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The weekly event’s class change – and a note on recent bugs and bugfixes!

Hey everyone!

So first of all: we’re blown away by the scores you’ve managed to get on the leaderboards of our current event. It’s been a joy to watch you break it and get insane scores even within the first hours of it going live – we honestly didn’t expect scores to go this high!



This said, Dakota15, reach out to us and tell us how you did what you did!

Also, thanks to Gurrflumfr for posting a very helpful strategy guide for the Brawler's event!

And now, as promised, we’re changing the rune so that y’all can break another character! This week it’s going to be a… Berserker!

[h3]Another purely organizational thing – we’d like to ask people who got to our TOP 10 in the Rat King event to add AR_Lukasz to their friends and reach out. We have something for you :)[/h3]



Now, another important part of this update: the bugs.

We’ve received quite a lot of bug reports since this event launched and we’re really sorry for any inconvenience we might have caused. The truth is that we’re changing so many things in the game while getting ready for Patch 0,95 that we were unable to isolate some issues from the “release branch” we’re using for the events.

We’re improving this branch whenever we’re sure that we’re not going to break more and today’s patch should fix a couple of major issues. I’ll give you an example and tell you about the cause of two bugs a couple of you have reported.

Our programmer, by mistake, changed the order of two lines of code – not the lines, just their order – and because of that, some buildings in the village got their IDs misplaced. This caused a bit of chaos: suddenly some conversations couldn’t be ended (and you were stuck in an endless loop), and some locations started moving… while they shouldn’t.

Some players (shout-out to our Discord community!) helped us in identifying this issue – the funniest thing was when Master-At-Arms decided to pack up his house and go on a journey so that after a while his building could’ve been encountered on the map. It’s because he “inherited” an ID of something that was flagged as “movable” (like an enemy).

We’ve fixed this insanity, and some other stuff, so things should return back to normal now!

We’ve also seen reports from some players who were experiencing issues with broken save games. We hope that a part of these issues was fixed, too, but still – there are so many complex things going on that in some cases we’re still not sure what’s causing certain bugs.

However, thanks to the fact that we’re publicly updating a very isolated branch of the game we’re squashing a lot of the most critical bugs. Also, since we decided that until the launch of Patch 0,95 our events are going to be based on changing playable characters we’re not introducing major features to what you’re currently playing. Hopefully, this approach will stabilize the game!

[h3]However, if you do encounter any bugs definitely let us know. We’re reading everything you say everywhere we can find it and we’re trying to fix as much as possible!
[/h3]
That said, huge thanks go to Thomy013, one of our Discord community members, who's answering a lot of questions here on Steam before we get a chance to get to that! :D

Click the image below to join us there! :)



We’re hard at work on Patch 0,95 and it’s all really coming together. We’re very happy with what’s happening with the game so far and can’t wait to share it with you! It's only a few weeks now!

One of the most interesting additions are the Runestones which we’ll introduce in the place of Items/Armors. We’ve already done some tests and so far what we’ve heard about them from our Discord community was really positive.



Runestones are going to have their special effects and you’ll be able to “combine them” in order to create their better versions – three runestones will create a stone of a higher tier… but you will only get six places in your inventory to carry them. This means that after receiving a reward or buying new ones, you’ll need to make tough decisions on which ones to combine, which ones to keep, and which ones to let go.

We’re also testing “legendary” or “mythical” runestones which have huge, game-changing effects and resemble our former strongest weapons/armors but, well, that’s an entirely different case.

Anyway, this means that the Blacksmith in your villages will change his function – now he’s going to be selling runestones or allowing you to exchange them for different ones of the same kind. This is a part of the huge redesign of how villages are handled. It will be more streamlined than before and everyone you get will finally be of use – no more worthless NPCs! And, also, less grinding!

We’ve also decided to change the way the starting cards look – we felt that they need to immediately tell you what is their function because they’ll be the ones you see most often (before you remove them from your deck, you power gamer!) so there shouldn’t be any doubt in your mind about what-they’re-actually-doing.

Here’s how they look like:



Also, we’re tweaking the starting gear of characters. Here’s a revamped Brawler!



So, that’d be all for this week. Gotta get back to work, there’s so much going on… Let us know how you like the new event and definitely let us know if you encounter any bugs or something breaks!