1. Tainted Grail
  2. News
  3. New patch with ch-ch-ch-ch-changes & fixes!

New patch with ch-ch-ch-ch-changes & fixes!

Hello everyone!

We have a new patch for you – and it’s addressing a lot of problems you’ve reported over the past few weeks. There’s one important thing about this patch we need to say, though:

We’ve implemented a lot of visual upgrades (most importantly: a new lightning system) so the game is prettier than ever. We’ve also made a lot of improvements in terms of the game’s optimization – HOWEVER – for this patch we’ve been optimizing only the “Ultra” setting.

So the important thing we need you to know is that:

  • If the game ran well on your PC, it should work much better now.
  • If the game ran poorly or you were playing on low, you might experience some issues – our testing machine crashed and we weren’t able to replace the necessary parts in time (COVID-related shortages).
So if you were experiencing issues with the game's performance – we’d like to ask you to wait a couple of days for the next patch in which we’ll add proper “low” settings for the game’s visuals.




  • We've finally implemented the first version of our new Combat UI. We're not done yet, but we're really happy that after all this time we've managed to fix a lot of issues we've had with this screen.
  • We've fixed the way Energy is displayed, what happens after you run out of it, the placement of your ultimate skill, the placement of items, and so on.
  • We've also decided to get rid of ALL statuses related to Armor and Damage buffs/debuffs. Instead of showing 16 different stats (like: "-5 dmg", "+10 arm", "-5% dmg") all of these buffs and debuffs are now automatically calculated, dynamically changing, and permanently visible under everyone's health bar.


So now the Combat UI should be more intuitive, clearer, and prettier than before. But we're not done yet and next in line we've got, for example, a new system for handling the visual representation of passive skills/runestones that you have working in combat. But that's the next step and we'll show it to you... soon ;)

We've also fixed a lot of visual effects in combat so it should be more "juicy" now. We're not done with this either, but it's a start!



  • We've reworked the Wyrdness buff/debuff and so we've added 30 new Wyrdcards that are randomly granted to the player based on their wyrdcandle burn level during the fight. Some of them will have positive effects, some of them negative.








Bugfixes:
  • We've fixed the issue with unlimited Healing Mixtures available at the Lost Soul
  • We've fixed some issues with save files (it should be even rarer now to get a note that your "save file is corrupted")
  • Fixed wealth bonus with corruption level scaling
  • Blood Altar shouldn't let you sacrifice health for a level up when you're at max level
  • Countess will properly take your blood now in exchange for runestones
  • Blacksmith shouldn't miss his textures now
  • Necromancer shouldn't get Blood Mage's summon cards anymore
  • Pathfinder's additional Energy meter should work well now
  • Fixed the issue when, if low on health, players got stuck at the interaction with the Witch


Changes/fixes:
  • Quest cards were ALL reworked, renamed, and removed as a Boss reward. You pick 1 out of 3 randomized (and free) quest cards at the Lost Soul now.
  • Using "Reroll" now gives you only 2 cards to choose from instead of 3
  • We've fixed that placeholder underwear characters were wearing in character creation and tutorial
  • We've added a "MGS-like Warning !" when something happens in wyrdness (to be utilized more in the future)


[h2]Pathfinder[/h2]
New passive skills:
  • Vigor - If you have above 6 Rune Charges, start each turn with +1 Energy.
  • Sharp Focus - Every instance of Focus gives additional 25% Damage.
  • Focused Mind - Start every combat with 1 instance of Focus.
  • Dance of Blades - Deal 1 Hit for 50% to a random enemy for every Block left.
  • Overprotection - For each Block left at the end of this turn, draw 1 additional card next turn.
  • Compensation - Gain +1 card drawn on hand per each enemy alive.
  • Unexpected Help - Gain +1 Energy while fighting in Wyrdness.
  • Safety Measures - At start of every turn gain 10 Barrier.
  • Persistent Defense - Gain 15 Barrier for every Block left.


[h2]Berserker[/h2]
New passive skills:
  • Berserker Rage - When you activate your Ultimate, first Hit deals double damage.
  • Vampirism - Each rune charge gives you 2% Lifesteal.
  • Fortified Entrance - In the first turn of each combat, gain 75 Armor
  • Self-fulfilling Prophecy - Below 25% max HP, increase ALL your Lifesteal potency by 50%.
  • Blood Fueled Rage - Each hit received increases damage by 10%.


[h2]Wyrdhunter[/h2]
New passive skills:
  • Heavy Opening - First Hit in combat deals double damage.
  • Daze Punisher - Double damage vs Stunned enemies.
  • Cruel Concussion - Each Stun makes enemy lose 10 - 25 HP. This damage ignores Barriers and Armor.
  • Opening Strike - First Attack-type card played in each combat costs 0 Energy.
  • Returning Energy - When killing an enemy with Vulnerable, gain 1 Energy.


[h2]Summoner[/h2]
New passive skill:
  • Outnumbered - At the start of every turn with no minions alive draw 3 additional cards and gain +1 Energy.


[h2]Necromancer[/h2]
New passive skills:
  • Died Ready - Ethereal minions activate after being created.
  • Sturdy Bones - Ethereal minions last for 1 additional turn.
  • Field Promotion - Promote all minions alive before entering Lich form.
  • Dream Army - Minions have 100% more HP.
  • Archgolem - Ethereal Golem creates an additional 15 Barrier on Activation.
  • Archwyrm - Ethereal Wyrm has an additional Hit.
  • Archabomination - Ethereal Abomination deals 150% of Necromancer's damage on Hit.
  • Archfae - Ethereal Fae grants 2 Ultimate Charges instead of 1.


[h2]Children of Morrigan - New Cards[/h2]
  • Calm Breeze (2E) - Reduce the Energy cost of 5 cards in hand by 1.
  • Slow Sigh (1E) - Reduce the Energy cost of 2 cards in hand by 1.
  • Hold Breath (0E) - Reduce the Energy cost of 1 card in hand by 1.
  • Exhale (2E) - Reduce the Energy cost of 3 cards in hand by 2.
  • Bloodied Frenzy (2E) - Deal 1 Hit for 250% damage to ALL enemies. Offer 5 HP.
  • Degrading Armor (1E) - Target enemy gets -5 armor. Chain
  • Distancing Blow (1E) - Deal 1 Hit for 80% damage and gain 1 Block.
  • Ultimate Attack (3E) - Deal 1 Hit for 100% damage. 100% Damage for each Attack Card on hand. Discard all Attack cards.


[h2]Moonring - New Cards[/h2]
  • Marking (0E) - Place Redirect effect on a chosen enemy.
  • Holy Promotion (2E) - Promote ALL minions.
  • Urgent Grow (3E) - Promote and Activate all minions.
  • Wild Summon (3E) - Summon: Golem, Wyrm, Abomination and Fae. Lose 2 Energy next turn.




Bossfight with Mistbearer and final bossfight should both be harder now.

[h2]Pathfinder[/h2]
  • Steel Is My Body - Increase Armor value changed from 10 to 25
  • Upper Strength - Increase Maximum Damage value changed from 5 to 6


[h2]Berserker[/h2]
  • Demoralize - Reduce Enemy's Armor value changed from 5 to 15
  • Fortify - Gain Armor value changed from 2 to 5
  • Wide Swings - instead of targeting ALL enemies targets random enemy.
  • Reforge Born for Combat - Extra Ultimate Charges value changed from 2 to 4
  • Reforge 2 Trembling Clash - Reduce Enemy's Armor value changed from 20 to 50


[h2]Wyrdhunter[/h2]
  • Armor Crusher - now reduces armor on hit by 2 instead of 1
  • Attack is Best Defense - now increases your armor by 10 this turn instead of 1 until the end of combat
  • Fire is my blood - increases the maximum damage you deal by 6 instead of 5
  • Physical Training - activates every 7th card played instead of 10th
  • Slow Thinker - next Hit now deals 400% instead of 300%
  • Steel is my body - increases armor by 25 instead of 10
  • Wellmaintained Body - now heals 25% of your missing HP after each victorious combat
  • Staggering Strength - not activates at 10 or more charges instead of 15 or more


[h2]Summoner[/h2]
  • Slithering Maneuvers - now also reduces armor of stunned enemy by 25
  • Glyphs of Sustenance - increased damage to 200% from 100%


[h2]Blood Mage[/h2]
  • Devastating Power - damage reduction increased to 25% from 10%


[h2]Necromancer[/h2]
  • New Beginning - makes all drawn cards by it cost 1 less energy
  • Life Protectors - now grants 50 Barrier and 2 Blocks
  • Another Try - HP After fatal blow increased to 25 from 1. Works only once per combat.
  • Spiritual Growth - Increased Lich max HP by 50 instead of 30, now Retaliates with 25% dmg received.
  • Deadly Protection - Barrier granted decreased from 100 to 30
  • Right Hand Path - no longer grants HP, grants 2 energy instead of 1 and return to fully healed Necromancer when dying as Lich
  • Ethernal Form - stays the same with added bonus: every time you transform into Lich, you get stackable 100% increased damage as Lich
  • Reaping - no longer grants cards and energy right after kill, now every time you kill an Enemy with this card, draw 1 additional card and gain 1 additional Energy every turn until end of combat.
  • Spiritual Growth - extra HP changed to 50 from 30 and now grants retaliate for 25% of damage received.
  • Ethernal Thanks - now after leaving Lich form for the next 2 turns every summoned Minion is Promoted twice.
  • Path of the Death - now every time anybody dies on the battlefield you deal 1 Hit to All Enemies for 100% damage with 50% Lifesteal.
  • Energy Return - works only on first Sacrifice in a turn.
  • Filled Up - doesn't grant Energy anymore.
  • Mass Sacrifice - required sacrifice count changed from 2 to 3 and granted Energy changed from 2 to 1.
  • Cessation - granted Barrier changed from 50 to 25.
  • Resurgence - granted Energy changed from 2 to 1.
  • Reforge Leech Form - now always creates Barrier instead of summoning a friendly grub.


[h2]Children of Morrigan - Cards Balancing[/h2]
  • Double Edge - Retaliate value changed from 100% to 200%
  • Rapid Attack - 6 Hits' Damage value changed from 25% to 33% of Player's Damage and Enemy's Armor reduction value changed from 3 to 5
  • Deep Wound - Cost changed from 2 to 1
  • Heavy Cyclone - Card deals Damage first and then reduces Enemy's Armor
  • Mark of Blood - Enemy's Armor reduction value changed from 100 to 50 and duration changed from this turn to until end of combat
  • Panic Defence - Gain Blocks value changed from 4 to 5
  • Breath Control - is now unlockable card and was reworked to target specific amount of cards: Reduce the Energy cost of 9 cards in hand by 1.


[h2]Moonring - Cards Balancing[/h2]
  • Oversaturate - Cost changed from 3 to 2
  • Selfawareness - Cost changed from 3 to 2
  • Power Up - Increase minion's damage value changed from 30% to 100%
  • Infuriate - Cost changed from 2 to 1
  • Acid Blood - Cost changed from 2 to 1
  • Acid Saliva - Enemy Armor reduction value changed from 2 to 5
  • Hammerhead - Cost changed from 2 to 1
  • Battle Enchantments - Minion's Barrier gain value changed from 10 to 20
  • Conversion - Minion's increase damage value changed from 15 to 25
  • Sign of Revenge - Cost changed from 2 to 1
  • Satiate - Minion's Max HP increase value changed from 30 to 50
  • Energy Transfusion - Player's healing value changed from 25% to 50% of sacrificed minion's HP
  • Marking - Cost changed from 1 to 0
  • Living Shield - Create Barrier value changed from 10 to 20 for each minion sacrificed
  • Surge - Minion's Barrier gain value changed from 15 to 25
  • Impaling Bane - Armor reduction value changed from 5 to 20
  • Deprivation Curse - All enemies' Max HP reduction value changed from 10% to 25%
  • Arcane Shield - Create Barrier value changed from 10 to 15
  • Druids Bane - Enemy's Armor reduction duration changed from 1 to 2 turns
  • Deprivation Bane - Enemy's Max HP reduction value changed from 20% to 33%
  • Restoration - Minion's healing value changed from 30 to 50 HP
  • Conjured Wyrm - Wyrm's Level changed from 2 to 4
  • Conjured Fae - Fae's Level changed from 2 to 4
  • Conjured Abomination - Abomination's Level changed from 2 to 4
  • Conjured Golem - Golem's Level changed from 2 to 4


[h2]Legendary, Neutral cards balancing[/h2]
  • Allmother's Blessing - Create 100 Barrier.
  • Blood Ritual - Offer 10% of your HP. Reduce Armor of ALL enemies by 100 and Stun them.
  • Wyrdness Blade - Deal 1 Hit for 25% ignoring Armor. If this card killed an enemy deal next Hit to a random enemy with 200% of previous damage.
  • Song of Restoration - Cost changed from 1 to 0.
  • Song of Shielding - Gain 75 Armor for 2 turns. Create 25 Barrier on ALL allies.


[h2]Runestones - fixes and balancing[/h2]
  • Ur - Should work for Minions
  • Tir - Damage increased to 100/125/150%, armor increased to 75
  • Gweorth - Reduced armor reduction to 5/8/15, reduced armor gain to 2/3/5
  • Ken - Now every 10th/6th/3rd is duplicated
  • Sigel - Now after every 15/9/5th card random enemy is stunned
  • Wyn - Damage per Stunned enemy increased to 33/50/100, stuns random Enemy every 5/3/2 turns