
Pantheon: Rise of the Fallen’s July 10 development log describes a week spent preparing new material for the following week’s Public Test Realm update.
Design work included adding extra NPCs to Detihauna so the town feels like a place where people live, filling out NPC population in various areas including in and around shipwrecks on the shore, and continuing to add sharks and other sea life to the waters around Badia de Cara. On the class side, the team finished implementing new Wizard abilities and mastery options, started implementation of Enchanter mastery, and finalized the designs for Rogue and Ranger mastery. Tuning and itemization work continued for levels 1 to 40.
Faerthale planning also advanced, including mapping out where each class will start within the city.
World and character art
Environment artists worked on lighting and atmospheric touch-ups for parts of Badia de Cara and optimized object collision across Badia de Cara and the Port of Rulun. The team started work on large environmental props for the areas of Faerthale outside the city, and continued concepting and asset construction for Faerthale city itself.
Character art wrapped up Badia de Cara NPC models and picked up a few final items requested by the design team. The team continued setting up a test run on universal armor meshes to confirm everything works properly in-game, and kept producing detailed concepts and blockouts for Lucent, Ashen and Ember elf customization options, including hairstyles and hair colors.
Programming
Programmers shipped water-related fixes for Badia de Cara and prepared for hooking up boats, and built tools intended to help the design team move faster. Preparation continued for the revisions to core server processes aimed at scalability and performance — an effort the team again described as likely to take several months but necessary to enable several important gameplay features. Work on the market system UI covered the browsing and search window and listing management, with data connection hookups beginning.
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