
Visionary Realms used an April 24 development post to walk through several parts of the Combat and Progression update for Pantheon: Rise of the Fallen, a release the studio described as large and being built in parallel across multiple systems.
On the Public Test Realm, the team said it had no date to share. It was in the final stages of testing the infrastructure players will use to connect, covering the server and its database as well as the client and the routes players will use to obtain it, including access through Steam. The studio described the test server as the place where new gameplay systems and server code changes will be tried before reaching live servers, and said a date and connection details would follow.
First to Engage replaces the old kill credit rules
Most NPC content is moving to a First to Engage system for kill credit and loot rights, with implementation underway that week so testing could begin. The team said the previous approach let players accidentally take credit for NPCs others were already fighting, which hurt the experience and produced a large volume of customer service tickets. It reiterated that it has no plans to split players apart and still intends a shared open world.
The studio said its team members have played other MMORPGs and are aware of the tricks players use to game tagging systems, so the new system includes countermeasures. Newly spawned NPCs cannot be targeted or attacked, including by area effects, for a short delay after they appear, so nearby players get a fair chance at the tag. The team is also adding provisions against tagging an NPC and then kiting it indefinitely without fighting it. First to Engage will be active when the test realm opens.
Bind on Equip and clearer tooltips
The update also introduces item binding. Most equipment will bind to a character once equipped and stop being tradable. The studio tied the change to two problems. Itemization has drawn player frustration since Early Access began, partly because the team wanted good loot to stay rare, and it acknowledged that clearing a dungeon and coming away with little of value is not satisfying. The second reason is economic: if items keep recirculating, rare drops eventually become common and the loop shifts from finding gear on an adventure to buying secondhand copies.
The team said the game needs several routes for items to leave circulation so new ones can enter, and that Bind on Equip is one part of that rather than the whole answer. It framed the goal as keeping loot meaningful months or years after launch.
Item tooltips are changing alongside it. Rarity will now be shown both as text and through color coding, which the studio compared to the approach other MMORPGs take, and said should make valuable finds easier to recognize. Stat and effect displays have also been cleaned up: an item granting a parry bonus, for example, will show the actual effect of that bonus rather than an unexplained number.
The post also turned to leashing, which the team called very basic in its current form. It said escaping a losing fight is often difficult while NPCs can leash back to their spawn points unintentionally, and that both cases frustrate players, particularly at low levels where unwinnable fights are easier to stumble into. The studio said improvements are part of the Combat and Progression update.
Join the conversation — sign in to comment.
Sign in




