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visionary-realms · public-test-realm · pantheon-rise-of-the-fallen · game-development · mmo

Pantheon dev report: underwater combat tests, prep for level 20 PTR cap

The studio's May 29 report described underwater combat testing alongside programmers and preparation to raise the Public Test Realm level cap to 20.

Pantheon: Rise of the Fallen key art

Visionary Realms said preparation for a level cap increase on the Public Test Realm and a first round of underwater combat testing shaped work on Pantheon: Rise of the Fallen during the week of May 22 to 28, according to a May 29 development report.

The design and narrative team listed groundwork for raising the PTR level cap to 20, implementation of base abilities for the Rogue and Enchanter, and preparation to switch on the mastery system for player testing. The group also reviewed NPC data across levels 1 to 20 to update loadout and ability assignments, continued population work on the Caldera in Kosa Ull, kept placing NPCs in the Port of Rulun, and wrote dialogue for Detihauna and Kosa Minor. Numerous PTR bug fixes were logged.

Underwater combat received its first testing and bug-fixing pass, run jointly by the design and programming teams. The studio described the exercise in light terms, noting that the lead programmer's character was repeatedly fed to sharks to validate the fixes. Programmers said the same session was used to check underwater NPC movement and combat behavior, and the week produced fixes for water, underwater NPC movement and underwater combat.

Art and systems work

Environment artists worked on the Caldera areas of Kosa Ull, continued the buildout of Detihauna, and ran another refinement pass on the Sea Dragon Hatchery interiors. A second round of structural and prop concepts for Faerthale City was being finalized, and collision and navigation fixes continued in the Port of Rulun. The character art team wrapped up animation work on the Siren, polished human jogging and running animations, and produced color and texture variations for NPCs to add diversity in Badia de Cara, where ambient life visual effects remained in progress. Early explorations of visual distinctions between Ashen, Lucent and Ember Elves continued, materials for updated player robes were finalized, and work began on updated base meshes for non-robe armor types.

Programming tasks for the week included bug fixes to the mastery system ahead of public testing and a final round of updates to the ability system to support mastery options and new ability types. Engineers continued building the market system, investigated player-reported PTR issues, kept working on itemization support features, and coordinated with design on combat tuning adjustments based on data and feedback.

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