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Tainted Grail News

ANNOUNCING TAINTED GRAIL: THE FALL OF AVALON (AGAIN :D)

Hello everyone! You already know what's coming in today's update, right? ;)

Yes, we're finally ready to show you bits and pieces of what we've been working on since we've wrapped up most of the development related to Conquest!

But before we get to the main part of today's update, let us say this: thank you from the bottom of our hearts for your faith and support. It's absolutely mind-blowing that so many of you played and enjoyed Conquest! That our first game as a studio was able to grab your attention and that you've been so kind that we're staying between 90-92% positive reviews on Steam. And, let's be honest here, YOUR opinions are the only ones that matter.

That said, we're sorry to say that we won't be able to bring more content to Conquest this year — we're planning a patch for Q1 2022 (and at least one big surprise related to the game). Still, we hope that you'll understand why we couldn't work on more stuff related to Conquest when you check out the things we've prepared for you today...

And what we prepared is the very first look at Tainted Grail: The Fall of Avalon.

Some of you were pretty impatient. Some even called it abandonware — but we'd like to tell you that... Well, certain things take time. If we were a "normal" game development studio, we wouldn't say a word about this game for at least another six months. We'd work on scheduling the announcement for some big event and whatnot.

But we just feel that we owe it to you, the players, to say what's happening — after all, it's your passion and support that makes it all possible. Here's our winter holiday gift for y'all :)

So, without further ado, we're really excited and terrified now... but here goes the teaser —

[previewyoutube][/previewyoutube]

So... Yes! Everything about the game's presentation has changed.

At the same time: no, we're not changing the game's core. Tainted Grail will be a dark fantasy epic full of meaningful choices. Only now we're able to make it even bigger and better than ever before.

Our goals for Tainted Grail: The Fall of Avalon were always pretty simple: we want to honor the choices of our players and give them as much freedom as we possibly can.



We want you to be able to customize your character, live with the consequences of your in-game choices, and let you play the game any way you want. We want this game to be a proper RPG — at least our first foray into this territory. We're pretty sure we're not going to succeed with everything we want to do! :D

This means that we're not following the storyline of the board game, and we're not making you play as characters from the board game. It's up to you who you want to be in the world of Tainted Grail and how you will decide to handle the problems you'll face.

And yes, what you see now is precisely the game we always dreamt about making but its scope… made us wonder whether we can make it.



But right now... we're really optimistic that we will. So what you see in this teaser — and we're going to show longer shots here and on our Discord — is just the start of our journey and we want to put so much more love into this game!

This means that we're currently in the really early stages of development: we have first versions of plenty of mechanics and systems, but not many of them "feel right" yet. That's going to take a while. But we just couldn't wait to show you bits and pieces of what we already have so that you know what's happening with the game!

And yes, even though the game's changed a lot and is a much bigger project than anybody anticipated, we're not changing the deal we've had with you. So all who bought Conquest before the cut-off date (27th of November 2020 on Steam and a bit later on GOG.com) are still getting The Fall of Avalon for free.



One last thing — every screenshot you see here was taken straight from the editor, we didn’t touch any single one with Photoshop. The only “lie” is that they were taken in 4K resolution (but if someone has a monstrous machine they’d be able to get this quality). Obviously, though, we’re still so early in development that things may change! We’re doing all we can in order not to downgrade the quality of the visuals :)

In the upcoming months, we will be talking more about the game, what will be unique about it, and we'll try to prepare you for (hopefully) an amazing, epic adventure in the dark world of Tainted Grail.

Our whole team is EXTREMELY hyped to create an unforgettable adventure and we hope you'd like to join us!

https://store.steampowered.com/app/1466060/Tainted_Grail_The_Fall_of_Avalon

Patch 1.2b is live

Hi y'all! We've fixed a couple of issues this week, here's the list of what's been changed :)



[h3]General:[/h3]
  • Fixed buggy "Continue" button on Runestones Loot screen while using Gamepad
  • Switching save slots will no longer reset unlocked characters and a few other things
  • Necromancer should be able to get Wyrdness Breach card after using Ultimate in the first turn.
  • Fixed Red Death cards behavior when playing Necromancer and activating Red Death in Lich Form
  • Maneuver cards with Exile keyword should properly go to Grave after the first Exile.


[h3]Cards and Passives:[/h3]
  • Desperate Measures (Children of Morrigan's card) should properly give Armor.
  • Explosive Force (Wyrdhunter's mastery) heals the correct amount of HP.
  • Corpse Shield (Berserker's passive) should always give Armor.
  • Rapid Growth (Summoner's passive) correctly grants 2 Activations.
  • Mercy (Blood Mage's passive) should give Energy bonus in the correct turn after an automatic overcharge.
  • Path of Death (Blood Mage's mastery) shouldn't trigger another Path of Death into an infinite loop.
  • Need for Abomination/Fae/Golem/Wyrm (Necromancer's cards) will no longer summon Summoner's version of summons instead of Necromancer's
  • Future Shot (Watchers of Tuathan's card) now works correctly when used with Multishot
  • Concussion (Zealot's passive) should work even if the threshold is overflowing.


[h3]Localizations:[/h3]
  • All runestones should display the correct rarity name.
  • Red Death and Scab descriptions tweaked.
  • Tier 2 Enemies renamed to new distinct names: Bounty Hunter to Head Hunter, and Mind-Bender to Spirit-Bender.
  • Many minor localization fixes and consistency tweaks.


[h3]Enemies:[/h3]
  • Bounty Hunter (Tier 1 Enemy) has a distinct new model and icon again.
  • Sick Man (Tier 1 Enemy) interactions with Lich tweaked.
  • Sick Man (Tier 1 Enemy) minor tweaks to ease the higher difficulties:
  • 1. Difficulty doesn't change the amount of Red Death cards given per Hit received.
  • 2. On higher difficulties gives additional 1-2 Scab cards per Hit received.
  • 3. Scab cost changed from 0 to 1 Energy.
  • Suffering Lady (Tier 2 Enemy) shouldn't hide the ghost before attack is performed.

Patch 1.2 — Chinese, Russian, Spanish + New Content + Soundtrack now available!

Hello everyone! It took us a while… but we’re back with a HUGE patch with a lot of cool things inside!

But let us start by thanking you all for playing the game and being such an awesome community! Your support made it possible for us to work extra on the game and add a lot of awesome stuff with Patch 1.1... But we are not done and today we are super excited to invite you to Patch 1.2!

There are three main things we’re bringing today —
  • new translations of the game
  • new content and balancing
  • official soundtrack!

So, let’s dive into the contents of this gigantic patch :)

THREE NEW TRANSLATIONS


You’ve been asking for this for a while now and we’re finally ready to update the game with Simplified Chinese, Russian, and Spanish.

We hope that thanks to those translations, a lot of new people will gain access to the game and have some good fun with it ;) We will really appreciate those of you who are in those regions to spread the word about the game being available in extra languages!



OVER 100 NEW CARDS & PASSIVES


Well, who doesn’t like more free content and variety…? ;)

We were able to add over 100 new cards and passives to the game! This means - tons of new strategies to explore, more variety, and more fun! We hope you will be able to explore the new gameplay content and create some new crazy strategies with those new tools!



We’ve been working on giving all the classes the same possibilities — some of them had more cards and passives than others. Now they’re all mostly equal. This means that we’ve added A LOT of new cards to Watchers and Moonring, and a lot of new passives all over the board.

3 NEW ENEMIES


Since you have some new cards and passives… well, it would be good to also have some new enemies to combat as well, right? Good news! We were able to add 3 absolutely new monsters with unique designs and new interesting mechanics.

Again, this means more free content, more replayability, and variety! Hopefully, you will be able to defeat them without a problem ;)



OFFICIAL SOUNDTRACK


And, in addition to that, we’ve finally wrapped up work on something you’ve been asking for since the game was released:



You can check out the soundtrack in various places:

  1. on Steam (and if you’re still buying music, then this is the full release – it contains tracks we’ve licensed for the game from Danheim.)
  2. on Bandcamp
  3. on Spotify
  4. on Youtube

The soundtrack in various forms should be available everywhere else, too, so it’s up to you where you want to listen to it.

There's also some additional music available now — if you'd like to listen to tracks played by the Bard in the player's village, head here.

AND ON TOP OF THAT…


Last but not least, something for those of you, who like to travel through wyrdness with style! We have a bunch of new cosmetics for you all including hair, tattoos, and a new shiny armor (unlockable by levelling up with Watchers of Tuathan)!



Ok! That’s it! We hope that y’all will be happy with all the new stuff and good luck out there in the Wyrdness!

And here’s the rest of the patch notes:



[h2]Additions / Quality of Life / Requests:[/h2]
  • Added 12 new music tracks
  • Ability to change sex during Character Editing in Class Selection menu (not available at the Seamstress)
  • Animation skips should work better (for all of you who want the game to be FASTER!)
  • Added gamepad controls preview in Settings
  • Limited passives on the right vertical bar in combat to 9, so that they don't overlap with other buttons
  • Small gamepad improvements
  • Shortcuts will no longer interrupt filling Bug Reports


[h2]Changes, Fixes:[/h2]
  • Zealot Ultimate Charges gain changed from 1 to 2 per discarded card.
  • Shaman's Totems now properly scale their HP and healing values.
  • Reaver should gain 1/2/3 Hits per turn and properly lose them after being stunned - mimicking Faceless Hunter's behavior.
  • Fixed Path of Assassin reforge, now it should always correctly give 3 rune charges back from killed enemies
  • Achievement "I Don't Need Much" will no longer be completed when finishing the game in Lich Form and having more than 8 cards in Necromancer's deck
  • Quest description will no longer display "Lorem Ipsum..." when no quest is available
  • WyrdCard discard effect restored
  • Only 1 restock can be made in Scientist's Shop.


[h2]Gamepass:[/h2]
  • Fixed character creator freeze bug
  • Fixed bug with fetching leaderboards


[h2]Items:[/h2]
  • Bloodcandle HP cost decreased from 10% to 5% Max HP.
  • Bloodcandle price increased from 60 to 80 Wealth.
  • Wyrdness Mushroom minor tweaks (chances and values).
  • Sharpening Stone's chance increased from 20 to 25.
  • Meat price increased from 8 to 10.


[h2]Runestones:[/h2]
  • Common Calc (Armor) healing decreased from 5/8/15 HP to 4/7/12.
  • Common Gar (Armor) damage decreased from 5/8/15 HP to 4/7/12.
  • Rare Eolh is now Common Eolh.
  • Rare Man is now Common Man.
  • Rare Ur is now Mythical Ur, scale changed from 100/175/300 + 5/4/3 to 100/200 + 4/3.
  • Rare Ken (Weapon) cards threshold decreased from 15/8/5 to 13/7/4.
  • Rare Ken (Armor) Combat Slots count increased from 1/2/3 to 2/3/4.
  • Rare Nyd (Weapon) bonus damage increased from 50/90/150% to 100/175/300%.
  • Rare Nyd (Armor) bonus cards increased from 1/2/3 to 2/3/4.
  • Rare Peorth (Weapon) bonus damage increased from 30/50/75% to 50/80/150%.
  • Rare Peroth (Armor) bonus Armor decreased from 30/50/75 to 25/40/75.
  • Rare Wyn (Weapon) bonus damage increased from 50/100/150% to 100/175/300%.
  • Rare Wyn (Armor) turns threshold decreased from 5/3/2 to 4/3/2.
  • Mythical Ing (Weapon/Armor) drop chance increased from 10/20 to 15/30.
  • Mythical Lagu (Armor) Barrier HP increased from 10/20 to 15/30.
  • Mythical Thorn (Weapon) Barrier HP increased from 2/5 to 3/6.
  • Mythical Thorn (Armor) Barrier HP increased from 200/500% to 300/600% of Offered HP.
  • Mythical Yr (Armor) cards threshold increased from 4/3 to 5/4


[h2]Children of Morrigan[/h2]
Cards
  • Desperate Measures Armor gain reduced from 5 to 2 and added Exile keyword to the card.
  • Onslaught base damage reduced from 50% to 25%, bonus damage increased from 50% to 75%.
  • Crawling Fire base damage reduced from 50% to 25%, bonus damage increased from 10% to 20%.
  • Fortify Armor gain increased from 20 to 30.
  • All In damage increase increased from 50% to 100%.
  • Bladefury cost reduced from 2 to 1, base damage reduced from 150% to 100%.
  • Bloodied Frenzy base damage increased from 250% to 300%.
  • Meditation damage increase increased from 100% to 150%.
  • Last Resort Blocks amount reduced from 5 to 1, energy cost reduced from 2 to 1.
  • Raging Blade base damage increased from 50% to 75%.
  • Reposition card draw reduced from 5 to 4.
  • Shield Breaker Armor reduction increased from 10 to 20.
  • Short Pause Armor gain increased from 40 to 50.
  • Stronghold Armor gain increased from 15 to 20.
  • Berserk Damage increase increased from 25% to 50%.
  • Counterstrike retaliate damage increased from 50% to 75%.
  • Ultimate Attack cost reduced from 3 to 2.


WyrdHunter
  • Offensive Armor gain reduced from 10 to 7.
  • Haste Card draw increased to 2 from 1, cost reduction reduced from 2 to 1.
  • Physical Training card threshold lowered from 6 to 5.
  • heavy Opening damage increased from 100% to 200%.
  • Initial Impact armor reduction increased from 100% of damage dealt to 200%.
  • Thousand Cuts card threshold reduced from 10 to 9.
  • Fortification changed wording from "less than 3 cards" to "2 or less cards".
  • Manifested Ire Ultimate charge consumption increased from 50% to 66%.


Pathfinder
  • Prideful Stance Ultimate charges threshold increased from less than 8 to less than 9.
  • Opportunity Block Ultimate charges threshold increased from 6 to 9.
  • Tactics Armor gain increased from 5 to 10, damage gain increased from 10% to 20%.
  • Vigor Energy gain increased from 1 to 2 Energy.


Berserker
  • Trance activation threshold lowered from 50% to 25%, Energy gain increased from 1 to 2.
  • Calm Mind Hits duration increased from 3 to 4.
  • Fear Armor reduction increased from 25 to 50.
  • Frenzy damage gain increased from 75% to 100%.
  • Vitality Max HP increase lowered from 75 to 50.
  • Wide Swings Hit damage increased from 100% to 150%.
  • Vampirism Lifesteal increased from 10% to 20%.
  • Trembling Clash Armor reduction reduced from 25 to 20.


[h2]Moonring[/h2]
Cards
  • Blinding Burst cost reduced from 2 to 1.
  • Druids Bane armor reduction duration increased from 3 to 5 turns.
  • Funeral Moon damage reduction duration increased from 2 to 3 turns.
  • Deprivation Bane Max HP Reduction reduced from 33% to 20%.
  • Deprivation Curse Max HP Reduction reduced from 33% to 20%.
  • Hammerhead Stun chance reduced from 25% to 20%.


Summoner
  • Alchemist Wealth gain reduced from 10 to 5.
  • Surprise Attacks damage gain increased from 200% to 300%.
  • Acidic Blood number of Hits increased from 1 to 3, Hit damage reduced from 300% to 100%.
  • Hindsight card draw reduced from 4 to 2.


Blood Mage
  • Close Leash duration increased from 4 to 3 turns.
  • Air Burst Overcharge threshold increased from 4th to 6th.
  • Numbness Armor gain reduced from 2 to 1.
  • Spectral Shield Barrier gain reduced from 3 to 2 times its rank.
  • Lesser Key of Punishment HP multiplier changed from 2 to 3.
  • Uncontrollable Growth now has a duration of 3 turns


Necromancer
  • Recharge Barrier gain increased from 10 to 15.
  • Total Intimidation - Intimidation effect duration increased from 3 to 4 turns.
  • Soul Division Barrier increased from 20 to 30.
  • Dream Army HP increase lowered from 50% to 33%.
  • Lich Essence - Life Essence Ultimate Charge gain increased from 2 to 3.
  • Stray Soul Ultimate Charge threshold increased from 3 to 4.
  • Leech Form Barrier increased from 20 to 25.
  • Path of Death Lifesteal reduced from 50% to 20%.


[h2]Watchers of Tuathan[/h2]
Cards
  • Returning Shot damage reduced from 150% to 100%
  • Reckless Attack's cost reduced from 1E to 0E.
  • Furious Overdraw's cost increased from 1E to 2E.
  • Stepping Stones damage increased from 20% to 30%
  • Flare Shot cost reduced from 1 to 0 Energy.
  • Bolas Shot damage reduced from 50% to 25%
  • Acid Shot Armor reduction reduced from 50 to 30
  • Spiritual Blows Arrows increased from 2 to 3, Ultimate Charge cost increased from 4 to 5
  • Arrows of the Past draw increased from 1 to 2
  • Somersault cost increased from 0 to 1
  • Double Somersault cost increased from 1 to 2
  • Triple Somersault cost increased from 2 to 3, Maneuver draw increased from 3 to 4, cost reduction reduced from2 to 1
  • Furious Overdraw damage gain reduced from 300% to 200%
  • David Barrier increased from 75 to 100, cost reduced from 1 to 0
  • Goliath Barrier reduced from 75 to 50, cost increased from 1 to 2
  • Pebble Throw Armor reduction reduced from 25 to 10
  • Distraction damage reduction reduced from 50% to 25%
  • Exposition damage gain reduced from 50% to 25%
  • Rising Action damage gain reduced from 100% to 50%
  • Climax damage reduction increased from 50% to 75%, cost reduced from 2 to 1
  • Rancid Battlefield Armor reduction reduced from 25 to 20, duration reduced from 3 to 2 turns
  • Pungent Cloud Armor reduction and gain reduced from 50 to 30
  • Acid Flood base damage reduced from 100% to 50%, cost reduced from 1 to 0 Energy
  • Fate-Breaking Shot base damage reduced from 100% to 75%
  • Lob Shot Hits amount reduced from 7 to 5
  • Splitting Shot base damage reduced from 150% to 100%
  • Ultimate Weaponry Arrow draw reduced from 4 to 3, cost reduced from 2 to 1 Energy
  • Spiritual Flurry cost reduced from 1 to 0 Energy
  • Corrosive Rainfall Arrow draw reduced from 4 to 3, cost reduced from 2 to 1 Energy
  • Unstable Mixture - Armor Gain for Hero reduced from 20 to 10, Armor gain for enemies reduced from 100 to 50
  • Treasure Hunt draw increased from 1 to 2
  • The Treasure draw increased from 2 to 3, cost increased from 0 to 1
  • Reckless Attack cost reduced from 1 to 0 Energy
  • Favored Enemy cost reduced from 2 to 1
  • Exhaustive Preparation damage gain reduced from 50% to 25%
  • Downward Spiral damage gain reduced from 200% to 100%
  • Heavy Protection Armor gain increased from 30 to 40
  • Quick Dodge Armor percentage reduced from 200% to 50%, cost reduced from 1 to 0 Energy
  • High Ground Armor percentage reduced from 150% to 100%
  • Middle Ground Armor percentage reduced from 100% to 75%


Sentinel
  • Calibration damage gain reduced from 5% to 3%.
  • Scales Armor gain increased from 50 to 75.
  • Terrifying Presence Armor reduction reduced from 2 to 1.
  • Rupturing Shot Armor reduction reduced from 10 to 5.
  • Full Cover Armor gain increased from 25 to 30.
  • Waiting for an Opening Barrier increased from 25 to 33.
  • Target Practice Armor reduction reduced from 100 to 30.
  • Perfect Shot damage gain increased from 50% to 100%.
  • Scattershot Armor gain reduced from 10 to 5
  • Path of the Assasin Ultimate Charge gain reduced from 3 to 2
  • Path of the Protector Barrier weakened from 50% to 75%


Zealot
  • Ruthless Draws damage gain increased from 25% to 50%.
  • Vital Point damage increased from 50% to 100%.
  • Shoot to Remember Hit threshold lowered from 12th to 8th.
  • Munitions Recycling damage gain increased from 10% to 20%.
  • Withdrawal Barrier gain increased from 5 to 10.
  • Panic Attack Barrier reduced from 10 to 5.
  • Spiral Hit threshold lowered from 6th to 4th.
  • Concussion Hit threshold lowered from 12th to 10th.
  • Vantage Point Cost reduction increased from 1 to 2.
  • Harbinger of Abyss - Void Shot base damage increased from 100% to 200%.
  • Aimed Shot damage increased from 200% to 300%.
  • Fixed Vantage Point when used with multishot cards



Apostate
  • Showtime Maneuvers threshold increased from 4 to 5.
  • Coping Mechanism Armor gain reduced from 3 to 2.
  • Damning Momentum Maneuvers threshold increased from 6 to 7.
  • Reluctant Hero Maneuvers threshold increased from 6 to 7.
  • Stunning Performance Maneuvers threshold increased from 6th to 7th.
  • Ante now instead of 1 draw for every Maneuver flipped, draws 1 for every 2 Maneuvers flipped.
  • Raise Amount of Maneuvers reduced from 50% to 33%.
  • Full House now works only with 15 Ultimate Charges.
  • Flipping Spree's maneuver card threshold changed from 2 to 4

Patch 1.1a is live!

Hi everyone! We have a fresh patch for y'all!

We've finally had some time to work on a couple of issues you've been reporting for a while now. Including the full-screen mode! :D

Here are the entire patch notes for version 1.1:



[h3]ART[/h3]
- Removed unnecessary black screen in the endless loop of Endless Power.
- Treasure Guardian and Legendary Encounters in the Endless Modes have new graphics.
- Ethereal minions stopped emitting a blinding light.
- Warped Lightseeker and Deranged Red Priest have their VFXes restored.

[h3]GAMEPLAY[/h3]
- Left and Right Hand Path Reforges should show correct hands xD
- Death Magic card should be better at protecting minions from very high damage.
- Vantage Point passive should correctly work when the enemy is killed via a Maneuver card.
- Sentinel's Phantom will no longer break from its oath to Sentinel and stop helping him in battle after using Ultimate with certain passive skills
- Sentinel's Path of the Assassin should provide Ultimate Charges for each killed enemy.
- Mark of Blood visual duration fixed.
- Fixed issue with Calc Runestone and Haste passive, where cost reduction would persist between fights
- Fixed issue with Gravewalker's Protection where it wouldn't have Return after being brought back to hand

[h3]QUALITY OF LIFE[/h3]
- Added the Fullscreen option
- Added upgrade level indicators in Blacksmith, Master at Arms, Seamstress, and Candlemaker Trade windows
- Restock and "Add 1 more item" options in Scientist moved to top bar as tabs

[h3]BUGS[/h3]
- Disabled notifications on the intro video
- Fixed rare Endless mode freeze on black screen problem
- Fixed Provider's non-rising item cost
- Statistics changes in the story should now display real values with stat gain modifiers (like +25% wealth gain)
- Fixed bug where restoring Woolsey in a fight and then petting him on gamepad during story would block the game (?!!)
- Fixed transmute exploit in Blacksmith's shop
- Fixed necromancer bug, where after entering lich, you would get your normal cards instead of lich ones
- Can't pick 2 items for 1 in the Provider's story anymore
- Fixed health resetting to a lower value after loading Endless mode
- You can opt-out of data collection in the Steam version of the game now

[h3]TEXT[/h3]
- Added missing translations for difficulty above 32.
- Minor localization fixes.
- Added missing Polish translation in the tutorial

Patch 1.1: Shattered Reality is LIVE!

Hey!

After a safe beta-testing period (huge thanks to everyone who participated and shared feedback with us!), we are ready to post our very first MAJOR patch after launch.

Welcome to Patch 1.1 - Shattered Reality!



We are super excited to bring quite a big chunk of extra content to Tainted Grail. Before we will get to the “meat” of the patch that will bring you many hours of extra playtime - let us start with some of the things that might not be instantly visible.

First of all - our team worked on extra optimization of the game and we were able to get the game working better, especially at the lower-end specification. Nothing really groundbreaking, but hopefully a noticeable change ;)

Secondly - we did a lot of (really small) balancing tweaks, fixed quite a lot of bugs, and added some visual improvements here and there. Again, nothing groundbreaking, but the devil is in the details! ;)

NOW! Let's go to the big things!

Number 1: Weekly events!




We are extremely happy to invite you to take part in the weekly events. From now on, every week you will have a new challenge with some really crazy modifiers that will take a normal Conquest game to a new level.

We really hope that it will give you tons of extra fun for months to come - especially since events will be quite different from each other.

We are not talking about some small modifiers - we are talking some crazy stuff like "you start the game with 1HP, every card you play gets duplicated, monsters have doubled health", and so on!

So in general - there will be TONS of extremely… WYRD… interactions and some memorable moments ;)

For some of you, who like to compete for the highest score, we have also added a dedicated leaderboard for every event, so that you can compete for 1st place worldwide! ;)

Number 2: Endless Misery




Also, we have prepared 2 Endless modes for those of you who are interseted only in PURE GAMEPLAY without the story / exploration bits. In those modes, you are just fighting with enemies one by one until… Well, it is endless, so there is no end :D

After every combat you get some small rewards and choices to make, so you can quickly test a lot of different strategies. Now, why “Misery”? Mostly because this mode is the most hardcore one ;) There is no forgiveness on the enemy's side and surviving every fight can be quite a challenge!

Number 3: Endless Power


This is our “chill mode”. Is it raining outside and you just want to chill a bit with some silly combos and crazy fights? Endless Powers is here for you! In this mode, fights you are going to face are not your “usual” ones - so be prepared to face 3 golems at once or some other crazy combinations ;)

In this mode, your power level will grow to pretty absurd levels and you can do some quite crazy combos ending up in 1-shooting some extremely strong enemies ;D

Overall, we are quite proud of this patch and we really hope you will enjoy the new modes! If you will enjoy it - remember that spreading the word about the game or leaving us a positive review can go a loooooong way and we will really appreciate it! :)



QUICK INFO ABOUT NEW TRANSLATIONS


Now, time for another piece of news, that we hope some of you will be really excited about!
We’ve officially started translating the game to Russian, Spanish, and Simplified Chinese :)

This will be a professionally prepared translation with high quality - done by the same company that translated the game to German, French, and Polish (and we've heard a lot of good comments about our current translations!).

We hope these three new languages will be available within the next two months so we ask for your patience! :)

(And we’d kindly ask you not to use fan-made translations for pirated copies – over the past month we’ve received 49 million automated error reports (some are sent after every “frame”, meaning pretty much all the time when the game’s played) from these and our storage space for crash logs got pretty cluttered :D)

And here are some Patch Notes for those of you who like to see details ;)



The patch notes for this release are available in our last post (but this patch contains fixes to a lot of beta bugs and also some new fixes) so we're pasting them again here, with these new additions included:

MAJOR ADDITIONS:
  • Three new game modes
  • Optimization


OTHER FIXES AND ADDITIONS:

UI / UX / GAMEPAD
  • A nice surprise in the Title Screen ;)
  • Moonring minions have new models
  • New UI for leaderboards
  • Added Icon in trades that notifies you what a rune is equipped
  • New UI for context menu popup
  • Fixed a bug that made it impossible to select the first and the last card with a gamepad, when you had more than 10 cards in hand
  • While playing with a gamepad, targeting will select the last chosen target as default
  • Added support for left analog stick in character sheets wheel
  • Added quantity of equipped items in all trades
  • Fixed font issue with characters in the village
  • Added VFX for discarding a wyrdcard


STORY:
  • Ghost, added a lot of missing VO
  • There's a secret way to change the Bard's fate now.
  • Sola Fide should be fixed now for y'all
  • Shortened the time it takes for conversations with the Scientist to become available again during her quest (same with the Blacksmith)
  • All village NPCs should properly unlock in the journal (if they're not unlocked after recruiting them just have a chat with them in the village)
  • Minor localization tweaks and fixes.
  • Fixed missing art from elder archer's encounter


RUNESTONES:
  • Ethel runestones should properly remove armor bonus after slot change
  • Wyn runestones should properly work with Wyrdhunter's Shock passive
  • Thorn Runestone in weapon slot now correctly grants barrier
  • Runestone Yr updated visibility


GENERAL BUGS & FIXES:
  • All-mother's Altar should be finally available for everyone.
  • Fixed a bug that made tier bosses and minibosses not change after defeating
  • Fixed a bug that made it possible to use a card that is being discarded
  • Fixed a bug with Necromancer's Minions dealing damage before losing rank
  • Fixed an issue with Golem fight, where starting Moving Stones would have 1 hp
  • Made calculating score from final boss more precise
  • Quest cards -- fixed issue when in deck inspect card window would be that of a flip card
  • Fixed a bug with unlocking characters prematurely
  • Fixed an issue with flat damage bonuses not showing in character statistics
  • Woolsey no longer is promoted by Blood Mage cards
  • Fixed issue with Wyrdness Discharge not consuming HP
  • Deranged Lifeforce no longer regains their status if stunned for more than 1 turn
  • Various fixes to animation and VFX (Blood Carver got a new blood FX, Bone Idol has a new projectile effect, Blood Mage's Golem has a correct animation when evading, Deers in Hunter's Grove have proper attack animations)
  • Fixed some typos & translations
  • Wyrm, Abomination, and Fae now correctly show how much HP they will gain with each rank/level/tier
  • Soulblade now correctly reacts to all instances of damage
  • Candlemaker's milestone buffs should be applied correctly.
  • Candlemaker's reveal NPCs/Locations mechanic improved.
  • User Reports failures should happen less often now


ACHIEVEMENTS:
  • "It's Mine" Achievement fixed the issue with getting it too early while fighting with certain bosses
  • "It's Mine" Achievement now works correctly with certain minibosses


CARDS / PASSIVES:
  • Apostate's Ancestral Knowledge should really work only once per turn.
  • Apostate should discard Maneuvers that discard Manuvers.
  • Apostate's Glimpse of Possibility second side reworked.
  • Vantage Point passive fixed
  • Power Drop passive fixed
  • Apostate Idea initial card fixed
  • Berserker's Crawling Fire card should display proper damage value in deck view
  • Dance of Blades, changed visual effect effect to make it faster
  • Inhuman Uttering is now usable while having more than half Ultimate Charges
  • Fixed visibility on Delayed Punishment
  • New Beginning should properly reduce cost of additional cards


OK! That’s it! Hope y'all are going to enjoy our newest patch and in order to celebrate our first major update after launch, we're also offering the game with a 20% discount for a few days :)

See you soon, that's not the end of good news we have for Conquest! :)