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Tainted Grail News

A New Batch of Fixes [v1.00c] - Crashes & Things

Hello, everyone! So it's almost two weeks after we've launched and we want to THANK YOU once again for your support and kindness. It is truly an amazing feeling to see the game we've worked on for so long being so positively received by its players. Thank you, really, it's just mind-blowing to see all of that positive reception we've got so far. Thank you for playing, for reviewing, for participating in so many discussions here on Steam and our Discord server and for... well, caring about the game so much that you decide to do this!

We're reading everything you write and we're trying to react as fast as possible and today we have a new patch for you.

We decided to publish this note as a bigger thing, not just a patch note, because this patch contains something really important - additional fixes and safety measures that should prevent either the horrible crashes that some of you suffered from or, if not the crashes, then at least corruption of save files.

But before we get to regular patch notes and explaining what's changed in Patch labeled v1.00c - we have something really cool for you! Here's how you've played the game since launch! :D



When you're playing as Wyrdwarriors - play offense, folks! :D

And with that - let's move to the patch notes.



[h2]MAJOR FIXES[/h2]
  • We've implemented a save backup system to ensure that players don't lose their progress if their computer crashes during saving.
  • We've probably fixed an issue which was corrupting save files after PC crash/power shortage/etc. Unfortunately, we're unable to restore broken save files :(
  • We've fixed the "freezing victory screen" issue.

[h2]Quality of Life[/h2]
  • A new option in settings allowing you to disable quick cast of cards when there is only one target.

[h2]Bugfixes[/h2]
  • Super fast Meat-eating bug fixed.
  • Fixed currency gain on Difficulty 15+.
  • Lifesteal now heals the correct damage dealer.
  • Fixed broken loop animation of the Wyrm.
  • Fixed animations of Deer.
  • Fixed water flickering on map.
  • Fixed ending turn on keyboard (no need to hold the button anymore).
  • Fixed disappearing items on the loot screen when playing on higher resolutions.
  • Fixed the problem with extending masteries descriptions.

[h2]Gamepad fixes[/h2]
  • Reworked using an Ultimate with a gamepad.

[h2]Locations and Story[/h2]
  • All-Mother's Altar should be always available in map generation.
  • All-Mother's Altar's fight fixed - Exit should work properly.
  • Futhark should provide correct runestones.
  • Marketplace will show proper dialogue after overpaying.
  • Mysterious Witch will disappear after you decide to Leave.
  • Unblocked the Seeking Traveler questline (fixed a blocker of the Witch's quest: when you've refused to give him candles after getting the quest).
  • Reduced the chance of finding the Countess in a really bad mood from 50% to 10%.
  • Wyrdness events won't prevent you from leaving them anymore if you don't have enough money/hp/items (but trying to leave them will probably kill you).
  • Candlemaker's nightmare shouldn't spawn anymore after you're done with the Candlemaker's questline.

[h2]Items[/h2]
  • Gar runestone in Armor slot activates at the end of whole turn, not yours.

[h2]Cards[/h2]
  • Duplicating Woolsey won't fill your deck with obsolete Pet the Dog cards.
  • Deadly Lust now provides only one Lifesteal status.
  • Chained shot now displays bonus damage.
  • Blood Fabric now correctly interacts with passives modifying offering values.

[h2]Passive Skills[/h2]
  • Apostate's Ante should always work properly.
  • Apostate's Ante and Raise should be showed as active in combat.
  • Apostate's Precise Sequence should reduce enemy's armor by correct amount.
  • Zealot's Loaded Weapon should now increase player's damage.
  • Berserker's Wide Swings should now deal damage.
  • Berserker's Blood Oath now working correctly.
  • Tier 2 Boss's Rewarded Patience has a counter.

[h2]Enemies[/h2]
  • Bone Idol's HP bar looks empty after gaining immortality.
  • Faceless Hunter now deals a maximum of 10 Hits.




We're going to announce more in the coming weeks, but there are two important things we need to share with you right now!

  • While we're fixing bugs and preparing some Quality of Life fixes, we're also working on making the game run better and smoother on all PCs. If all goes well, we hope to get the first improvements ready within the next 2-3 weeks - we're testing things now and we hope that they're going to reduce the GPU demand of the game!
  • We think that we're going to have German and French translations ready for internal testing either this Friday or early next week. Polish is taking a bit longer, unfortunately, but we're ALMOST done in terms of text -- and after text is done, all that's left is testing-testing-testing. So, let's all hope that we'll be able to share the translations next week. We'd really love to get this to you as soon as possible!


So... That was a long post! But once again: THANK YOU for all the support and kind words and see you soon! :)

Second Hotfix [v1.00b] & a short note on future patches

Hello! First of all, we want to thank you all for your support! We hoped that you're going to like the game but we weren't expecting such a positive response! We're really humbled and we're trying to read everything you say, see what needs to be fixed, and prioritize fixes - because, really, the amount of feedback is so huge! :D Thank you!!!



[h2]Quality of Life:[/h2]
  • Portal to the Village is more visible and has an icon on the minimap.
  • Moonring's passives contain their minion's short description.
  • Fixed disappearing items loot on higher resolutions.
  • Wyrdness events shoudln't block you from progressing.
  • Gamepad general tweaks and fixes.
  • Blood Mage's ultimate values should be properly displayed.

[h2]Passive Skills:[/h2]
  • Temporarily removed Full House mastery (Apostate) from the game.
  • Path of the Protector should properly change Barriers duration.
  • Fixed some passive skills combinations which were breaking their behaviour.
  • Slow Thinker and Rewarded Restraint now correctly show cards played.
  • Defensive Dance now properly adds barrier after dealing a hit with maneuver card.
  • Persistent Defense Barrier gain reduced from 15 to 10.
  • Intimidation now correctly applies Vulnerable to other enemies.
  • Doomsday now correctly grants ultimate charges.
  • Waiting for an Opening provides Barrier only once.

[h2]Cards:[/h2]
  • Forward Planning now correctly reduces cost of cards.
  • Awakening no longer promotes Ethereals.
  • Duplicating Perfect Defense gives another 50% chance instead of adding to 100%.
  • Greedy Strike is capped at the enemy HP.
  • Finishing Touches no longer drains 6 Energy.
  • Fire Shot effects order fixed.

[h2]Items:[/h2]
  • Wyrdstone Heart now properly heals when used from inventory.
  • Stagfather's Charm Hugely Boosted.

[h2]Enemies and Allies:[/h2]
  • Soul Harvester now displays correct intent when attacking allies.
  • Soul Harvester's Harvested Soul attacks their master on Hit received and loses 20% damage.
  • Necromancer's Undead Spawn reduces their master Armor on Hit received.
  • Woolsey now displays intent.
  • Woolsey is no longer promotable by summoners.




[h2]Our current plan for the next few weeks is:[/h2]

- From now on we're going to try to publish fixes to the game in smaller, more focused batches. As you'll see from patchnotes today, today's hotfix is touching upon many different issues you've reported. It took as this long precisely because of that: the more things are in a patch, the longer it takes to test it. In order to try (we hope this will work) to push fixes faster we're going to work on them in a more "focused" manner. So, for example, next big patch will probably contain only story-related fixes (and hopefully translations), and the next one after that will be related only to balancing... And so on.

- We've been investigating the causes of various crashes and optimization issues. We really hear your feedback and we're unhappy that the game sometimes doesn't work as well as it should. We have ideas on how to approach these issues and we're going to start to work on some major improvements in these areas. We don't know how long they're going to take (because they will require some proper research) but we hope that within the next few weeks the game should run better & smoother.

- At the same time we have some really cool ideas for the future of Conquest - we do want to introduce some events and work on additional content, but before we're ready to announce that we need to wrap up the issues that we've already started (like implementing localizations).

So thank you all once again for your support. We're humbled and grateful for all your reviews and comments - it's amazing to see that you care so much!

First Hotfix! [v1.00a]

Hey everyone!
Thank you SO MUCH for your support, trust, and for giving our game a chance!
We're soooo happy to see you all playing, writing about the game, and we really hope you enjoy it!

Today we have a hotfix for some of the outstanding issues you've been reporting so far!



[h2]Major Fixes[/h2]
  • Fixed the bug which prevented you from continuing after winning a fight - staying stuck on the loot screen after the fight. Now the loot screen should properly let you drag the rewarded item and continue the game.
  • Dullahan boss fight should always properly end after defeating the Boss.
  • The Preacher shouldn't crash the game anymore.


[h2]Passive Skills[/h2]
  • Natural Block should activate properly.
  • Fixed descriptions of some passive skills and masteries.


[h2]Items[/h2]
  • Empty Bottle shouldn't be offered at the shops and as story rewards.
  • Unlocking Rare and Mythical runestone drop shouldn't reduce the drop of the common runestones.


[h2]Enemies[/h2]
  • Undying Subject shouldn't lose its leash at the start of combat.
  • Lifeforces should properly count Hits.
  • Stalker enemy shouldn’t lose its intent after being Stunned.


[h2]Map[/h2]
  • Ruined Home should be always enterable.
  • Windmill fight should be harder and gives no XP.


[h2]Quality of Life & UI fixes[/h2]
  • Added Disable Screen Shakes option.
  • Fixed Ribbon at the postgame - It now shows 'defeat' if you lost the run, instead of always showing 'victory'.
  • Double-clicking items should no longer use 2 of them instead of 1.
  • Removed "Fast Move" from key bindings b/c there's no fast movement in the game.
  • WyrdCards are properly greying out now when they're not available.
  • Added description when unlocking a new class at the rewards screen (so that it actually says what you've unlocked)
  • Fixed some descriptions in village shops to properly display current upgrade values

LAUNCHING... NOW!



Okay! This is it! It was a long journey since we started working together on Tainted Grail: Conquest... and today we are extremely excited to invite you to the final version of the game. It's time to release this beast!

We've been in Early Access for a year now and it was a period full of hard work and effort, with plenty of ups and downs, but you folks were here with us, helping us with your comments, feedback, and support.

Huge thanks to all of you!

And remember: if you've enjoyed the game so far - please leave a review on Steam. This will really mean a lot to us and help out the game :)

So... here we are & we have a brand new launch trailer:

[previewyoutube][/previewyoutube]

And if you're interested to learn more about the game, Fextralife prepared a really handy overview!

[previewyoutube][/previewyoutube]

[h2]So, what can you expect from the full release?[/h2]

Well, that depends when was the last time you've played the game!

Was it the last public patch?
Then we've added lot of extra polish, balancing, bug-fixing, full voice over, three new playable classes... and 40 achievements! :D

If you have played around the start of Early Access?
Oh well, oh well, this is like a totally different universe now! :D
It's honestly way too much to list here - just check it out, we hope that you will be pleasantly surprised! ;)

[h2]What about the language editions?[/h2]
Well, as per previous update - we didn't manage to add them for the launch. This is our first project after all, so the learning curve on how to properly implement translations was a bit more steep then we anticipated. Anyway! You can expect the first three language editions to appear in the game in about 2 weeks. For more information please head here.

OK, folks! So this is it, we have been working really, really hard on the final cut of the game — and now it is in your hands. Check it out and we hope you're going to have a lot of fun exploring the twisted world of Avalon!

HUGE THANKS!
Awaken Realms Digital

IMPORTANT: LANGUAGE EDITIONS AVAILABILITY AT LAUNCH

Hi everyone! We have a quick & very important note to share with you before our launch which is scheduled for the 27th of May.

So, as we've said in one of our recent posts, we wanted to make three translations of the game available for launch - Polish, German, and French.

Unfortunately, we won't be able to get these translations working on time. We estimate that we will be able to add them within two weeks after the game's released.

There are a lot of reasons for that, but mostly

  • it's the first time we're doing translations and this meant that we had to create tools that allow for proper exporting, importing, and all those other things which are necessary to get various language editions working in-game. Unfortunately, this was a bit more complicated than we estimated and because of that translators hit some serious roadblocks (waiting for us to deliver features that will allow them to do their job properly).
  • Also, the game is really big in terms of written content - and since we've been constantly changing and tweaking things there are still some places that require new translations or edits to existing translations.
  • Last, but not least, we want to have some time to do a QA run of these translations before we make them available - we don't want to risk publishing publically things that weren't seen & checked first by people who know the languages :)


So, please forgive us for this delay -- but, well, lessons learned and thanks to this experience we'll be able to work more efficiently with translations in the future & creating more language editions will be easier for everyone involved!