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

Pantheon update: Warrior, Paladin and Dire Lord mastery nears testing

Visionary Realms' June 5 development report covered mastery work for three classes, region population passes and continued work on the market system.

Pantheon: Rise of the Fallen key art

Visionary Realms outlined a week of production work on Pantheon: Rise of the Fallen in a June 5 development report covering May 29 through June 4, with the completion of mastery implementations for three classes listed among the period's main milestones.

The studio said its design and narrative group finalized the implementation of mastery for the Warrior, Paladin and Dire Lord so that the feature can be placed in front of testers. The same team finished population work on the Caldera in Kosa Ull and began populating the Sea Dragon Hatchery and the underwater sections of Badia de Cara. NPC placement for the Port of Rulun was completed, dialogue work continued for Detihauna and Kosa Minor, and the group made further refinements to charm mechanics while running tuning and itemization passes across content for levels 1 through 20. General bug fixing was also listed.

Environment and character work

On the environment side, the report described a final lighting and foliage pass over Kosa Ull and its cave transitions, along with continued buildout of Detihauna. Interiors for the Sea Dragon Hatchery moved into a finishing pass, and the Screaming Stones point-of-interest area entered final detail buildout. The studio said it was also wrapping up a second round of structural and prop concepts for Faerthale City and continuing collision and navigation fixes in the Port of Rulun.

The character art and animation team reported the following work:

  • Additional NPC variations for named and rare opponents in Badia de Cara
  • Continued polish on human jogging and running animations
  • Ongoing ambient life visual effects for Badia de Cara
  • Updated base meshes for all non-robe armor types

Programming work centered on general bug fixing and continued data support for itemization. Engineers coordinated with the worldbuilding team on lighting transitions and kept building out the game's market system. The studio said programmers were also working with the design team on combat tuning adjustments informed by gameplay data and player feedback.

The report did not attach a release window to any of the work described, and it did not indicate when mastery testing would open to players.

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