
Pantheon: Rise of the Fallen’s July 3 development log covers a week spent preparing the next update for the game’s Public Test Realm.
Design and narrative work finalized NPC population in Detihauna, continued the same job in Kosa Minor, and filled out parts of the Sea Dragon Hatchery, alongside more sharks and sea life in the waters around Badia de Cara. The team finished updating mastery options for Paladin and Dire Lord, polished the Mastery UI for Cleric, Shaman and Druid, began implementing new Wizard abilities and mastery options, and worked on the designs for Rogue and Ranger mastery.
Tuning and itemization continued for levels 1 to 40, the team built out an NPC roster and potential quest hooks for Faerthale, and class ability bugs were addressed using bug reports, player feedback and observation data gathered from the Public Test Realm.
World and character art
Environment work covered atmospheric and visual effects for various areas in Badia de Cara, additional set dressing where areas were feeling sparse, and detailed set dressing for Detihauna. Object collision optimization continued across Badia de Cara and the Port of Rulun, underwater lighting behavior was tweaked, and concepting continued on a modular elven dwelling kit for Faerthale city and its outlying areas.
Character art wrapped up Badia de Cara NPC models and handled design-team requests, updated player swimming animations — including, the team noted, making death by drowning more dramatic — and set up the universal armor mesh test run. Concepts and blockouts continued for Lucent, Ashen and Ember elf customization options.
Programming
Programmers fixed several problems affecting NPC pathfinding, particularly where water was involved, and worked through design-team bugs and change requests one at a time. Back-end data optimization aimed to reduce performance overhead on the server, preparation continued for the multi-month revisions to core server processes, and market system UI work carried on alongside preparation for data connections.
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