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Performance and map generation upgrades + new cards and skills!

Hello, everyone!

We weren't sure whether we'll be able to update the game this week because we're in the middle of implementing A LOT of new systems... but we decided to spend some time preparing a new patch because we just couldn't wait to share some things with y'all!

So the purpose of today's update is to share two main improvements with you: new map generation algorithms and further performance tweaks.



Map Generation


For quite a while now we were pretty unhappy with how our maps worked - the way our maps were generated demanded constant backtracking in order to explore the map. This wasn't all that fun since you had to pick a path, go to its end, and get back when you've seen what's at the end of it.

We've changed that recently and we were blown away by how much more FUN we've had while exploring the map. It was such an improvement that we just had to share it with y'all.

So the change we made is based on generating more connections between paths. Now, instead of constantly going forward and backward, you're just going forwards. Paths are connected, intertwined, and they can diverge into various shapes that create natural labyrinths and, sometimes, also bigger and open spaces.

We've also made some improvements to the core of path generation algorithms so that now you shouldn't get stuck on invisible walls (at least: if it happens, it should be VERY rare).

This whole change means that you can pick paths, skip fights, find some rewards without fighting their guardians, find shortcuts - but also that wyrdcandle management is more important than ever.

And traditionally, we're not done here. We're going to refine this further (for example we're testing hidden paths and dangerous terrain), but we just couldn't wait to share this one step towards what we feel is a good direction with you!



Performance


In short: the game should run better both on ULTRA and LOW details now. We're not done here either, but we'd really appreciate all bits of info you can share with us and all bug reports related to how the game actually plays now. We can't test the game on all possible hardware configurations, obviously, so we'd really appreciate comments on how did this patch influence the game's performance on your machines!



  • "Return" keyword was reworked. Now a card with "Return" stays in hand after playing instead of being redrawn. Also, cards with Return can have lowered energy cost. However, they have a limited number of plays per turn.
  • "Chain" keyword now resets after using it or playing a card of a different category during a chain.
  • Mistbearer's and Foredweller Overlord's minions should be less deadly.




New Children of Morrigan Cards added:
  • Blood Doused Blade (1E): Offer 10% of Max HP, damage will be increased by 50% until end of combat.
  • Sweeping Strikes (1E): Grant Cleave to every Hit until end of turn.
  • Wyrdfreak (1E): Deal X Hits for 100% damage. 1 Hit for each filled Wyrdcandle bar.
  • Gravewalker's Touch (1E): Deal 1 Hit for 150% damage. Pick 1 card from Grave. Ascension. Return 3.
  • Gravewalker's Protection (1E): Gain 1 Block and pick 1 card from Grave. Ascension. Return 3.
  • Pure Luck (1E): Deal 1 Hit for 100% damage. Gain 1 Block.
  • Decisive Blow (3E): Deal 1 Hit for 500% damage. If the Enemy is Stunned deal double damage. Exile this card after use.
  • One Man Army (1E): Deal 3 Hits for 50% damage to Random Enemies, gain 5 Armor for every distinct enemy hit.


New Moonring cards added:
  • Natural Progression (2E): Activate selected Minion, Promote it and Activate again.
  • Enraged Flailing (2E): The Minion deals 200% more damage, whenever the Minion Activates it loses 1 rank.
  • Prevail of Nature (1E): This minion will remain on 1 HP instead of dying once.
  • Pack Strength (2E): Activate selected minion X times. 1 for each Minion.
  • Against All Odds (2E): Activate selected minion X times. 1 for each enemy.


New Pathfinder passive skill:
  • Stance Master: Every 12th Stance card played, gain 1 Energy.


New Berserker passive skills:
  • Steel Barrier: First Blocked Hit in a turn grants you 1 Ultimate Charge.
  • Flesh Barrier: If your Barrier is damaged, gain 1 Ultimate Charge.




Runestone's Balance:
  • Gyfu in armor slot: activates on 5 or more cards, grants 10/17/30 barrier
  • Ken now duplicates 15/8/5th card
  • Nyd in weapon slot, flat damage bonus changed to +50%/90%/150%
  • Beorc weapon slot: +1 Energy every 3/2turns, armor slot: 1/2 Block every 2 turns


Children Of Morrigan Cards Balance:
  • Calm Breeze number of cards affected changed from 5 to 3
  • Breathe energy gain changed to next turn draw additional card, its cost is reduced by 1
  • Draw: cost change to 1, now draws 3 cards
  • Meditation, cost 1, changed to next turn deal +100% damage
  • Refreshing Breeze now also causes 25% damage debuff this turn on player
  • Catch a Breath card draw changed to 1
  • Energy Refresh changed to: Reduce the Energy cost of 1 card in hand by 1. Chain.
  • Power of Wyrd changed to: Offer 10% of max HP. Draw 2 cards, their cost is reduced by 1 this turn.
  • Rearrangement cost changed to 2, cost reduction only for this turn
  • Rush Changed to: Offer 5% of max HP, draw 1 card, its cost is reduced by 1 this turn.
  • Sidestep cards draw changed from 3 to 2
  • Breathcontrol cards affected changed to 5
  • Exhale cards affected changed to 2


Wyrdhunter's Balance
  • Wyrdhunter's Powerful Swing changed into Overhead Swing. Now costs 1 Energy, deals 50% Damage and reduces target's Armor by 10.
  • Wyrdhunter's Ultimate now ignores positive Armor.
  • Haste effect changed to draw 1 card with cost reduced by 1
  • That Was Warmup cost change changed to cost reduction by 1


Pathfinder's Balance:
  • Come in Prepared now draws 2 cards
  • Knowledge now draws 2 cards
  • Stay in the Rhythm on every 4th card played in a turn
  • Combat Sequencing no longer draws cards
  • Keenness, draw changed from 2 to 1
  • Pain Sharpens The Mind cost change changed to cost reduction by 1
  • Accumulated Power activates after 8th card in a turn
  • Vigor activates if you have 12 rune charges


Summonner's Balance
  • Minions hit Summoner on damage taken for damage equal to their tier.
  • Hindsight: draw cards value changed from 3 to 2


Blood Mage's Balance:
  • Dispatch: Overcharge now reduces cost of 1 card on hand by 1


Necromancer Balance:
  • Energy Return: After first Sacrifice in a turn "draw 3 cards" instead of +1 Energy and 2 cards gain
  • Soul Divided: Every minion starts with 10 Barrier instead of 20
  • Soul Restoration: If your minion was killed, draw 1 additional card next turn instead of creating 5 Barrier on self
  • Absorbtion: After killing an enemy draw 2 additional cards instead of getting 1 Energy and drawing 1 card
  • Deadly Protection: Upon entering Lich form, gain 25 Barrier instead of 30
  • Leech Form: Create 10 Barrier instead of 25
  • Minions are summoned at tier 3 (advanced cards summon at tier 5).
  • Every turn minions lose 1 level and hit Necromancer for 2 damage for every level they have left. If they reach level 0 they die.
  • Necro Golem has 35 HP on level 1. Ethereal Golem grants 10 Barrier.
  • Necro Abomination has 25% damage on level 1 and always 25 HP . Ethereal Abomination gains 25% damage every turn.
  • Necro Wyrm has 25% damage on level 1 and always 30 HP. Ethereal Wyrm deals 2 Hits and reduces Armor by 5.
  • Necro Fae has always 25 HP.




Card fixes:
  • Tainted Force Wyrdcard that gave Block in next turn now gives it in the moment of discarding it.
  • Take a Risk card no longer reduces Awaken Golem's Armor
  • Lich card New Beginning now works properly


Children Of Morrigan Cards moved from unlockable deck to advanced deck:
  • -Bladefury
  • -Conducting Force
  • -Crippling Attack
  • -Double Block
  • -First Slash
  • -Preparation
  • -Quick Counter
  • -Raging Blade
  • -Reposition
  • -Short Pause
  • -Stronghold
  • -Trap
  • -Counter
  • -Panic Defense
  • -Bloddied Frenzy


Moonring Cards moved from unlockable deck to advanced deck:
  • -Grim Abomination
  • -Grim Golem
  • -Grim Fae
  • -Grim Wyrm
  • -Pacification Bane
  • -Sacrifice
  • -Synergy
  • -Two Pillars
  • -Uncontrolled Development
  • -Volatile Magic
  • -One for All
  • -Marking
  • -Holy Promotion
  • -Urgent Grow




Well... There's A LOT we'd like to talk about - all about the systems we're implementing currently, but let's leave it for next week! Next week we won't be updating the game with a huge patch but you can expect a bigger post about changes and fixes we're implementing.

But, just to tease, here are a couple of things we're currently working on:

  • We're introducing new currencies (every NPC in the village will have their own currency) which you'll be earning by performing various actions in the game.
  • We're testing a new enemy that hunts you through wyrdness when you're playing without candles.
  • We're replacing a lot of generic-looking assets (first in line: enemies, especially generic humanoids which are prevalent on tier1 and tier2) with much better, more interesting designs.
  • We're testing NEW enemies, minibosses, and bossfights (got 6 new ones which are waiting for their 3D models)
  • Further improving our map generation (with, for example, dangerous terrain)
  • Rebuilding storylines and adding longer questlines to the game
  • And, as always, improving VFX & animations.


But just give us some more time - more details to be expected next week!