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Pantheon: Rise of the Fallen News

February Early Access Update

[h3]Early Access Update[/h3]

In December 2024, Visionary Realms, Inc. boldly ushered Pantheon: Rise of the Fallen into Early Access. With nearly 100k game sales and a Very Positive rating on Steam, we consider this a success and have been thrilled with the reception. With that achievement behind us, we now look at Pantheon’s path ahead to a full 1.0 launch and would like to share what we have been actively working on since the start of EA to make that happen.

[h3]Player Experience[/h3]

As with any new game, Pantheon has had its own growing pains. Going from a small, dedicated pledge community to running a live service has been a wild ride. The top priority has been player experience. The support team has been in-game, assisting players, logging bug reports, monitoring servers, and sorting out technical issues as they crop up. We have been responsive to the needs of our player base and have been proud of this team’s ability to support thousands of concurrent players every day since EA began.

[h3]Unity Upgrades[/h3]

As planned, we started work on the Unity 6 upgrade early this year. February 6th, we flipped the switch on for Unity 6 and have been focused on addressing the inevitable hiccups that come with a major engine change. This upgrade builds the foundation for future improvements and gives us more tools to create a better Pantheon for release. Currently, the most notable difference has been with the dungeon atmosphere. The ambience and lighting make for a dramatic experience as players crawl through these menacing zones.

[h3]Prosperity and Growth [/h3]

In February, we were able to bring back a couple of paused contracts, specifically addressing content needs. We welcomed back David “Roenick” Schlow and JN Gerhart. We also added a new face to VR; Andy Raven has joined the team also working in game design under the guidance of our Creative Director, Chris “Joppa” Perkins.

[h3]The Pipeline[/h3]


  • The Druid – This class is next up to be added to Terminus and is scheduled for release in the coming weeks.
  • PvP – We will be adding special ruleset servers for a raw PvP experience.
  • Content – Wildblood camps and Ashbreather dungeon in Silent Plains are actively being built.
  • Quests and Dialog – Wild's End is getting some design attention making it more appealing for low level players.
  • Classes – Class kits are being worked on to get remaining classes filled out to level 40.


[h3]Patches and Updates [/h3]

We are currently working on a weekly update cadence. Some weeks will be data-only patches that may not have any tangible impact on the game world, but weekly updates will allow us to do backend work, restart the servers (if needed), and push content when it is ready to be rolled out. For information on what to expect each week, please follow our Social Media platforms, Discord server announcements, Steam page, and website updates. Patch notes will be posted with each update as applicable.


Please keep a watch out here on the Steam Store page for more incoming updates about Pantheon: Rise of the Fallen as we continue to work towards launch.

Game Update 0.15.959

General


  • When looting a chest, if a player hasn't finished looting after four minutes, looting will be stopped automatically, regardless of whether they have looted any items.
  • Your cast bar and the compass are now movable. Click, drag, enjoy!
  • Adjusted unarmed attack delay.


Bug Fixes


  • Fixed an elf NPC that was stuck in a T pose. Static contractions are brutal, he needed a break.
  • Fixed an issue where the who list entries weren't getting updated sometimes, such as when LFM was toggled off.
  • Fixed an issue where monks were unable to turn in the quest called "One with the Wind"
  • Fixed an issue where some quests (such as the Heavy Lifting ones) weren't showing the correct completion text.
  • Fixed some issues with target of target not always updating and sometimes showing the wrong current health.
  • Fixed an issue where the person forming a group didn't have their LFG tag removed when the group was formed.
  • Fixed issue with AI logic getting stuck when engaging in combat with a fleeing target.
  • Fixed player camera collision jittering.
  • Fixed some point lights in caves turning off depending on time of day in AVP.
  • Fixed global lighting in caves being broken at some times of day and with some weather types.
  • Fixed some memory leaks with VFX and audio.
  • Fixed NPC navigation near Korceran starting temple.
  • Rain once again collides with the world.


World


  • Added several Wildblood camps in Silent Plains and increased their level range to 31-34. Several Wildbloods have new abilities, so don’t bite off more than you can chew before you know what you’re dealing with!


NPCs


  • The rogue trainers and Dark Traders in the Barrowdark have learned more subtle ways to deal with annoying players rather than simply attacking them. What ways, you ask? Pray you don't find out.
  • Some of the citizens of Sorhiryth have become more talkative.


Classes


[h3]General[/h3]
  • Weakened duration increased to 12 seconds
  • Vulnerable duration increased to 12 seconds, added all spell damage types to the bonus
  • Adjusted NPC weapon delays to scale with NPC levels
  • NPC AI logic should be greatly improved - please report any abilities or interactions that have broken


[h3]Enchanter[/h3]
  • Forceful Will debuff now reduces all resistances by 15
  • Fixed Commanding Will debuff, now reduces all resistances by 20
  • Added Dominating Will at level 24 to vendors (upgrade to Commanding Will)


[h3]Monk[/h3]
  • Removed Chi cost of Wandering Fist follow-up abilities


[h3]Necromancer[/h3]
  • Undead DD line values greatly increased
  • Life drain line damage and mana costs normalized (new stat scaling values)
  • Life Leech damage scaling reduced slightly, healing ratio increased


[h3]Paladin[/h3]
  • Incite tooltip updated
  • Wrathful Aegis tooltip updated


[h3]Shaman[/h3]
  • Reduced Interlocking Stones protection charges to 1, with up to 150 damage absorbed.
  • Grip of the Boulder can now be learned at level 12.
  • Added upgrades to the Fang of Harune line up to level 40 on scroll vendor.
  • Added upgrades to the Grip of Shale line up to level 40 on scroll vendor. (Temporarily disabled the Constitution bonus for this line)
  • Added upgrades to the Wolf Companion line up to level 40 on scroll vendor.


[h3]Summoner[/h3]
  • Fury mana costs increased by 5 each


[h3]Warrior[/h3]
  • Taunt tooltip updated


[h3]Wizard[/h3]
  • Icy Blast added at level 8


Items


  • The effects of the Ring of the Lunar Cycle should now display when they are active.
  • Side effects for the Soldier's Philter and Sage's Philter should now be applied correctly when the items are used.
  • The Oath of the Valiant now has a more appropriate model when equipped.
  • Ogre Blood is no longer deathbound.
  • Added a description to the Velvet Coin purse to indicate its use.


Quests


  • Several new quests have been added to Wild’s End
  • Maple Logs should now count correctly for the quest “Winter Warmth”
  • The quest “A Dark Concern” should now complete properly when speaking to Master Zavi. Note: If you have this quest active in your journal, you may need to abandon it and retake it for it to work.
  • The quest "One with the Wind" can now be completed by speaking with Grand Master Komen.
  • Completion text will now be shown when completing a quest in all circumstances (previously, this text would sometimes not display).


Crafting


[h3]Weaponsmithing/Armorsmithing[/h3]

  • The schematic for Vanguard’s Chain Bracers now correctly identifies the type of rivets used.
  • The schematic for the Survivor’s Knuckles now properly recognizes its components.
  • The schematic for the Standard Knuckle Brace is now correctly named.
  • The schematics for the Vitality-Runed Breastplate Basis, Might-Runed Breastplate Basis, and Insight-Runed Breastplate Basis now more specifically identify the type of leather panel required in their construction.


[h3]Alchemy[/h3]

  • New Alchemists will now be granted the Ore Smelting Basics schematic for free upon learning their profession.


[h3]Tailoring/Leatherworking[/h3]

  • Bird Skin may now be used when crafting thick leather in bulk.

Game Update 0.15.886

General


  • Player corpses will now only be present on the server shard where the player died. So, for example, if you die (at level 5 and above) on Black Moon (1), you will need to loot your corpse on Black Moon (1).
  • Some adjustments were made to lighting.
  • Adjustments to gloom totem and overcast color.
  • Animation tweak for human male and female 2h walking.
  • Readded the Dynamic Resolution option in the graphics settings.
  • Added the Allow FSR2 option to the graphics settings. Note that this is experimental and not all graphics cards support it.
  • Added the Anti-aliasing option to the graphics settings.
  • Added the Detail Meshes Enabled option to the graphics settings.


Bug Fixes


  • Fixes for some performance issues.
  • Fixes for some crash issues.
  • Fix for the Disable Sky option sometimes not being applied.
  • Fixed a spot near the Thronefast wizard tower lake where it was causing people to swim on dry land.
  • Fixed a spot in Eastern Plains where water was sticking out of the ground where it didn’t belong.
  • Right clicking anywhere on an ability in the list in the codex will put that ability on its hot bar.
  • Fix for some VFX that were not going away when they should have been.
  • Fixed an issue that would cause the screen to be rendered as solid black in some places in the world (such as a few places in Eastern Plains while facing certain directions).


World


  • Mining Node spawns have been enabled for the Southern Moorvaki Marshes in Wild's End.
  • Woodcutting Node spawns have been enabled for the Southern Moorvaki Marshes in Wild's End.
  • Fiber Harvesting Node spawns have been enabled for the Southern Moorvaki Marshes in Wild's End.
  • Food and Alchemy Harvesting Node spawns have been enabled for the Southern Moorvaki Marshes in Wild's End.
  • First pass of Wildblood camps added to Silent Plains.


NPCs


  • The mysterious doppleganger of Banker Torcson in Kingswatch has vanished and been replaced by a different individual who claims to have always been there. Rumors abound of strange hooded figures and frightening sorcery at work in the village.
  • Necromancer class trainer and trait vendor added to Demith in Avendyr’s Pass.


Items


  • Alternate version of crafting components have been removed from supply crates as they are no longer used.
  • The Torn Map Fragment should now appear more often in supply crates in Thronefast. Please note that this item and its corresponding quest will be completely reworked in a future update.
  • The missing % sign in the item description for Goblin Punch has been corrected.
  • The description text for Adjutant's plate armor now correctly identifies the armor type.
  • Changed the Spell Critical Chance stat on the Sightweaver’s Robe to grant 36 Spell Critical Rating
  • Heart of the White Wyvern clicky effect will now display its buff/buff description when the effect is active.



Crafting


[h3]Weaponsmithing/Armorsmithing[/h3]

  • Simple Weapon Cladding has been renamed to Standard Weapon Cladding to better match other components used within its level range.
  • When crafting Standard Weapon Cladding, the required components and materials should now be properly identified in the crafting window.
  • The Simple Pommel Weight has been renamed to Standard Pommel Weight to better match other components used within its level range.
  • The refining schematic for Ashen Bronze Bars now specifies the correct skill requirement.
  • The Thunderous Cestus should now properly accept its components.


[h3]Fletching/Carpentry[/h3]

  • When crafting a Lidded Storage Box, the required components and materials should now be properly identified in the crafting window.
  • Ashen Bronze Arrows should now be craftable at 30 skill as advertised on their schematic.
  • Simple Small Shield Blanks and Standard Small Shield Blanks should now have the correct name when created.
  • Buckler and Small Shield schematics now do a better job off identifying the components they require in the crafting window.


[h3]Tailoring/Leatherworking[/h3]

  • The Philosopher's Leggings should now properly accept their components.


World/Content/NPCs


VFX


  • Fixed positioning of bite vfx on some abilities
  • Removed an extra vfx that was playing on Ravage


Game Update 0.15.837

General


[h3]Known Issues[/h3]
While Unity 6 is giving us a VAST improvement in many areas, we do expect to see some degradation of sunlight and shadow in the overland areas. These things will improve as we work closely with the Unity team to improve the engine performance in these areas. For now, Kyle has put a workaround in place so that we may enjoy the benefits of Unity 6 now.

What to expect from this Unity 6 update:
  • Cave lighting should be improved quite a bit, especially the transition from inside to outside.
  • You can now see the outside light when standing inside a dark cave.
  • Overall performance is improved and instability on some machines (including laptops) should be a lot better.
  • Game size less than half (on disk).
  • Overall memory and vram use is lower.
  • Performance in dungeons should be substantially better.


Now, on to the patch notes...


  • Upgraded the engine to Unity 6. You may see a performance improvement. This was a significant version upgrade, so please let us know if some things are not rendering anymore or if there are new issues that didn’t exist previously.
  • Added a feedback message when trying to add an ability to a hot bar when that hot bar is already full.
  • Techniques will now show "technique" instead of "instant" in the list of abilities in the codex.
  • The offensive and defensive target windows now show that target's current offensive target (if they have one) below the target window. Clicking on the name/health bar will target that mob/player.
  • The Shield skill never skills up, so it will now be displayed as 1/1 if you possess that skill.
  • Added the /ignore command, which will allow you to ignore chat messages from other players by name, such as "/ignore Fred" to ignore a character named Fred. If Fred was already being ignored, then that would remove them from the ignore list. "/ignore" without a character name will list characters you are ignoring. UI support will need to come later.
  • Window positions, key binds, and macros are now saved uniquely per character. So, you can have different key binds, macros, and window positions for each of your characters. These will now reside in the “\Users\\AppData\LocalLow\Visionary Realms\Pantheon\Settings\CharacterSettings” directory. New characters (and your existing characters the first time they are loaded in this new build) should start with your existing key binds, macros, and window positions, but any changes you make while playing those characters after that will be saved and loaded just for that character.
  • Vendor prices can now display mithril and platinum.
  • New options added in the “Graphics” tab of the settings window to allow you more control over rendering, such as the “Shadow Distance” slider is now hooked up, and Ambient Occlusion, Global Illumination, and Dynamic Resolution (toggles either DLSS or FSR, depending on whether you have an Nvidia or AMD GPU) are all working and can be switched on and off.
  • Can now see outside light when inside caves.
  • Improved quality and reliability of outside cave transitions.
  • Hooked up breath VFX for cold environments.



World/Content


- The Knightwolf Knoll has been added to Eastern Plains.

One of the most recent areas of interest in the Eastern Plains, Knightwolf Knoll used to be known primarily for its reclusive Fae population. But since the gathering of the Knightwolves under the Wycan in the last decade, it has gained a less idyllic notoriety. To the outsider, it is nothing more than a den of ferocious wolves.


Items


  • The potency of alchemical Essence potions has been increased.
  • The debuff for the potion of Rapid Egress will now always be applied, even if the beneficial effect is manually removed from the player.
  • The potency of some drink items has been increased.
  • The potency of some food items has been increased.
  • The Consecrated Shield has been updated visually, and the potency of its effect has been increased.
  • Reduced the spell damage bonus from Cursed Empowerment from 35% to 25%
  • Added itemization for remaining named/rare NPCs in Hanggore
  • Added itemization to the Mountain Drakes in AVP



Bug Fixes


  • Fixed an issue where some lower tier abilities, such as the shaman mantles, could not be added to the hot bar once higher tier ones in the line were learned.
  • Fix for some player corpse looting issues.
  • Fixed an issue that was allowing things like colored text in chat.
  • Adjustments to monk feign death to fix some things that were breaking the monk out of a successful feign.
  • Fixed a section of Avendyr’s Pass south of the road to Demith where players were getting teleported back and forth between Thronefast and AVP.
  • Fixed some exploits.
  • Fixed an issue where sometimes a player corpse that was looted would reappear with nothing on it every time the player relogged. If you have old corpses laying around that were doing this, try looting them again. They'll probably have at least one item on them that you were never able to loot before.
  • Fixed some NPCs spawning with bad rotations.
  • Fixed various assets rendering pure black in some caves.
  • NPC abilities Phobia and Mass Terror will no longer fear NPCs.
  • Fixed zoning between AVP/EP near cliffs.



Crafting


[h3]Weaponsmithing/Armorsmithing[/h3]

  • The schematic for the Vicar's Greaves now creates the correct item.
  • Flameseed Oil may now be purchased from crafting supplier vendors.
  • The schematic for the Battle Sage's Hammer now properly accepts its weapon haft.
  • The schematic for the Standard Spaulders Basis now asks for the correct materials to make the item.
  • Schematics for Ashen Bronze Arrowheads now list the correct skill requirements.
  • The schematic for the Stalwart's Plate Gauntlets now creates the correct item.
  • The schematic for the Prowess Infused Knuckle Brace now creates the correct item.
  • The schematic for the Might-Runed Maul Head may now be purchased from the appropriate vendor.



[h3]Tool Crafting Update[/h3]

  • A new set of assembly schematics for standard gathering tools have been added.
  • Simple gathering tools no longer require pommel weights. The schematic for the Ashen Bronze Pommel Weight is no longer used and has been removed from vendors. If you currently have this schematic, you may sell it to any vendor.
  • The skill requirement for simple gathering tool schematics and standard gathering tool schematics (as well as their components) has been slightly reduced.
  • Schematics for simple and standard gathering tool components now create slightly stronger versions of components which are exclusively used in the simple and standard gathering tool schematics. Components created before this patch may still be used in the novice gathering tool schematics, but will not be usable in the updated simple and new standard tool schematics.



[h3]Fletching/Carpentry[/h3]

  • The Standard Cudgel, Standard Longbow, and Standard Shortbow have had their damage reduced to be in line with other crafted weapons of the same type at the same level range.
  • Crafted Small Shields should now receive the appropriate amount of Block Rating.



[h3]Shield Crafting Update[/h3]

  • A new set of assembly schematics for standard shields of all types have been added.
  • Celestium dust is no longer used in the creation of simple and standard shields. Additional rare shield schematics will be added in a future update that utilize this material.
  • The skill requirement for simple shield schematics and standard shield schematics (as well as their components) has been slightly reduced.
  • Schematics for simple and standard shield components now create slightly stronger versions of the components which are exclusively used in the simple and standard gathering shield assembly schematics. Shield Components created before this patch may still be used in the novice shield schematics, but will not be usable in the updated simple and new standard shield schematics.



[h3]Tailoring/Leatherworking[/h3]

  • The schematics for the Robe of Incantations, Diviner's Robe, and Spellbinder's Robe should now accept their components properly.
  • The schematic for the Entrancer's Sleeves should now create the correct item.
  • Schematics for sandals now refer to their components by the proper name.



Class Abilities


[h3]Monk[/h3]

  • Harmonious Frame tooltip updated to 30 second duration



[h3]Wizard[/h3]

  • Elemental Weaving buff icon changed



[h3]Necromancer[/h3]
  • Crippling Terror toggles off auto attack



[h3]Rogue[/h3]

  • Shadow clone avoids physical damage for 2.5 seconds

-Elixir of Opportunity added to vendors
-Toxic Elixir added to vendors
  • Flash Bomb should toggle off auto-attack properly
  • Smoke Trick toggles auto attack off
  • Shadow Step cooldown adjusted to 30 seconds, cost removed
  • Sprint to the Shadows properly checks for Escape Artist instead of Flash Bomb, increased cooldown portion removed.
  • Backstab damage formula changed. Removed 20% of weapon damage contributions and added more flat damage per rank. This will help close the gap between long spears and daggers, both should see a DPS increase from this change




VFX


[h3]General[/h3]

  • Updated absorb shield VFX for all classes. They should no longer obscure vision for those who choose to play in first person.


[h3]Environment[/h3]

  • Fixed issue with color consistency on the Dragon Shrine fog


[h3]CLR[/h3]

  • Updated Arc of Light projectile and impact so it no longer displays purple squares
  • Added a light to the Arc of Light projectile
  • Fixed Mend Wounds, Resuscitate, Resurrection, Divine Misfortune vfx not playing
  • Added missing vfx to Bond of Protection
  • Fixed positioning and duration of Shackle Death
  • Changed Bolster to the correct vfx
  • Updated components of the Luminous AoE heal line vfx to be world space


[h3]ENC[/h3]

  • Fixed parts of the AoE stun effect not playing and reduced the height at which the vfx occurs
  • Added new vfx for Spell Steal, Mana Guzzle
  • Updated the Stab the Mind line effect on recipient of the mana granted by it
  • Removed some old vfx from various spells


[h3]MNK[/h3]

  • Added a light to Soul Shuriken, Chi Spear


[h3]NEC[/h3]

  • Fixed positioning and duration of Shackle Bones
  • Fixed anchoring problem for the Wrack Bones line


[h3]NPC[/h3]

  • Updated Cursebolt and added a light to it
  • Updated vfx for many Gadai, Cryptling, Hobgoblin, Celestium abilities
  • Updated Disease Cloud impact, fixed an issue with some components not playing


[h3]PAL[/h3]

  • Added lights to Living Light and Lance of the Lightful


[h3]WIZ[/h3]

  • Added light to casting loops, Spark impact


[h3]SMN[/h3]

  • Updated vfx for Reciprocate

Developer Interview with Creative Director, Chris "Joppa" Perkins

Developer Interview with Creative Director, Chris "Joppa" Perkins


In this play-through/interview, Chris "Joppa" Perkins joins some of our long-time community content creators for a run through Halnir Cave. Watch (somewhat) coordinated group content, while Readbeardflynn and company pose questions and chat about the future of Pantheon: Rise of the Fallen.

Content Creators:

Redbeardflynn Josgar Malkail and Natsuna Man of Rohan

Featuring:

Joppavash


[previewyoutube][/previewyoutube]