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Tainted Grail News

Beta Access to Patch 1.1 - Introducing Endless Modes & Events!

Hi everyone! Long time no hear ;)

We've been silent for a little bit, but this doesn't mean we weren't busy! We have prepared a small surprise for you all and we really hope that you will enjoy it.

You've given us so much support during Early Access and the game premiere and we definitely want to give back by creating some extra content that you will hopefully enjoy!

So, let's talk about Patch 1.1 - Shattered Reality.
[h2]This patch brings 3 totally new ways to play the game! [/h2]

First of all, we have 2 endless climbs. These are modes which are 100% gameplay-focused. You will fight an enemy after enemy until you will (eventually) fall. We found it's super fun, especially for players who finished the main campaign and just want to play around with different strategies.

[h3]Endless Misery[/h3]
This is our hardcore climb created for all of ye power gamers wanting to get some proper challenge.

[h3]Endless Power[/h3]
This is our “chill mode”. It is raining outside and you just want to chill a bit with some silly combos and crazy fights - like 3 Golems? Endless Power is here for you :D

[h3]Weekly Events[/h3]
This is a mode in which you will get tons of modifiers that will absolutely change some core things about the game. Every week, there will be new, unique events and leaderboards where you can compete for the best score with other players.

On top of it, with this patch we are also bringing some extra optimization (especially for low-end machines). It's nothing groundbreaking but our tests shown quite a few extra fps - and that's always welcome, isn't it? :)

Overall, we are quite proud of this patch and we really hope you will enjoy the new modes!

Anyway! We want to release this update to the public on the 17th of this month and we would like to invite you to the Beta to test if everything works as intended.

This means we're sharing access to our beta branch and if someone wants to join us there and check out the new things, well, we'd really appreciate all feedback!

One really important thing that needs to be said:

PLEASE BACKUP YOUR SAVE FILES BEFORE JOINING THE BETA


You can find info on how to do that on our Wiki - here.
Section "Bugs & Fixes" -> "Where can I find my save files?"

Please remember that since this is a beta build, then it might be unstable. It is a rough version of our next big release, and this means you might encounter some weird issues here and there (but it also contains a lot of fixes and additions)

[h2]HOW TO JOIN?[/h2]
In order to join this branch you need to right click on the game on Steam, go to Properties, BETAS and use this password -> ZatanczyszZeMnaJeszczeRaz

We hope to make this patch public around the 17th of August. We'd really love to hear your feedback!

Entire patch notes:



MAJOR ADDITIONS:
  • Three new game modes
  • Optimization


OTHER FIXES AND ADDITIONS:

UI / UX / GAMEPAD
  • A nice surprise in the Title Screen ;)
  • 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 first and last card with gamepad, when you had more than 10 cards in hand
  • While playing with 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 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
  • unestone 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 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 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


ACHIEVEMENTS:
  • "It's Mine" Achievement fixed 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

Patch 1.01a is live (and it restores the All-mother's Altars!)

Patch 1.01a is live and - among other things - it restores the All-mother's Altars.



Changes in 1.01a:
- All-mother's Altar should be finally available for everyone.
- Altars should be visible on the minimap.
- All balance changes listed in the main update should be in place now
- Apostate's Ancestral Knowledge should really work only once per turn.
- Apostate should put to grave Maneuvers that discard all Manuvers (or hand).
- Apostate's Glimpse of Possibility second side reworked.
- Eternal Return (card) is named Eternal Control (previously Passive Skill and Card shared a name).
- Minor localization tweaks and fixes.

German, Polish, and French - now available! Version 1.01 is live :)

Hello everyone! Today we have a really big patch for you, and - if you're in a hurry, here's a tl;dr!

It contains
  • The pre-final version of Translations
  • A lot of fixes and improvements
  • Plenty of balancing-related changes

But before we get to that: we'd like to THANK YOU once again for your support. We've passed 2000 reviews on Steam this week and we're still at Very Positive... We honestly couldn't be more thankful! Thank you all for supporting us and being here with us - it means A LOT. And we hope that even a brief look at the changelog of today's patch will show it that we take your feedback seriously!

(And even if sometimes we might seem slow with addressing reported issues - well, that's probably because the issues are harder to tackle than it might seem.)

Also, we'd like to take this opportunity to send our thanks to all the YouTubers and Streamers who decided to cover our game. We really appreciate your willingness to cover less known titles and actually play indie games together with your audiences.

THANK YOU FOR YOUR SUPPORT!



The biggest news: three language editions are now available.


Please note that German, French, and Polish are still NOT FINAL and we're still working on them. Please report any issues on our Discord on appropriate channels - we're monitoring them every day and we're quickly changing things that don't work.

We're making these translations public, though, because many of you are asking for them and are afraid of moving to a beta branch so - here they are on the public branch :)

Just change the game's language in the game's Properties on Steam.

Our translators are also doing a Localization QA run this week so expect some fixes to translations soon :)


  • Optimization in combat - skills execution should run smoother now
  • Overhaul of Intent icons
  • Improved card playing experience (especially with a lot of cards in hand)
  • Triggering range of an encounter should slowly appear when hero approaches the enemy
  • Added setting to scale hovered card in fights
  • Burning Follower should properly burn


Major Issues
  • Fixed problems with unlocking Journal Entries (If you were triggering location interactions with gamepad or keyboard, entries weren't unlocked)
  • Fixed starting game for players without Media Foundation Pack on theirs PCs
  • There's always 1 altar (of various kinds) at each Tier.
  • Multishots should be smarter at selecting targets for their effects.
  • Apostate should be less likely to reduce Maneuvers Energy cost forever.


Other Fixes
  • Stun should no longer be applied to the player
  • Ultimate in fights now shines brighter and brighter when gaining charges
  • Summons Base Damage is now properly displayed
  • Added indicator for quest items in inventory
  • Many cards and passive skills now have clearer descriptions


Minor Fixes
  • Seamstress HP upgrades provide the correct amount of starting HP (not only maximum HP).
  • Fixed runestone trade with a Shadowy Presence
  • Retreating from a fight in Lich form doesn't add lich cards to your deck anymore
  • FIxed a bug that caused Wooden Flute to increase Armor until the end of the fight instead of until the end of the turn.
  • Pride cards should provide Armor one last time before being transformed.
  • Fixed a bug that prevented proper resolving of the last use of Quest cards
  • Fixed Arrows of the Past behavior
  • Wrath now shows what Wrathful Edge does
  • Magic Wind should take correct (displayed) amount of HP
  • Exhausting Shot card should properly apply debuff
  • Spiritual Blows card should no longer consume incorrect amount of ultimate charges
  • Apostate's Full House fixed and restored!
  • Sentinel's Shattershot should update Ultimate tooltip
  • Sentinel's Path of Assassin should always trigger its effect
  • Accelerate now correctly grants Ultimate Charges
  • Devastating precision will no longer unlock one of Zealot's Ultimate cards
  • One Man Army fixed issue where Armor bonus would trigger on different
  • Devastating Precision now correctly grants Ultimate Charges
  • Path of the Keeper now works correctly after Sentinel's Ultimate Ability
  • Wyrdcandles passive now works correctly
  • Special passives from Tainted Altar should work and be visible correctly
  • Stunning Performance's counter should reset properly at the end of turn
  • Loaded Weapons passive should work properly
  • Faceless Hunter and Reaver now really deal a maximum of 10 Hits.
  • Fixed Undead Spawn's too many attacks issue
  • Fore-Dweller Overlord fixed issue with missing special card
  • Dullahan's poison is no longer considered a Hit (doesn’t trigger your modifiers)
  • Insane Worshippers should no longer lose their intents
  • Soul Shifter now has correct color on his buff intent
  • Runestone Ur now works correctly with Moonring classes


Children of Morrigan

[h2]Cards[/h2]
  • Chain Attack damage increased from 100% to 125%
  • Inhuman Utterings cost reduced from 2 to 1
  • Draw card draw increased from 3 to 4
  • Protections from Evil duration increased from 2 to 3 turns
  • Short Pause Armor gain increased from 35 to 40
  • Stronghold Armor gain increased from 10 to 15
  • Sacrificial Dagger cost reduced from 1 to 0
  • Eternal Control cost reduced from 2 to 1
  • Degrading Armor Armor debuff increased from 5 to 10
  • Distancing Blow damage reduced from 80% to 75%
  • Disruption cost reduced from 3 to 2
  • Hot Iron damage increased from 350% to 400%
  • Lopsided Pairing blocks gain increased from 2 to 3
  • Mark of Blood Armor reduction increased from 50 to 100
  • Pure Luck cost increased from 1 to 3 Energy
  • Pure Luck damage increased from 100% to 300%
  • Pure Luck block gain increased from 1 to 2
  • Raw Power damage buff increased from 50% to 100%
  • Desperate Measures heal reduced from 5 to 2.
  • Desperate Measures Armor change reduced from +1 to -5.


[h2]Wyrdhunter[/h2]
  • Explosive Force heal increased from 7% to 10%
  • Physical Training cards countdown reduced from 7 to 6
  • Haste cost reduction increased from 1 to 2
  • Armor Crusher Armor debuff increased from 2 to 3
  • Killing Spree starting Ultimate Charges increased from 6 to 10


[h2]Pathfinder[/h2]
  • Combat Sequencing cards countdown increased from 5 to 6
  • Delayed Punishment damage bonus increased from 300% to 400%
  • Precision damage buff increased from 100% to 200%
  • Slayer card draw increased from 2 to 3
  • Tactics damage buff increased from 5% to 10%


[h2]Berserker[/h2]
  • Power of Sacrifice HP threshold decreased from 50% to 25%
  • Trembling Clash Armor debuff decreased from 50 to 25
  • Soul Trap HP gain increased from 2 to 3
  • Remorseless Assault cards count reduced from 3 to 2
  • Rampage base damage reduced from 125% to 50%
  • Rampage bonus damage increased from 25% to 50%
  • Division Cleave damage increased from 15% to 20%
  • Bloodoath damage buff increased from 100% to 200%
  • Chant of Doom Armor buff increased from 5 to 10


Moonring

[h2]Cards[/h2]
  • Druids Bane duration increased from 2 to 3 turns
  • Enraged Flailing damage buff increased from 200% to 300%
  • Two Pillars cost reduced from 2 to 1
  • Oversaturation cost increased from 1 to 2
  • Grim Fae HP Offered increased from 2% to 5% max HP
  • Grim Golem HP Offered increased from 2% to 5% max HP
  • Grim Wyrm HP Offered increased from 2% to 5% max HP
  • Grim Abomination HP Offered increased from 2% to 5% max HP
  • Animated Fae summon level decreased from 5 to 4
  • Animated Golem summon level decreased from 5 to 4
  • Animated Wyrm summon level decreased from 5 to 4
  • Animated Abomination summon level decreased from 5 to 4
  • Resurrected Fae summon level decreased from 3 to 2
  • Resurrected Golem summon level decreased from 3 to 2
  • Resurrected Wyrm summon level decreased from 3 to 2
  • Resurrected Abomination summon level decreased from 3 to 2


[h2]Summoner[/h2]
  • Alchemist wealth gain reduced from 20 to 10
  • Surprise Attacks damage buff increased from 100% to 200%
  • Golems Aura starting Barrier reduced from 20 to 15
  • Hindsight card draw increased from 3 to 4
  • Last Layer Barrier reduced from 10 to 5
  • Protective Spells Barrier increased from 10 to 20
  • Whispering Stones Golem Barrier reduced from 10 to 5
  • Glyphs of Shielding Retaliate reduced from 100% to 75%


[h2]Blood Mage[/h2]
  • Greater Key of Chaining Overcharge magnitude increased from 800% to 1200%
  • Spectral Shield Barrier gain reduced from 5 times its rank to 3 times
  • Lifesaver minions max Hp increase increased from 12 to 15


[h2]Necromancer[/h2]
  • Senile Bones tier threshold lowered from 2 to 1
  • Dream Army minions bonus HP reduced from 100% to 50%
  • Deadly Protection Barrier reduced from 20 to 10
  • Recharge Barrier increased from 5 to 10
  • Leech Form Barrier increased from 10 to 20


Watchers of Tuathan

[h2]Cards[/h2]
  • Sharp Shot damage reduced from 150% to 125%
  • Piercing Shot damage reduced from 125% to 75%
  • Shot of Hope damage reduced from 125% to 50%
  • Future Shot cost increased from 0 to 1
  • Acid Shot damage reduced from 150% to 50%
  • Blind Fury damage reduced from 100% to 75%
  • Agile Draft Energy cost reduced from 1 to 0
  • Wyrdfiber Shots Barrier gain nerfed from 20 to 10


[h2]Sentinel[/h2]
  • Constant Motion Barrier gain reduced from 25% of Armor to 10%
  • Deadly Force damage buff reduced from 10% to 5%
  • Terrifying Presence Armor debuff reduced from 5 to 2
  • Keeping Distance Barrier lost increased from 75% to 90%
  • Target Practice hits required increased from 4 to 6
  • Target Practice Armor debuff duration reduced from 3 to 2
  • Walking Fortress Barrier gain reduced from 50% of Armor to 20%
  • Path of the Protector now instead of Barriers being 100% Stronger, they are 50% weaker


[h2]Apostate[/h2]
  • Showtime Maneuvers threshold increased from 3 to 4
  • Showtime Maneuvers cards draw reduced from 3 to 2
  • Damning Momentum Maneuvers threshold increased from 5 to 6
  • Reluctant Hero cards used threshold increased from 5 to 6
  • Can’t Stop Flipped card threshold increased from 10th to 13th
  • Flimsy Hands Maneuvers threshold increased from 6th to 11th
  • Back to the Origins now works only once per turn
  • Ancestral Strength damage buff reduced from 100% to 25%
  • Ancestral Resilience Armor buff reduced from 25 to 10
  • Root of All Might Barrier gain reduced from 50% of Armor to 20%
  • Pleasant Surprise flipped threshold increased from 4 to 7
  • Call Maneuver card draw increased from 1 to 2


[h2]Zealot[/h2]
  • Shot to Forget bonus damage increased from 20% to 25%
  • Shot to Remember bonus damage increased from 200% to 300%
  • Delayed Punishment damage buff changed from 10% for 2 turns to 5% for 3 turns
  • Unarmed Defense Armor buff changed from 2 for 2 turns to 1 for 3 turns
  • Herald of heavens: Energy Shot Barrier gain reduced from 25 to 15
  • Harbringer of Darkness: Dark shot damage reduced from 200% to 150%
  • Ultimate Survivor Barrier granted reduced from 10 to 3


Neutral
  • Wyrdness Discharge Energy cost increased from 0 to 1
  • Wyrdness Discharge HP lose increased from 5 to 10 HP
  • Looter bonus Wealth reduced from 100% to 25%


Locations & NPCs
  • Witch discard 5 cards cost changed from HP to maximum HP (now it reduces your max HP by 75%)
  • Blood Altar discard 1 card cost changed from 20% to 33% of full HP


Fights
  • Easy Difficulty, Tier 1: 2 fights changed
  • Easy Difficulty, Tier 2: 1 fight changed
  • Difficulty 1-2, Tier 1: 2 fights nerfed
  • Difficulty 1-2, Tier 2: 1 fight nerfed
  • Difficulty 1-2, Tier 3: 1 fight buffed, 2 fights nerfed
  • Difficulty 3-5, Tier 2: 1 fight changed
  • Difficulty 3-5, Tier 2: 1 fight nerfed
  • Difficulty 3-5, Tier 3: 5 fights buffed
  • Difficulty 6+, Tier 3: 1 fight changed


Enemies

[h2]Tier 1[/h2]
  • Perverted Lifeforce damage nerfed from 8-10 to 6-8
  • Perverted Lifeforce buff changed from 100%/125%/150% damage to 50%/75%/100% damage and 10/15/20 Armor
  • Infected Human HP buffed from 60 to 80
  • Forest Sentinel damage buffed from 6-8 to 7-9
  • Forest Sentinel Armor gain per Ally buffed from 5/10/10 to 10/15/20
  • Soul Harvester (Tier 1) damage nerfed from 14-17 to 14-16
  • Harvested Soul (Tier 1) damage nerfed from 5-7 to 4-4
  • Ravenous Rat HP buffed from 60 to 70
  • Ravenous Rat damage buffed from 4-4 to 5-5
  • Rat Queen damage buffed from 10-10 to 12-12
  • Rat King damage buffed from 12-14 to 14-16
  • Vran's Magical Buffing Axe should last only 1 turn (instead of lasting till the Barrier is broken)
  • Vran's Unbridled Frenzy strength source changed from Magical Buffing Axe lifetime to Magical Buffing Axe count (not how long the buff stays on character, but how many buffs were placed in a combat)


[h2]Tier 2[/h2]
  • Phase Shifter HP nerfed from 200 to 150
  • Phase Shifter damage nerfed from 16-19 to 15-18
  • Soul Harvester (Tier 2) damage nerfed from 14-17 to 12-15
  • Harvested Soul (Tier 2) damage nerfed from 10-10 to 6-6
  • Bone Idol buffed from 10-10 to 15-15
  • Blood Carver damage buffed from 10-13 to 12-15
  • Bloodstone healing buffed from 10% max HP to 20% max HP
  • Bounty Hunter Armor buffed from 0 to 20
  • Bounty Hunter damage buffed from 14-17 to 15-18
  • Dullahan damage buffed from 18-22 to 20-24
  • Other Being HP buffed from 50 to 75
  • Other Being damage buffed from 10-10 to 12-12
  • Yawning Portal Armor buffed from 0 to 20


[h2]Tier 3[/h2]
  • Juggernaut HP nerfed from 300 to 200
  • Blooddrunk HP buffed from 210 to 240
  • Blooddrunk damage nerfed from 10-14 to 8-12
  • Tormented Shaman Armor nerfed from 20 to 15
  • Tormented Shaman's Totems HP changed from 80 to 60
  • Stalker HP buffed from 300 to 400
  • Stalker damage nerfed from 23-27 to 20-24
  • Wyrd-Bear HP buffed from 280 to 400
  • The Preacher HP changed from 500 to 600
  • The Preacher damage changed from 18-22 to 20-24
  • Burning Follower Armor buffed from -25 to 50
  • Burning Follower damage increase on death buffed from 20% to 25%
  • Bone Abscess HP buffed from 200 to 250
  • Bone Abscess damage buffed from 26-30 to 33-37
  • Fore-Dweller on Stun inserts Wyrdness Discharge into your hand


Foredwellers
  • Fore-Dweller Overlord Corporeal Form everyturn Armor bonus buffed from 20 to 50
  • Fore-Dweller Overlord Spectral Form Barrier HP buffed from 25 to 100
  • Fore-Dweller Overlord Spectral Form everyturn Barrier bonus buffed from 0% to 100%


Items
  • Gnawed Foot price reduced from 120 to 80
  • Stagfather's Charm price reduced from 120 to 60
  • Berserker Potion price reduced from 150 to 70
  • Sharpening Stone price reduced from 90 to 50
  • Unstable Powder price reduced from 120 to 60
  • Bloodcandle price reduced from 120 to 50
  • Wyrdness Mushroom price reduced from 90 to 60

Plans for the future & Remembering a year of Early Access

Hey everyone! As it turns out, today is the anniversary of the game's first appearance in Early Access! Looking back, it feels really crazy how the game's changed since that time - and that we've been able to finally release it and hear so many positive things from you about it! So thank you for being with us back then - and if you weren't, today we have a quick ride down the memory lane to the early state of Conquest - and an amazing wrap-up written by lMaltel on our Wiki page.

But before we get to memories and more details about our plans for the future, here's a VERY SHORT tl;dr of what's currently happening with Conquest:

  • Soon: a big patch with fixes, changes, balancing, and first translations. It's available NOW on the BETA branch of the game for members of our Discord server.
  • Within the next few months: a big update containing optimization (making the game run better/smoother), new content (cards, passives, enemies, etc.), and game modes.

For more info about what's coming: check the section for "plans for the future" below.

BUT getting back to the retrospective...

So, originally, Tainted Grail PC was announced as a bonus for backers of the Kickstarter for Tainted Grail: The Fall of Avalon in 2018. It started slowly - with one programmer, one artist, working on the core of it all - and the game was slowly growing in scope because Awaken Realms didn't want to make a simple board game conversion. By April 2019 the team kept growing and so in December 2019 we've released a 2-3 hour long pre-alpha demo of the digital game's story campaign. It was available to Kickstarter backers and we wanted to share it mostly to hear what they think - and it was generally received very, very well.

https://www.youtube.com/watch?v=i7d0Hl3S7VU
After receiving literally thousands of comments about the campaign and reevaluating what we can and what we should do, we were going home for the Holidays to think about how to approach the development of the game in the new year. However, before the year was over, we came up with a new idea: to make a separate game mode, something similar to a boss rush, which will contain only the battles and release it in order to get as much feedback as possible and balance the combat systems.

The only change we wanted to make was to move the entire combat into 3D. And so, in January 2020 we've started working on the game's campaign AND what eventually became Conquest. We knew there's a lot we want to change and fix in the way that the game plays and feels, so, essentially, we've started rebuilding the entire game from scratch.

We've moved from a sculpted map into a generated tile-based map. We've changed the scale of the world. We started our shift to 3D combat. And so on... And as we were fixing and changing, well, the "game balancing mode" kept growing.

By April we've had "some" things already "working". Here's the first version of our 3D combat - damn, this brings memories! :D

https://www.youtube.com/watch?v=zBEyFqf4qT4
But we knew that the work on the game's campaign will still take a long, long, looooong time - and that our tools weren't ready to handle this task. We wanted to release the balancing mode, though, and this brings us to June 18th 2020 - exactly a year before today when we released Conquest to the public.

https://www.youtube.com/watch?v=gontIzASDp8
Conquest kept growing. And when it was growing it kept breaking the game's campaign. We've been rebuilding and fixing the same campaign demo a couple of times - and at some point we decided to just let it go. We couldn't maintain it and we had no plans to expand it in its state - and since Conquest was getting really big, we felt at some point that it truly deserves to stand on its own. And so, late last year, we decided to split the products into two different things on Steam.

We've learned a lot, we've grown, and now we know what we're able to do. It's been an amazing ride and we have YOU to thank for being here with us, and supporting us on that journey.

And, as promised, I'll redirect y'all to our Wiki for more detailed info and a lot of cool stuff compiled by lMaltel.

Check it out HERE!


[h2]Seriously! It's full of amazing data, memories, anecdotes and some really old screenshots :D[/h2]



And here's a quick breakdown of what's happening with Conquest right now.

  • First translations are available as a beta to folks on our Discord server - we've given access to a beta branch containing German, French, and Polish translations to the members of our Discord server. The translations are almost done (still missing around 200 texts in German/French) but they still requires some polishing.
  • We're hard at work on making the game run smoother - we finally had some time to sit down and look back at things we've been doing in order to find mistakes in our approaches to certain things. I'd have to throw here a lot of technical jargon in order to explain this, but all in all, we're currently in the process of making the game run smoother and being less taxing on various PCs. This means that we're tweaking pretty much every model we have in the game - so this will take a while, but we're already seeing a lot of improvements performance-wise.
  • We're fixing and polishing various things - there are some things in the game which we aren't happy about and we're currently in the process of fixing or improving on them. These can be rather small (we're differetiating summon models between Moonring classes so you'll get a skeletal wyrm for your Necromancer soon!) or quite big, as in "rewriting a part of the codebase to work with [something that programmers understand & will be crucial in the future].
  • We've started thinking about some new content - we want to add new cards, passives, and enemies to the game - but it's going to take a while!
  • We've started working on small events - in the coming months we want to add very simple events to the game - simple rule changes that will make it surprising and challenging for players who've maxed it out already!
  • We've started working on a new game mode - but I'm not going to spoil it just yet, but what we can say right now is that it will be tailored to the needs of people who couldn't care less about the game's storyline and aren't all that much interested in map exploration.
  • We've started work on the SOUNDTRACK - based on the popular demand we've already started thinking about releasing the game's soundtrack. HOWEVER this will take A LONG WHILE because our in-game tracks need to be adapted to the "soundtrack format", and we don't want to rush it. And our sound designer is taking some well-deserved time off soon, so, you know. But it is coming, eventually! And, since we can, we want to release quite a lot of music, not something like "5 tracks and we're done", but - for example - also an "ambient-like" album for y'all tabletop RPG folks who need some background music and were asking us about ambients from Tainted Grail :)
  • We've started researching what needs to be done in order to make the game available on different platforms - for now, we're waiting for GeForce Now to accept us into their service (hopefully soon!), and we're researching what needs to be done in order to run the game natively on Mac and Linux. We've also started chatting about possible console ports but please note that this WILL take a LONG while so we're not promising anything yet! (It's not entirely up to us.)


And we still have some more things to talk about, but we're going to wait a little while before writing about them :)

So, once again, thank you all for being here with us and for your patience! Remember to join our Discord server if you want to check out the BETA branch or just chat with us & all the amazing people in our community who are there!

Quick Hotfix - Performance on High-End PCs & Small Fixes

Hi everyone! We're pushing a small hotfix today containing a couple of things -- but one of them may be really important for some of you. We'd really appreciate your feedback about one particular change we've made.



So the most important thing in this small patch is:

  • We've been looking hard at the issues you've reported with the game's bad performance on high-end PCs - especially the "hiccups" / small, constant framerate drops / lack of smoothness during gameplay. We think we came up with a solution and after today's patch the game should run better - and the "hiccups" shouldn't be noticable anymore.

Please let us know if this helped, though!

Also:
  • It shouldn't be possible to "overwrite" a runestone instead of switching it for another one.
  • Legendary cards now properly lose charges again
  • Sound effects of buffs and debuffs were tweaked a bit
  • Stagfather's charm icon was updated to remove the Warding Lore imposter.
  • Oversaturated Stone can't be used and wasted outside of combat.