Pantheon Rise of the Fallen showcases NPC combat tactics and discusses programming in latest videos


There have been a couple of extremely lengthy videos released by Pantheon: Rise of the Fallen, both of which are full of behind-the-scenes goodness for those followers of the developing MMORPG that love their granular details.

First, the game’s recent livestream provided a close look at how enemies will operate in combat, pointing out a variety of AI behaviors. The stream featured several fight demonstrations, with foes using abilities to interrupt player character healing spells from going off, clearing player-applied mezzes, and one showcase that featured a pair of foes utilizing skills to knock the tank player off-balance.

The idea is to make fighting a bit more tactical and ask players to be a little more attentive with what abilities to use and when, as well as to consider things like positioning. “The point here is not to completely shut down players, obviously,” said one of the devs. “This is in a state right now where it’s not interrupting every heal, but it’s something you need to be mindful of when you’re fighting.”

The second video from Pantheon has a roundtable discussion with some senior programming staff talking about — you guessed it — programming. This particular video isn’t quite as full of reveals as the combat demonstration, but it does provide some more insight into the challenges of programming for the game, particularly in relation to the Unity engine and Pantheon’s refactoring work.

source: YouTube (1, 2)

No posts to display

newest oldest most liked
Subscribe to:

IMO, the graphics for the combat were actually a lot better than I had expected. However, nothing in the combat looked exciting.

Oleg Chebeneev

This combat could look decent 15 years ago


Well, the bar they are trying to clear was set over 20 years ago so that’s probably OK for their target audience.



The combat looks alright. The problem is the graphics look very unrefined. I’m not talking about the lack of textures and whatnot, their lighting is on the level of amateur developers posting their shovelware asset flips on Unity or UE4 on Steam.

The indie developers working with these engines can’t nail down the lighting properly and most games end up too dark and shadows are outright pitch black and such and such…

I’m surprised these guys who should be far from amateurs are falling for the same mistakes their amateur counterparts are.