name> · .beelz revert |
List, take and leave a form |
.beelz phase [n] |
Show or switch the form's ability set |
.beelz tform <unit> abilities/set <phase> <slot> <index>/defaults |
Build a form's kit |
.beelz refresh · .beelz detonate |
Re-apply a blank form bar · manual area burst |
.beelz summon [n] · .beelz summons stash/restore/clear/status |
Boss adds · manage your summons |
Settings: .beelz verbosity silent/summary/verbose · .beelz silent on/off · .beelz help
Admin (all start with .beelz admin, see .beelz admin help)
| Command | Does |
|---|---|
set <key> <value> · rules · reload |
Live config and the ability rules file |
ability <name/id> <field> <value> · ability <id> defaults · ability-inspect <ability> |
Shape and inspect abilities |
give · revoke · devour <player> <unitGuid> · transform-set <unit> <field> <value> |
Grants and transform rules |
lock add/max/remove/list/check · reseed preview/merge/replace CONFIRM |
Locks · take new shipped defaults |
bar <player> · purge <player> CONFIRM · cleanse <player> · respawn <player> |
Recovery: start with bar |
broadcast … · damage-stats · difficulty basic/brutal |
Server announcements and tuning |
Configuration
BepInEx\config\kdpen.Beelzebub.cfg: server defaults for drop chances, bad-luck protection, transform durations and cooldowns, summon limits, power scaling, announcements and hotkey limits. Most can be changed live with.beelz admin set.ability_rules.json: which abilities can drop and how each one is shaped. Created on first start; reload with.beelz admin reload. Reference: ABILITY_CONFIG.md.state.json: per-player data, keyed by Steam ID.
Known limitations
- Only five transformations. The game client decides what your character looks like, and a server-side mod cannot change that; these are the forms the game can already show on a player. Becoming other units would need a client-side mod, and whether that is possible is still under investigation.
- Some multi-stage boss abilities misfire. A cast that spawns a projectile that spawns an area can lose a later stage when a player casts it. Many are fixed or curated out; the audit continues.
- Some abilities look best in form. A few are tied to a boss's skeleton and animate oddly on a vampire body.
- Per-hit damage scaling is new and off by default. Run a session in
Telemetryand check.beelz admin damage-statsfirst. - A boss form takes a moment to appear. Until it does,
.beelz phaseand.beelz refreshreply "Still transforming". If a form never finishes,.beelz revertclears it. - A deleted character's leftovers stay. The startup cleanup only touches slot helpers that belong to a living
character. If a deleted character left any, they can keep logging one
Couldn't remap old Modification Iderror at startup. It is harmless. - Untested at scale: other mods, other server presets and large populations.
Roadmap: the road to 1.0
These five steps lead to 1.0. Testing comes first, because its results decide what gets re-tuned, re-enabled or kept off.
| Step | Status |
|---|---|
| 1. Ability testing | In progress |
| 2. Ability reconfiguration | Next, driven by the test results |
| 3. Stability | In progress |
| 4. Planned features | Scope for 1.0 not final |
| 5. Before 1.0 | After steps 1-3 |
1. Ability testing
Every ability the mod can hand out is on a test plan, 615 in three groups:
| Group | Abilities | What is checked |
|---|---|---|
| Presets | 209 | Re-tuned cooldowns, ranges and cast feel, each against its expected result |
| Hard-blocked | 20 | Abilities that crashed, killed or launched players: confirm they never drop |
| Soft-disabled | 386 | Off by default: each gets a verdict (re-enable, re-enable with a tweak, or keep off) |
Alongside the plan, general play is especially useful to test: mixing captures with vanilla spells, hotkeys, the bar after weapon swaps, transforms and dismounting, summons in group fights, the Devour rate, and reconnecting while transformed (your form and summons should resume within 90 seconds).
2. Ability reconfiguration
- Re-tune every preset that tests Partial or Fail.
- Apply the soft-disabled verdicts to the shipped defaults.
- Make problem abilities safe instead of blocked where possible: Gaius Twinblade Throw, Spider Baneling Explode, Ziva Jetpack, Toad King Swallow and Spit, and others.
- Fix the summon abilities that do not work yet.
- Finish the multi-stage boss ability audit, so boss kits fire cleanly when a player casts them.
- Fill in missing ability names and descriptions.
3. Stability
- A transformation that expires on its own does not fully clean up yet.
- A performance check on the action bar cleanup.
- Re-check the mounted and beast-form action bars on the current build.
4. Planned features
Which of these make 1.0 is still open.
- Mastery: per-unit mastery levels and set rewards on top of the bestiary.
- Raphael UI: ability buttons, cooldown rings, the collection book, a transform browser and admin panels. The server side of this already ships.
- More transformations (under investigation): becoming other units. A server-side mod cannot do this alone; whether a client-side mod can is still being investigated, so this is not promised.
- Summon AI: allies that engage more reliably, and fight hostile players in PvP.
5. Before 1.0
- Testing at scale, on other server presets and alongside other mods.
- Close out the known limitations above.
Feedback
Open an issue on GitHub with what you were doing
and the [Beelz] lines from BepInEx\LogOutput.log. Bug reports, mod conflicts, broken abilities and balance notes
are all welcome.
Credits
- Bloodcraft by zfolmt: its familiar system inspired Beelzebub's allied summons, and its approach shaped the kill hook and the real-form transformations. Beelzebub can also scale transform power from a player's Bloodcraft progression.
- KindredCommands by odjit: the command and plugin structure.
- VampireCommandFramework by deca: the chat command framework.
- BepInEx: the modding framework.
These are independent projects; Beelzebub is not affiliated with or endorsed by them. Thanks also to everyone testing on the development server: your reports decide what makes the final cut.
