We will be introducing Patch 0.3.1 on June 5 2019 at 06:00 UTC.
Pagan Online will be unavailable between 05:00 and 06:00 UTC while we deploy the patch.
0.3.1. PATCH NOTES
<*> Critical damage fixed
<*> Legendaries and reforging fixed
<*> Chances for Legendary blueprint drops has been reduced from 25% to the correct 5% in level 40+ missions
Patch 0.3.0. issues and incoming fixes!
Hey folks! As you've noticed, some bugs have made it into this patch. Here is why, and how we're going to fix it.
Critical Damage is not working as intended.
By making a better formula for critical damage calculation, we actually introduced a bug. Our intention was to make critical hits always better than regular hits because in theory crits could be smaller values than normal hits. We did that but screwed up the formula and now bonus damage does not apply when doing critical hits.
Some Legendaries cause game freezes. This is because some of the equipped legendary items were not read properly by the database at moment of patching and were corrupted. That resulted in reforge freezing the game in those cases.
Mission rewards are way too good. We had a flaw in system where all level 40+ missions had a much bigger chance to drop legendary blueprints. We're fixing that, and chances will be lower - down from 25% to 5%. More importantly, some of those legendary blueprints werent supposed to be obtainable in level 40+ missions at all. We have some weapons in gauntlet that should drop exclusively there.
How we fix these is with a brand-new build which we are working on right now. Fixes for these issues will be included in patch 0.3.1 which we plan to compile and test over the rest of this week/weekend and deploy early next week.
These bugs are a major annoyance. We know they're making gameplay into something it shouldn't be, especially for Dameer and Valeria players.
We will crush them.
Until we do, if you have any questions for us, do ask on here. We're working on this new build with tunnel vision, but we'll make sure to put time aside to answer you.
Thank you so much for sticking with us. We really appreciate your support. We're channeling your passion into raw energy to get this done. Cheers and thanks again!
Patch 0.3.0: cranked up difficulties, more co-op options, and improved legendaries
We will be introducing Patch 0.3.0 on May 30, 2019, at 06:00 UTC.
Pagan Online will be unavailable between 05:00 and 06:00 UTC while we deploy the patch.
MAKE LEGENDARIES LEGENDARY AGAIN!
I’m very glad to announce another patch, which will address a few key issues we’ve recognized as a recurring theme in the massive feedback you guys have been providing. Among other things, we’re making some changes which should increase the gameplay impact of legendary items; we’re amping up the challenge on higher difficulties; and we’re giving new players an option to change their starting hero much sooner. We’ve also been working on enhancing the co-op experience, making balance tweaks, further polishing the visuals/audio, and, of course, squashing bugs.
Right now, we’re focusing on improving the game’s stability and bringing you new content, along with new ways to play and experience the realms of Pagan Online.
Our team of audio Pagans is cooking up some fresh music and sounds, including area-specific atmospheric ambiences, gritty combat soundtracks and lots of revised sound effects for axe swings, spells, impacts, roars and other juicy stuff from the game. We really like to hear your opinion on how the game sounds - whether there’s a sound effect you really find satisfying, or there’s a voice line that gets on your nerves, share your opinion with us. We’re always listening!”
Dimitrije Cvetković, Audio Lead
LEGENDARY ITEMS
We recognize that legendary items are not on par with epic items of the same level and that was happening partly due to the items themselves having non-optimal stat pools and not being affected by bonuses from crafting and reforging. Our aim is for legendary gear to always be the “obvious best choice” but with the possibility of epic gear rolling random, better, sets of stats for certain builds.
• Most Legendary Items were completely rebalanced
• New Legendary items with Item Quality Level 40+ added
• Some items temporarily require Legacy Rank 8 (due to base items not being set up properly)
• Legendaries now are properly affected by crafting/reforge bonuses. You can reforge already existing legendaries in order to get the bonuses. Reforging legendaries does not randomly roll stat types, only values, so materials and artifacts are used to min-max them
• Some legendary items are obtainable only via drops; they also can be reforged.
DIFFICULTY
We want, when you have the best possible gear, for you to have a proper challenge on the highest difficulties. We do not want one-shottable bosses or bosses that can be killed in 10 second. That means we will constantly be tweaking difficulty balance. For this update we felt like the game was too easy on higher difficulties and adjusted the values accordingly. We will closely monitor this and we are expecting your feedback to help us balance it further.
• Hard Difficulty
• Enemy health pool roughly increased by 300% and damage by 100%
• Environment interactables’ damage increased by 300%
• Defense Missions: Shrine Health increased by 200%.
• Master Difficulty
• Enemy health pool roughly increased by 350% and damage by 200%
• Environment interactables’ damage increased by 350%
• Defense Missions: Shrine Health increased by 300%.
• Armor and Resistance Penalties: players now start with -25% armor and resistances on hard difficulty and -50% armor and resistances on master difficulty.
CO-OP
For this patch for co-op we are focusing on fixing immediate glitches while we plan some more quality of life changes in the future. Those include UI clarification, more optimization on net code, having 4 player co-op, and working on having the campaign being playable in co-op. That last one requires some technical wizardry on our part and will take longer.
• Threats can now be played in co-op
• Changing difficulty for co-op missions is now possible
• Co-op will spawn more enemies depending on the number of players and difficulty selected
• Slightly increased damage and health in co-op depending on number of players
• Some bosses received fixes for co-op, namely Kablar, Veles and Furun. Not all bugs are ironed out and we will continue to work on them.
HEROES
It turned out that locking you to your starting hero without being able to try all three of them was a bad idea. We want to change that. This is only the first change in the way heroes are unlocked, with more coming (more about that in upcoming patches).
Starting Hero Pick • Players are now prompted about if they really want to commit to the chosen hero at the end of the tutorial. If not, they can pick another and try them out.
Note: it is a known issue that players are forced to relog when repicking a tutorial hero.
Combat • Immunity duration to hard crowd control (stun, knockback, fear…) after being CCed once increased from 1.5s to 2.5s.
Istok • Thunderfist: Now consumes static charge and gains 1% per stack consumed.
Valeria • Passive: Changed so instead of 50% attack speed she now gains 25% critical strike chance.
Dameer • Primary boomerang attack damage reduced roughly by 25%.
MISSIONS
We are tweaking some level 40+ missions, adding new drops and rewards and rebalancing stuff. In the background we are working on more missions in term of content quantity but they are not quite ready and will most likely come soon with the Act 6 Campaign update.
The Gauntlet • Now has proper rewards depending on difficulty (materials, recipes, blueprints)
• Lord Gvozden’s Bastard Cousin now occupies the Gauntlet. He might drop some exclusive Legendary Weapons
• Rebalanced prompt to ask players to withdraw every 30 waves (up from 10).
The Ghost of Usud Past, The Last Laugh, Soulsmith Reforged • New level 41+ legendary gear can drop from bosses in these missions
• New level 41+ legendary blueprints can drop from bosses in these missions.
GENERAL
We are bringing a variety of fixes and improvements in several areas of the game. These might be small but we always tend to squeeze some of them in as we feel we need constantly to improve on quality of life.
Alternative Control Scheme Players can select alternative control scheme in options:
This scheme is set up so that the W key always moves the hero towards the mouse pointer, while A, D keys function as strafe buttons. (Hint: rebinding LMB to Move Up and using this control scheme will somewhat resemble mouse-to-move while holding LMB).
Battle HUD Improvements • Enemy health bars improved
• Added health bar for primary target at the top of the screen. It contains useful information like enemy name, level, characteristics
• Redesigned level up graphics.
In-combat loot & autopick selection • You can loot in-combat while holding ALT key
• It is now possible to choose what is being autopicked from the ground. Find this option in “Gameplay Options”. Currentlfilters are:
• Gold, Health Potions, Materials, Hero Shards, Artifacts, Quest Items, Base Items, Magic Items, Rare Items, Epic Items, Legendary Items, Rare Recipes, Epic Recipes, Legendary Blueprints.
Ability Tree Respec • It is now possible to change which modifier node is active in your ability upgrades.
Login screen news • Added news to the login screen.
Chat • Timestamp implemented.
DEVLOG #3: Turning the heat up with patch 0.3.0.
In a world first face reveal featuring elaborate disguises, lead designer Easymode introduces changes from his field of expertise: PAIN.
Get ready as we turn up the challenge to 300% with increases in difficulty levels. You're not going to battle empty handed though! In patch 0.3.0. we're making legendaries - wait for it - LEGENDARY with a complete rebalance.
Find out about this and more in our latest Devlog! Share your thoughts in the comments. We'll be reading.
https://youtu.be/LVzycN-urdw
Patch 0.2.0. CO-OP, hero movement and damage calculation changes
Greetings Pagans!
We will be introducing Patch 0.2.0. on May 16, 2019 at 05:00 UTC. Pagan Online will be unavailable between 05:00 and 06:10 UTC while we deploy the patch.
NOW TO THE CO-OPMOBILE!
After running support of the game with just a few dedicated code wizards during the holidays, we are back in the studio ready and raring to push for some crucial changes to be implemented in this patch.
The first iteration of co-op play is finally here! Slaying monsters with friends is always fun, after all. We also did some other work on hero controls, the way they move and attack, and fixes to the damage calculation model for all the number crunchers out there. Oh, and card packs are gone. A little bird tells us the new hotspots for farming epic materials are the Threats. 😉
Before we delve into the patch notes, I will share some bits that we are planning for the near future.
<*> Legendary Items Currently, we’re not too happy with the state of legendary items and will do some fixes on them. This includes rebalancing and crafting fixes.
<*> Starting Hero Choice We are working on implementing an option to confirm your hero choice at the end of the tutorial, so all three of the starting heroes can be played before making a choice.
<*> Miscellaneous We are working on a lot of quality of life changes: autopick selection, buy/sell improvements, inventory lag, and an alternative WASD control scheme to name a few.
We are grateful for all the feedback you guys are providing and we will continue to listen closely to what you have to say about our game. This is an awesome journey for all of us.”
Emil aka Easymode, Lead Game Designer
CO-OP
The first iteration of co-op is here! We had it during The Trials, but there were some technical issues with it so it wasn’t ready for Early Access. Now it’s making a return in its first iteration. For now, you can play any side mission or assassination in co-op. The campaign is not playable co-operatively. There might be some bugs and glitches. If you find any, please report them back to us so we can fix them ASAP.
The maximum number of players is currently two. We also have matchmaking in place, which means when you queue up for a mission type, you will be matched with players playing heroes of a similar level.
How can I play a mission or an assassination?
Group with another player in the Pantheon via the Party menu. You can invite people from your local Pantheon instance, or you can add people to your friends list and invite from there. You can also go to the Looking For Player (LFP) tab and make yourself available for all players to see and invite you.
What is planned for co-op in the future?
<*> 4 player co-op: we’ve been testing it and it works almost at an optimal level
<*> Quality of life: at the moment, co-op can be a bit hectic as it lacks UI that would help players distinguish what is going on during battle. Things like “teleport to encounter” indicators, health bars, player character indicators, etc.
<*> Optimization: getting that smooth experience is a top priority for us, so there will be more work on network and general optimization
<*> Balancing: additional balancing for co-op will be required and it’s something that we will continuously do
Designing fun: synergy between heroes, special systems for co-op only, special rewards and drops and all that good stuff will come once the majority of bugs are fixed and we are satisfied with the overall experience and balance.
HEROES
While the last update was mainly about hero stats, numbers and abilities, in this update we are trying something new. We are updating the control scheme and adding some quality of life changes. We will monitor how these changes affect the overall balance before making any significant changes to numbers again.
Attack and Move
<*> All heroes can now use their primary attack (default LMB) and move at the same time with reduced movement speed.
Movement Ability Control
<*> Added an option to control the direction of targeting some movement abilities. Now you can choose to aim these abilities with WASD or mouse pointer. It’s under Options > Gameplay > Character Ability Direction Control
<*> Abilities affected by this are:
- Kingewitch’s Dash
- Anya’s Vitality Rush
- Masha’s Twirl
- Valeria’s Jump Out.
All Melee Heroes
<*> Fixed a bug where melee hits would not hit a target - heroes affected: Kingewitch, Morokh, Istok, Masha.
Istok
<*> Rebalanced the Thunderfist ability:
- Damage increased from 500% to 800%
- Does not consume “static charge” for additional damage any more by default
- Spell Upgrade node “Bonus Damage per Static Charge” decreased from 5% to 1%.
Masha
<*> Masha’s passive ability now works properly.
Kingewitch
<*> Fixed bug where Whirlwind ability gets stuck in continuous loop until recast.
Morokh
<*> Fixed an issue with Harvest ability not doing damage
<*> Now has 1 passive resource regeneration per second.
Lukian
<*> Fixed a bug where some of his abilities would deal Physical Damage instead of Fire / Lightning.
Dameer
<*> Fixed an issue that caused his damage to scale immensely when changing gear
<*> Fixed an issue that caused bear damage to scale immensely when changing gear
<*> Removed charges from Dameer’s primary attack and slowed his attack animation by 10%.
<*> By popular demand, here are the stats of Vavvan, Dameer’s faithful bear companion:
- Starting Strength 85, gains +8 per level
- Starting Dexterity 50, gains +7 per level
- Starting Intelligence 55, gains +7 per level
- Starting Fortitude 130, gains +17 per level.
STATS & DAMAGE CALCULATION
As many players already discovered, something was glitched with some of the hero damage calculations so I will take this opportunity to explain in depth how it all works and what has been changed for this patch.
The main thing that has been changed is that we introduced a new damage type “under the hood”. It’s called “Weapon Damage” and it can be found only on weapons as an implicit stat and can't be stacked from crafting or other means.
Why this change?
Our system for ability damage relies on taking damage from stats (like weapon stats) and converting that damage into any type. We decided this because we want gear to have an impact on abilities. So in order to make a lightning damage ability before… we had to set it up to convert all physical damage into lightning damage for that ability because you had only physical damage on your weapon. This system was faulty and made it so that all physical damage (not only from a weapon) was being converted into lightning and allowed people to keep stacking physical damage and boost all other types of abilities.
Now the system is set up so every ability of every character takes the newly introduced Weapon Damage and uses that as base for the damage of that ability. If you use lightning abilities now, you will need to have lightning damage and lightning damage bonus (%) stats in order to improve that ability. Patch notes for this change are simple, but they require some additional explanation:
<*> All Weapons: all weapons in game now have Weapon Damage as an implicit stat instead of Physical Damage
<*> All Heroes: Most of the abilities of all heroes were changed in how they calculate stats and which bonuses apply.
So with that said, let’s delve into a more detailed explanation on how damage is calculated.
Ability Damage Definition
Everything that Heroes use is an ability, primary attack included. Each ability that does damage is defined by two main parameters: SOURCE and TYPE. The final damage will be calculated depending on these two parameters.
SOURCE: can be Attack or Spell
<*> If it’s Attack, it means this ability will benefit from the “Attack Damage Bonus (%)” stat that can be found on gear. It is also derived directly from the Strength attribute.
<*> If it’s Spell, it means this ability will benefit from the “Spell Damage Bonus (%)” stat that can be found on gear. It is also derived directly from the Intelligence attribute.
TYPE: can be Weapon, Physical, Sunfire, Cold, Lightning, Poison.
This basically means that each ability that deals damage can deal ANY type or MULTIPLE types of damage, depending on how we, the developers, set up that ability. This system also allows us to convert any type of damage into any other type of damage. Let’s do some examples:
<*> Istok’s Thunderslam is set up as an Attack that deals Lightning damage. Step by step how the total damage will be calculated.
- The appropriate bonuses are chosen (Attack Damage Bonus or Spell Damage Bonus) according to the ability type (Attack/Spell). Thunderslam is an Attack ability so Attack damage Bonus is chosen.
- A value is randomly chosen from the Min - Max values for each damage type that a hero has from gear, and the Attack damage Bonus is applied to those random values.
- Next, we have Damage Type conversions and multiplier factors which are defined in the ability. For the Thunderslam ability we convert Weapon damage to Lightning damage and ignore all other damage types apart from Lightning Damage. Converting a damage type to another damage type will transfer the value to that other damage type (so if we had 5 weapon damage and 5 lightning damage, after conversion we will have 0 weapon damage and 10 lightning damage).
- After converting Weapon damage to Lightning damage we apply additional bonuses to the value. The bonuses are the Ability Damage Factor (defined for each damage type for each ability) and the specific damage type bonus. Thunderslam has the Damage Factor set to 150% for lightning damage and the Bonus Lightning Damage stat the player might have is multiplied with that.
<*> Istok’s Primary Attack is set up as an Attack that deals all types of damage.
- Attack Bonus is chosen.
- Attack bonus is applied to all damage types.
- Primary Attacks on most heroes do not ignore any type of damage and have ability damage factors set to 1 for all types of damage. For Istok’s primary attack we convert Weapon damage to Physical damage and we do not ignore other types of damage.
- So after converting Weapon damage to Physical, we apply the Ability Damage Factor bonuses for all types of damage and each type of damage is multiplied with its own damage bonus stat.
- This results in Istok’s LMB damage output having values other than Physical Damage while mostly scaling with physical because weapon damage is converted to that.
<*> Lukian’s Primary Attack is set up as a Spell that converts all damage types into lightning.
- Spell Bonus is chosen.
- Spell Bonus is applied to all damage types.
- Primary attack on Lukian is set up so it gathers all the damage types and converts them to Lightning type.
- After the conversion, the Ability Damage Factor is applied as a multiplier, as is the Lightning Damage Bonus stat.
- This results in Lukian’s LMB damage output having a single lightning value as opposed to Istok’s all damage type attack.
So to conclude, we can see how the damage of a single ability is calculated by writing it down in a step by step algorithm.
1. According to the ability type (Attack/Spell), the appropriate bonuses are chosen (Attack Damage Bonus or Spell Damage Bonus).
2. A value is randomly chosen from the Min - Max values for each damage type that a hero has from gear, and the Attack/Spell Damage Bonus is applied to those random values.
3. Depending on the ability itself there is Damage Type Conversion (mostly it’s Weapon Damage into some other type, for example Physical).
4. After the conversion, bonuses from the Ability Damage Factor and specific damage type are applied as multipliers.
While this system might make many of damage stats on some heroes obsolete temporarily, it is a good basis for future updates and when we bring the new skill tree as an addition that will complement the stats.
BOSSES AND NPCS
Boss fights are something we want to improve on and will likely continue to tweak and change until we get them to a high enough level of fun that you guys expect from a proper boss fight. For now, we start with tweaks for Furun and Kablar.
Furun the Soulsmith
- Will not use Soul Siphon ability at the start of the fight
- Hammer Throw changed so hammers don’t travel back. Furun can react faster after casting this ability
- Movement Speed increased
- Higher chance of chasing hero to melee range
- Soul Cages in phase three turn faster.
Kablar - Now summons minions in phases one, three, and four
- Fire meteors have increased range
- Fixed camera position in phase four.
Fixed some collision problems with Glavodar.
USER INTERFACE
UI is something that we are constantly working on and trying to improve. It will most likely change even more over time as we find better and better solutions to communicate game design to you guys.
<*> New graphics solution for hover descriptions
<*> Blueprints in craft machine now have hover info
<*> Battle HUD: added info about status effects
<*> Battle HUD: added Level Up info window
<*> Battle HUD: added new health bars for enemies
<*> Vendor: added item hover description in buyback panel
<*> Party UI: New graphics solution
<*> Loading Screen: no longer requires “click to continue” action to proceed.
GENERAL
<*> Missions: Survivals and Expeditions cannot be completed any more by leaving them before the last encounter
<*> Missions: Threats: increased drop chance of epic materials. Threats are designed to give larger quantities of a specific material
Vendor: It is impossible to sell your last weapon for the chosen hero.
Pagan Online DEVLOG #2
CO-OP incoming! And more about Patch 0.2.
After a short break in most Slavic fashion, the Pagan Online team is back in force and ready to deliver on CO-OP!
Tune in to watch Uros go through priorities, and tease some more changes coming to you in Patch 0.2. next week.
Watch the full video here! https://youtu.be/l1yHMe9r-YM
Uros will be on Discord for the next couple of hours, so join us and share your thoughts and questions in #Pantheon-chat!
https://discord.gg/paganonline
If you miss our first DEVLOG, head on to YouTube to catch up!
https://youtu.be/6E-A2F8vOBc
Patch 0.1.1 - Quick fixes and balancing issues
Greetings Pagans!
We will be introducing Patch 0.1.1. on April 26, 2019 at 05:00 UTC. Pagan Online will be unavailable between 05:00 and 06:00 UTC while we deploy the patch.
This is a first-response quick fix patch that should address some immediate concerns. Mainly the balancing of heroes, enemies, and content post Act 5. That said, I want to share some bits that we are planning for the immediate future.
Co-op is still our top priority.
Damage Calculation Model: we recently discovered some deeper problems in the system which we will be solving ASAP. We need to work on that as well as better clarification of how the abilities scale with stats.
Boss tweaks: several existing bosses will need an update to some degree of their mechanics, Furun the Soulsmith before all, and that is something we want to improve.
Some areas that we are also looking at are the “attack while moving” options, and an alternative control system. We are not implementing click-to-move as we are firm believers in WASD overall, but we are experimenting with an alternative control system that will allow you to move always towards the mouse pointer with your “W” key. No promise they’ll turn up in the game, we're only tinkering right now.
We are immensely happy to share this voyage with you.
Emil aka Easymode, Lead Game Designer
HEROES
Heroes were played, monsters were slain. Sometimes efficiently, other times too efficiently. We are deploying our first round of balance tweaks to several heroes, but we will continue to monitor and tweak things further for sure.
Lukian
Lukian's rotations were too strong with a lot of cooldown reduction resulting in some superior rotations that allowed for the easy killing of enemies by permanently blinding them. Most of his tweaks are towards cooldowns, while keeping his firepower intact for now.
• Passive: Cooldown reduction decreased from 3s to 2s for each invocation
• Flame Prayer: Cooldown reduction decreased from 5s to 2s
• Sigil of Perun: Blind duration decreased from 5s to 3s and is applied on cast only.
Dameer
Dameer's damage potential with his Bearserk ability was way off scale and needed to be toned down in its damage potential and duration. This is a big nerf, but much needed and we will continue to monitor Dameer’s performance. To compensate for nerfs, we are also adding some buffs.
[April 26, 2018, 21:48 UTC] Correction: Dameer is not able to move and attack simultaneously yet! That change will come in a later patch.
Bearserk
• Base duration decreased from 14s to 7s
• Per level duration bonus decreased from 1s to 0.5s
• Move speed bonus decreased from 50% to 25%
• Attack speed bonus decreased from 100% to 50%
• Damage Bonus decreased from 300% to 100%
• Spell upgrade Damage Bonus node decreased from 150% to 70%
• Spell upgrade Move Speed node decreased from 50% to 25%
• Primary Attack in Bearserk mode will generally be less powerful
• Secondary Attack in Bearserk mode gets a cooldown of 2s
Vavvan (Bear Companion)
• Bear's attacks in non-BEARserk mode now benefit only from physical damage bonuses.
Anya
Anya was super strong at one point during the Trials and got nerfed heavily, so now she is receiving some minor buffs to her abilities and a decrease to her whip range which was too long. This is most likely only the first buff for Anya to receive.
• Primary Attack: range shortened from 10m to 9m
• Passive: Health restore per fragment increased from 1% to 1.5% and damage buff per stack increased from 2% to 3% per stack
• Bloodsucker: Damage Increased from 180% to 250%.
Masha
Masha is getting some overall buffs and tweaks, mainly to her passive, that will help with moving around, avoiding damage, and her sustain in fights.
• Passive: Reworked. Instead of granting dodge while attacking with primary attack, it now grants a 40% chance to dodge after casting any ability and each successful dodge heals Masha for 2% of max health. Evasion from gear is converted into spell damage bonus instead of critical chance
• Bladestorm: Damage increased from 100% to 150%, can be cast while moving.
BATTLES, COMBAT, BALANCE
While we are happy that some players managed to break the game and overpower the content, we are approaching it with caution and buffing and tweaking some things around combat, levels, missions, and bosses.
• Rebalanced some Hunt Mission requirements that were too steep
• All bosses in level 41+ missions received a buff
• Level 41+ missions are not all level 41 anymore. Two of them are level 42 and 44
• Gauntlet Survival mission changed from level 50 to level 48
• Fixed overall drop rates
• Furun the Soulsmith
• Soul Siphon ability fixed - now leeches health properly
• Received overall stat buff to be beefier
• Removed Leaderboard ranking if you are not in top 10.
ITEMIZATION AND DROPS
We noticed some glitches in the game and we are deploying enough code here to fix the critical stuff like obtaining some items and unlocking an end-game assassination.
• Fixed a bug with drops of level 21 to level 30 item blueprints
• Fixed a bug with drops of Harrowing Key fragments. They now drop in level 41+ missions.
SFX, MUSIC
Some SFX polish is in order, a thing we continue working on at all times.
• Removed some unused sounds and tracks
• NPC Corpse Hag - sound implemented
• Increased speed of all Old Man voiceovers
• Fixed sound issue with opening inventory during dialog
• Polished all voiceovers in Pantheon
• Fixed non-triggering of firework launch sounds
• Implemented God Sigil sounds during tutorial quest with pantheon thrones
• Valeria has some new SFX and additional polish to existing SFX
• Level up sound effect polished
GENERAL FIXES
• CHAT - Each particular lobby will have their own chat
• CHAT - Global chat fixes
• Fixed game crash when killing enemies after the battle has ended
• Fixed game crash with rerolling missions
• Fixed bug with minimap markers in tutorial
• Fixed decal on the ground after the first tutorial
• Fixed some navigation mesh problems
• Fixed several collision and encounter spawner problems.
A message from Uros to the Pagan Online Community
Greetings, first heroes of the Pantheon!
My name is Uros Banjesevich, I am the creative director of Pagan Online from Mad Head Games studio, which means I am responsible for your gameplay experience. With this post I want to start the tradition of having knowledge and idea exchanges between you, players, and us, developers. This exchange will take many forms and will be done by several people from Pagan Online team, responsible for different aspects of your experience inside and outside the game.
This first post I will dedicate to the first days of Early Access and a few topics that I’ve seen emerge in the community:
Why Early Access?
Will the game be free-to-play?
Where is the “Online” part?
I don’t have enough words to express how exciting it is for us, game developers from Serbia, to see people from different parts of the world start populating the Pantheon and playing Pagan Online. The thing that started as a crazy idea some three years ago (one day I’ll tell you more about what it is like to be a game developer in Serbia) has now turned into reality. We appreciate your trust and interest in our game so much. I also want to say thank you for your patience when tech issues occur, and for the feedback and suggestions you’ve provided from the first minutes of Early Access.
Why Early Access?
Indeed, some of you may ask – you teamed up with Wargaming, a major publisher, why Early Access? Here at Mad Head Games we love games, and the hack-n-slash action RPG genre in particular. We’ve played this type of game since the first Diablo, the moment the genre was born. We believe that we have something new to add to the way hack-n-slash ARPGs are made. Making things differently is fun but it is also very important to keep the balance between vision and reality. Early Access feels like the perfect way to innovate and co-create with you, players, all while staying very real.
Will the game be free-to-play? (No)
When we started a couple of years ago, we wanted to know everything we could about our potential players. To put it short, our research showed that a good share of our potential players believe that free-to-play games are lacking something they tend to call “soul”. It is a very interesting topic for a separate discussion, and maybe a book, about the difference between believable digital worlds and casual digital entertainment.
Today I just want to say that we always wanted to build a game that people would love, and in this genre it felt like love and free-to-play would not go together well. After reading through comments and reviews where some of you worry that we may turn into free-to-play game, it seems we were right. So I just want to assure you here, that making Pagan Online a full premium experience, also known as “buy-to-play” game, was an informed decision. Things like paywalls or competitive advantage for real cash will never make it to our development roadmap.
Where is the “Online” part?
There are two things about the Online part, that I want to share. The first one is that the “Online” part is our tribute to phenomenal games like Ultima Online, Warhammer Online, EVE Online, which were all of different genres, themes and settings, but had one thing in common - they gathered enormous communities of passionate players, who believed that the game was more than just a game.
The second thing about “Online” is that co-operative play is one of the most important features of Pagan Online. Those of you who participated in our closed beta weekends - Trials - have already tested it. I can’t express to you how much I wish co-op was available from the first day of Early Access. But your experience is more important than our wishes. We need a little bit of time to be sure that co-op is a fun and meaningful experience. We will be adding co-op soon, so keep an eye on patch notes.
We have a lot of plans for Pagan Online; new zones, new bosses, new playable characters and new ways to have fun in the game. We will be sharing our plans regularly and listening to your feedback and suggestions very carefully. Expect me and other Mad Heads to show up on the Steam Community hub, our official Discord server and on Reddit with posts and comments.
See you in Pantheon!
Uros aka dzudzubajac
EARLY ACCESS - Patch notes
Fellow Pagans,
A little over a year ago we joined Wargaming to embark on what became an incredible journey — we've created worlds and heroes, spawned stories (and bugs), all to traverse the winding road that led to this day: the day when we can open the gates to the world we have crafted for everyone to enjoy, and breathe new life into.
We hope our fearsome foes strike the same kind of bone-chilling fear in you, the players, as Early Access did to us developers! May each Legendary Weapon thrill you like the user reviews thrill us, and may every victory empower you just as we plan to 'empower' the game with each and every update. Trust us, those updates are going to be... killer.
As of this moment we cease to be players, developers, and publishers... as of this very moment, all of us become Pagans; those who build new worlds together, with awe and wonder. We hope you enjoy this Early Access peek at this world, and that the lack of polish, the bugs and the niggles, won't deter you from creating awe-inspiring tales of might and glory.
Welcome to Pagan Online,
Join us, and seek the Absent Gods.
Uros Banjesevic aka dzudzubajac, Creative Director
Crush, Collect & Craft We created Pagan Online with one idea in mind - to allow players to be the most legendary version of themselves. We wanted you to be able to show off all of your skills - to weave circles around your opponents and make them crumble beneath your might. We wanted you to encounter mysterious artifacts and powerful weapons, which serve as trophies of your dominance. Finally, we wanted you to be able to wield these trophies, to exploit them in your brand new quest for power. Crush your foes, collect treasures and craft items of unfathomable power - welcome to Pagan Online!
Combat System Our Combat System is specifically designed to feel challenging and, most importantly, fun. This is why battles in Pagan Online are orchestrated and tuned to present a challenge, a little goal to achieve in itself while you’re on your quest for amazing loot.
Although theory-crafting with a multitude of stats and numbers is surely an important part of your journey, we wanted to give your reflexes a chance to shine as well. For this reason, we’ve decided to stick with WASD command scheme, allowing you to respond to any situation as quickly as possible, as well as unleash devastating combos.
The Social Hub Pagan Online is meant to be played alongside other heroes such as yourself. Your friends, allies and competitors are right here in the Pantheon, a social hub designed for you to take a break between battles, upgrade your hero and share your experiences with others. As such, the Pantheon allows you to chat and connect with other players, as well as flaunt outrageous vanity pieces. Since the Pantheon has a special place in our hearts, we as developers will continue to work hard in order to bring you new functionalities and new ways to interact with your fellow Pagans, while lounging in the fortress of Gods.
When we ship co-op (coming soon!), this will also be where you can find party members and fellow adventurers who are ready to take on bigger things.
The Hero Forge Plenty of characters await you in the Pantheon, and all of them are unlockable through gameplay! Playing with different heroes is at the core of Pagan Online, and collecting and leveling heroes will not only allow you to crush formidable foes in fresh, new ways, but will also unlock special benefits on your account (including, but not limited to, XP boosts, access to amazing new gear and content, etc).
All hero details, including customization options, adorable pets, and stats, are available at your very own Hero Forge, which is located in the Pantheon. While you’re trying out our colorful roster of eight unique heroes, complete with 4 skins and 8 color variations (for each skin!) our design team is already cooking up brand new characters, which reinvent the way you’re playing the game.
Although upgrading your heroes’ abilities is currently an important part of your hero journey, our next priority is to make the character skill upgrade system more complex and more meaningful at the same time, so no two heroes feel the same.
Campaign The storyline of Pagan Online is a unique one, not only in the sense that it’s based on captivating Slavic mythology, but also in that it contains dozens of hours worth of picking apart demons, fraternizing with Gods and learning of the Land of Rod’s troubled existence. Spread across four distinctive zones and five campaign acts, Pagan Online offers a beautiful visual and narrative journey, completely immersing you in its exceptional and enigmatic campaign.
Because we are lore geeks at hearts as well, we plan to expand on our existing campaign, with Act 6 soon to follow after Early Access becomes available, and as more updates start rolling in, you can also expect completely new threads of narrative.
Mission System After you manage to fight your way through the entangled storyline, or just when you’re ready to take a break from dealing with fickle Gods and gruesome demons, you can test your might in all kinds of different side missions. From backbreaking defenses to survivals from which you’ll pull through by the skin of your teeth; from perilous expeditions to bloodthirsty hunts - all this content offers you infinite replayability in a race for amazing rewards, as well as bragging rights.
Glory System Finishing special challenges in battles and slashing through enemies just a little bit more competently than the next guy or gal, will award you extra Glory points for your effort, placing you among the most dominant masters of combat and tactics. Leaderboards let you keep track of your climb through the ranks and your place among the best of the best.
The competitive experience in Pagan Online is something we plan to elevate even further in upcoming patches, which means allowing you to surpass your peers in more meaningful ways, and gain special rewards for your effort in the competitive arena.
Multiplayer Playing with your friends is one of our most important objectives when it comes to Pagan Online. This option is not going to be available to you straight out of the gate, since we plan to enhance and tweak our co-op feature a bit further before releasing it. With that in mind, co-op won’t be functional right away in Early Access, but allowing you to play alongside your friends is our top priority and a feature which we will do our absolute best to deliver to you in the nearest possible future, so be sure to keep an eye out for upcoming patches!
Crafting System Slaying demons, beating your friend’s high score or saving the Gods themselves - none of these things would be possible without gear fitted to your specific needs. Using our unique crafting system, you can make gear tailored to your current goal - be it survivability, dishing out insane amounts of damage or manipulating the elements - the abundance of recipes and gear will make you battle-ready in every situation.
The most powerful of all crafted gear will even alter your existing spells in new and exciting ways, enabling you to hack your way through the battlefield like a true legend.
In the updates to come, we hope to provide you with even more control over which recipes and materials you can utilize on your path to becoming the most efficient killing machine possible.
Itemization and Might Tracking how powerful an item is (and how powerful you are, for that matter), is made easy through Pagan Online’s Might score, which directly corresponds to items’ stats and effects. Might is currently meant to be used as a personal compass of sorts, allowing you to gauge your readiness for combat in especially difficult missions and to assess which piece of gear is better at a glance. New, more powerful items are definitely in the works, and, as the game develops, so will your potential for devastating your foes and climbing the leaderboard.
Controller Support Pagan Online is meant to be as responsive as possible, and this, for us, means providing our audience which is more accustomed to a controller than a mouse and keyboard, with a way to dominate the battlefield as well. Continuing to improve the experience on a controller, as well as making both the battles and the menus easier to navigate is something our tech team works continuously on and expects to deliver later this year.
Sound & Music The Pagan Online audio team aimed to create a satisfying and immersive listening experience, which both improves the gameplay feel and reinforces the game’s atmosphere. We’ve done our best to achieve this goal and to paint you a better picture of our fantasy world by wielding our musical know-how.
In the following period, we plan to both polish and add more variation to existing sounds, especially when it comes to heroes and hero animation. Voice-overs are something that is expected to expand, both in a sense of adding more hero and enemy voice-overs, as well as enhancing the quality and intelligibility of existing voice lines. Finally, we plan to keep each area recognizable and distinctive, by adding even more area specific music and fine-tuning the existing themes.
Localization Pagan Online is a unique adventure and we want to you to be able to experience it to the fullest. This is why the team worked hard to allow you to play the game in a language you’re most comfortable with - in Early Access, Pagan Online will be available in the following languages:
<*> English
<*> German
<*> French
<*> Polish
<*> Russian
<*> Spanish
<*> Portuguese
Although we did our best to make the experience even across all languages, there may be some lost-in-translation points, that we hope to fix as soon as possible.
Pagan Online enters Early Access TODAY
We're excited to announce that Pagan Online is now officially in Early Access!
Welcome to the adventure, Pagans
We encourage any and all constructive feedback here on our Steam forums or over on our Discord server, where you can find an active and friendly international community.
If you'd like more info on the game, visit our website and make sure to check out our FAQ.