Forums » Patch Notes

Patch Notes 15.648.14375

    • 2644 posts
    January 14, 2025 12:13 PM PST
    General

    You should now feel a bit more powerful in combat against mobs that are lower level than you (light blue, green and grey mobs).
    When a server is too full to allow any more players to login, its name will be greyed out, show a red ban symbol, and it won’t be selectable for login. When a server is in that state, you will either need to wait a few minutes and try again, login to another shard with the same server name (if available) or create an alt on another server name with a lower population.
    Added a light source equip slot to the character sheet where you can equip your torch to provide light.
    Added a disconnect due to inactivity dialog that’s shown if a player is disconnected for taking too long to choose a realm/server on the realms list screen.
    Mobs that are over level two will now have their corpses timeout after seven minutes (provided they have loot), and they can be looted by anyone after four minutes. Level one and two NPCs keep the current timeout of two minutes and the one minute till anyone can loot time.
    Removed collision off the cliff's edge of spirit manor. Beware, stepping onto thin air in that area will now result in a terrifying free fall.
    New solo/small group and group content for levels ~15-20 has been added to Avendyr's Pass

    Bug Fixes

    Fixed an issue where settings got lost with a steam patch. Settings files save location has changed to "Users\AppData\LocalLow\Visionary Realms\Pantheon". STEAM USERS: Please note that you will likely lose your settings and macros with this patch, as these changes only start working AFTER the patch. To keep any existing macros and settings you have, we would suggest you copy all of the files in your Pantheon Rise of the Fallen/Settings directory to another location (such as your desktop) before steam patches Pantheon, and then copy them back into the Settings directory after the patch is complete and before you run the game.
    Fixed an issue that was sometimes preventing lower level abilities in an ability line from being added to a hot bar.
    Fixed an issue where the mouse sensitivity slider wasn't working. Note that this slider only affects how much the camera is moved when holding the left or right mouse button, it doesn’t affect how quickly the mouse pointer moves in game (you would need to adjust that in your OS settings or mouse software).
    Fixed an issue that was sometimes causing players to get stuck underneath a bind stone if they were running when returned to their bind point.
    Fixed some lighting issues in the Barrowdark starting area.
    Warden Kikyren of Wild’s End is no longer practicing static contractions (no more T pose).
    Fixed the tooltip for the summoner class icon.
    Ghost deers have been eradicated. Only visible deers remain in Thronefast.


    Monk

    Bo Staff 2nd strike no longer reduced by 50%
    Flurry stat contributions reduced (0.5 > 0.3) per hit

    Ranger

    Improved the likelihood of finding various items through Foraging.

    Warrior

    Seasoned Veteran added to newly created Warriors and Warrior vendors

    Quests

    The Quest text for "New Utensils" in Wild's end now specifies the correct NPC to talk to.

    NPCs

    Pono (the Weaponsmith trainer) in Wild's End should once again offer entry-level schematics for sale
    -NPC population pass in Wild's End


    VFX

    ENC

    Updated Delayed Wound impact effect
    New effect for Invisibility

    ENV

    Adjusted Dragon Pool visual effect to improve performance

    NPC

    Updated NPC Shaman's HoTs to use correct visuals
    All skeleton cursebolts should have the correct impact effect now
    Changed disease cloud hand effect to correct one for skeletons
    New impact effect for The Bolt's "Lightning Palm" attack

    RNG

    New effect for Grizzly Swipe technique, Predator's Fury/Ferocious Assault

    SHM

    Reduced particle and trail density on some effects to improve performance

    WIZ

    New visual effect for Icy and Lightning familiars and their summons
    New effect for Chill, Electrify, Ignite
    Small update to Frozen Spike effect
    New effect for Veyrule's Spear
    Disabled heat distortion on Phoenix Fire
    New effect for Invisibility

    Items

    The drop rate of uncommon items has returned to where it was before the last patch.
    Hanggore Orcs have received an itemization pass. The Oosha'ruk, Gallfang, Zaruk of Goggham have had a pass to their loot tables as well.
    Reduced the weight of Trap Parts
    The Lost Lotus Mantle should now equip to the correct item slot.
    The weight of the Forgotten Explorer's Backpack has been reduced.
    Large Wolf Claws should now appear more frequently from appropriately sized wolves

    Crafting

    Weaponsmithing/Armorsmithing

    Simple Weapon component schematics should now make the correct components.
    Skill requirements for refining ashen bronze and iron have been reduced to match the items created with those materials.
    The Simple Greathammer Head and Simple Maul Head schematics should now accept their grinding stones.
    Weaponsmithing trainers should now properly offer standard weapon schematics on their third tab.
    Skill requirements for the first set of uncommon weapon schematics have been adjusted to match their intended values.
    The schematic for the Standard Spaulders basis now references the correct recipe.
    The schematic for the Might-Runed Greataxe Blade will now properly require Moonseed Oil for all varieties of iron used.
    Weaponsmithing and Armorsmithing Trainers will now sell the Ore Smelting Basics schematic for players that lose their original copy.
    The schematic for the Shadower's Greatspear now creates the correct item.

    Fletching/Carpentry

    Skill requirements for refining ash lumber, ash staves, cedar lumber, and cedar staves have been reduced to match the items created with those materials.
    The schematic for the Windshot Shortbow should now properly accept its components.

    Tailoring/Leatherworking

    Skill requirements for refining cotton thread, cotton cloth, gossamer thread, and gossamer cloth have been reduced to match the items created with those materials.
    Skill requirements for refining cured leather and thick leather have been reduced to match the items created with those materials.
    Stat bonuses on leather armor made from cured leather and thick leather have been increased to be in-line with other material types.
    Assembly schematics for standard cloth and martial cloth armor are now available on the Tailoring trainers. For real this time.
    The Thick Leather Bow Grip schematic now properly identifies the skill it requires.
    The schematic for the Merchant's Satchel now correctly identifies the required skill level to create the item.
    The schematic for the Illusionist's Robe will now properly accept its components.
    The schematic for the Thaumaturge's Robe will now properly accept its components.
    The schematic for the Entrancer's Robe will now properly accept its components.

    Alchemy

    Glider Wings are now properly marked as alchemical reagents.
    Nylem Ichor is now properly marked as an alchemical reagent.
    Bat Blood is no longer improperly marked as an alchemical reagent.
    • 1456 posts
    January 14, 2025 9:18 PM PST

    Added a light source equip slot to the character sheet where you can equip your torch to provide light.

     

    I'm not read fond of this one, I thought the light source issue as an opportunity for my Wizard to find a 2 handed staff and infuse it's with the Flam of Arnor, Or My Ranger to get a glowing blade of Mithril, or my Pally to get a flaming sword.

    And what I get is a handout very unexciting Freeby box.

    And why? Were people leaving the game in droves? Was it stopping people form leveling? Was it Game Breaking?

    Very Creative VR, very creative..... not!

    Highly disappointed

    • 130 posts
    January 15, 2025 8:06 AM PST

    A light source slot was needed badly for classes that required both hands to use equipment, such as sword & board, or dual wield daggers. And, the main reason for that is because loadouts aren't in. Having a way of easily swapping out your items in the handheld equipment slots would alleviate a lot of the issues with light in dark areas.

    All of your ideas are great, and I believe they should be implemented, but a light source slot is pretty cool, too. Imagine some of the rare items that could be made for it.

    The issue I have, and I'm assuming it's the same for you, is the idea of simply dumping a wooden torch, currently alight in your back pocket. It's too immersion breaking, and I dislike it. However, tell me I'm putting a glowing magical orb of uberness in there, and I'm feeling much better about the situation. Maybe that orb could float around my toon, not static, but moving slowly. Maybe I can change the colour of the light it emits, maybe hang a lantern off of your belt? A belt seems like a good place for trinkets, trophies, items that aren't typically powerful in terms of stats, but items that add utility.

    • 63 posts
    January 15, 2025 8:32 AM PST

    Thanks for the continuing work.  That's awesome.

     

    Regarding light sources: Not a hill to die on for me, but ..."difficult choices (TM)" right?  

    I wasn't bugged by having to put away my shield to hold a torch.  When I was in a group, my companions held theirs and I still used my shield. 

    Agree that there might be a creative way to use this slot or craft some type of belt lantern for characters. 

     

    EDIT: After further thought... make holding a torch or light source BETTER than using light source slot.  


    This post was edited by Wyvernspur at January 15, 2025 8:46 AM PST
    • 111 posts
    January 15, 2025 10:11 AM PST

    " Thanks for the continuing work.  That's awesome.

     

    Regarding light sources: Not a hill to die on for me, but ..."difficult choices (TM)" right?  

    I wasn't bugged by having to put away my shield to hold a torch.  When I was in a group, my companions held theirs and I still used my shield. 

    Agree that there might be a creative way to use this slot or craft some type of belt lantern for characters. 

     

    EDIT: After further thought... make holding a torch or light source BETTER than using light source slot.  "

     

    It's more about the slippery slope of cascading

    "Well you did this, why won't you now do this too" 's

    which will be coming.

    Good job on the orcs!

     Too much loot is dropping in too early of game for me personally. I liked what I saw at the end of Seasons better (while conceding that some drops would have been nice). I feel like they're still balancing that though.

     Personally I don't need dopamine drips and upgrades every time I play for a couple hours; just the sake of playing in a world with lore I enjoy, a good ruleset, fun classes to play with and good folks to group up with is fun enough for me. I like to think that lots of players who are going to stick around (and also want to sub badly) have a similar attention span.

    • 1012 posts
    January 15, 2025 2:13 PM PST

    "Regarding light sources: Not a hill to die on for me, but ..."difficult choices (TM)" right?
    I wasn't bugged by having to put away my shield to hold a torch.  When I was in a group, my companions held theirs and I still used my shield."

    This may have been a non-issue for casters, but it was overly punishing for melee classes for no reason when the lighting was not meant to be punishing, since they are planning on not only allowing weapon changing in combat but having dark vision for some races too.    

    I think all of the changes and bug fixes were well done.

    • 8 posts
    January 16, 2025 6:30 AM PST

    I like the light source slot.

    But i dont think a torch should be equippable in the long term. Perhaps now just for testing.

    In the future i think there should be items, like lightstones or crafted lanterns, that can go in that slot.

    Something to work towards, so at lower levels you still have to struggle a little.