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Tainted Grail: The Fall of Avalon News

Development Update - August

Hello everyone!

It is that time of the month again — time for another development update! We are happy to report that our work on the first Major Patch is going well and you can expect its release in September / October.
We will save the final date announcement and exact patch content for a later time, so that we can serve it together with a kick-ass patch launch date announcement trailer :D

But our team is working very hard to (over)deliver what we have promised at the start of Early Access. Today we want to focus your attention on some environmental changes and talk a little bit about them.

We had to re-work a lot of environments to make optimization smoother, so we decided also to add a lot of extra touch, depth, and details — to make travelling through the region of Horns of the South a feast for your eyes!

We have also changed some locations to make more thematic sense AND re-designed almost every dungeon so that they will allow players to approach them differently (for example through stealth).

Overall, we want to make sure that our level design will not only look awesome (and after changes, we hope you'll notice it looks much better!), but most importantly have a gameplay focus allowing players great freedom of choosing their own style. And without spoiling things - there will be few more viable gameplay styles in the patch, too!

OK, without further ado - check out what we have been cooking on the enviro side!



We will also add something that we definitely wanted to have from the start - a travelling merchant! This NPC will be found in different places throughout the whole first zone and will offer some really unique items (and perhaps more…? ;) ). We are also very happy with this one’s design!



Also, meanwhile we are working on content for future patches and new zones. So we will leave you with a small spoiler of things to come ;)



OK! This is it for this month, but expect a lot of exciting news and (finally) a new, shiny, big patch - relatively soon! We can’t wait to share it all with you!

Best
Qustline team

Development Update - July

Hello everyone!

The most important problem with The Fall of Avalon, one we’ve labeled as a critical issue to fix as soon as possible, was that the game’s performance wasn’t exactly… great.

Unfortunately, this isn’t a thing that can be easily fixed and improved, so we needed time… and so, for the past few months, we’ve been hard at work to make the game run better on low-end and high-end machines.

In our previous updates, we’ve been saying things like “the performance is X% better”, but since we’re pretty much done with performance improvements (FOR NOW! We’re constantly tweaking stuff!), we thought it’d be valuable to share what was actually done in the past few months in the technical department.

So, our next patch – scheduled for the end of September – should bring a lot of improvements in terms of the game’s performance, and here’s a very brief overview of the major changes we’ve implemented.

Performance Improvements

First of all –

The biggest “cost” in terms of performance in this type of game is rendering (in short: graphics). In the release version – the one you can play now on Steam – this was the main issue that kicked us in the ass. Rendering was very expensive both for the CPU and GPU.

We’ve implemented several systems to get rid of this problem, mostly on the side of the CPU – but we’ve also seen a significant improvement on the side of the GPU.

Why were we focusing on the CPU, some of you may ask, when the game was running at *only 80 fps* on your RTX 4080? Well, the problem wasn’t your GPU – the problem was that the CPU was a bottleneck that didn’t allow the game to run any better. We’ve managed to clear that bottleneck, so the high-end machines should see a big spike in performance now.

But people playing on low-end machines should see a performance improvement, too, because some of the new systems gave us an immediate boost, AND all of those improvements we’ve been implementing were also forcing us to handle various things in the game differently – in a much more efficient and cost-effective way.

Here’s what was happening – in more detail:

[h3]New Engine Version[/h3]
Even though Unity doesn’t exactly recommend this for big projects, we’re always switching to the newest available versions of the Unity Engine. We’re trying to stay as “current” as possible and utilize everything that we’re given as fast as possible. We couldn’t do it just before launch, but we did immediately after we were done with hotfixes.

This switch gave us a nice boost to the game’s performance pretty much out of the box, but it also allowed us to improve or implement several other game systems. Such as:

[h3]ECS[/h3]
We’ve been waiting to implement this for a while – and we finally did. We needed the new version of Unity Engine and a couple of months to make sure it works properly – and so now a significant part of our game runs on a system called ECS or DOTS.

The ECS, or Entity Component System, allows us to fully utilize multiple cores in a processor. A very common problem with processors is that a lot of their power is wasted on fetching data – ECS helps with that by storing a minimum amount of data for a given job in a very optimal collection so the processor can do real work instead of fetching new data (and data is separated in a way that allows “jobs” to be spread to different cores).

So, to explain this in a less technical matter, ECS keeps only the important information, and it keeps it in a special place so the processor doesn’t waste time looking for it. Also, the cores can work together better because they can share their tasks or work on different things at the same time.

This ECS technology also spreads to rendering – so now we have something that’s called a BatchRendererGroup, which keeps similar objects in a single buffer. This means that it puts similar things together in one group, so the computer can draw them all at once, which is much faster.

Also, thanks to that, culling (a system that makes the computer only look at the things you can see on the screen so that it doesn't waste time and power trying to draw things that are hiding behind walls or far away where you can't see them) can be done in a more performance-friendly way, and drawing objects requires less work (for both CPU and GPU).

[h3]Additional Renderers[/h3]
And on top of that, we’ve implemented Medusa Renderer and Drake Renderer. The first one uses the ECS rendering and BatchRendererGroup to render static geometry, which is "always" visible. That makes it the fastest way of rendering in our toolkit. Drake is very similar, but it manages dynamic assets (they can be dynamically removed or added) – this makes it a bit slower (because we cannot always ensure the best data alignment) but thanks to Drake, people with high-end machines should see a performance improvement.

[h3]HLODS[/h3]
So, most of you probably know what a “LOD” is – and for those who don’t, it stands for “Level of Detail”. Whenever you see things in games that pop into a better quality version of themselves, you’re witnessing a LOD change. This means that objects that aren’t important at the moment aren’t shown in their full quality all the time but are “loaded” when they’re actually needed. We’ve been using that, and everyone else in the industry does, but we’ve improved our approach and implemented a system called “HLOD”.

This stands for "Hierarchical Level of Detail." It is an extension of LOD that takes optimization further. Instead of just having different versions of individual objects, HLOD groups multiple objects together into clusters or hierarchies. When far away, these clusters are replaced with simpler versions, reducing the number of individual objects that need to be rendered. This results in even greater performance improvement, especially in large and complex scenes with many objects.

In our case, they now use ECS and persistent colliders. This means that collisions are stable, and there is no need to recalculate physics when HLOD switches itself. This means that rendering stuff around the player is almost as fast as rendering simplified models from afar.

[h3]Vegetation Streaming[/h3]
It isn’t probably very intuitive, but all that grass and trees that you see in the game are pretty costly in terms of performance. So, last but not least, we’ve managed to find a way to stream vegetation.

Previously, our vegetation was placed in the game world at runtime (so there was the possibility to change it at runtime), but we traded that possibility for better memory usage and lower processing power requirement. It means that vegetation is baked and streamed from your SSD (and we hope you’ve installed The Fall on Avalon on your SSD drive!).

So these are the MAJOR improvements we’ve implemented into the game in the past few months. Overall, we hope that the new patch will make the game run way, way, way better on your PCs!

Dual Wielding

One of our design goals with The Fall of Avalon is to do our best to let you play the game the way you want – this means that all playstyles you can think of should be viable. One of the core fantasies that we need to accommodate for this to work is obviously dual wielding – I bet some of you would like to play the game carrying two swords or two axes. But I’m also sure that at least a couple of you are going to create joke characters in order to test the limits of the game – playing, for example, with two shields, right?

So, good news: it’s going to be possible. We’ve implemented proper dual wielding. There ARE certain limitations regarding your movesets and we’re sure that some of you will want even more flexibility… but well, we had to stop somewhere, and we hope you’re going to like the compromise we’ve arrived at :)

https://youtu.be/CFO-UNUtLIk

https://youtu.be/3xZ4QxHMVLQ

Combat AI

We weren’t happy with the way our AI behaved in combat, and we’ve heard a lot of your complaints, so we’ve spent quite a while trying to figure out what can be done in order to improve the feeling of combat – in terms of how our enemies behave.

There are a trillion issues when you start delving into this topic – you can’t do [this], you can’t do [that], and if you do [this] then [that] will break when you move from an exterior space to the interior… and so on. The solution we’ve found is to create something we call a “combat director” and enhance various systems related to how the game handles combat situations.

So, the way it worked in TFOA on launch was that every AI was an autonomous entity. It made its own decisions – this, combined with the system of “combat slots” which decided where AI positions itself, was a pretty okay implementation and served its function. However, it didn’t make the AI very “smart” or fun to fight with.

We decided to add another brain on top of it all – a combat director – and improve the system of combat slots so that now there’s another “brain” that controls all enemies present in combat and decides which one of them should take action at any given moment (and where it should position itself in order to do whatever it intends to do).

In short, in our upcoming patch, the overall combat experience should be much more fun, and AIs shouldn’t be as dumb as they were :D

https://youtu.be/jqQ-4abr8sM

Some gameplay-related additions

After launching the game in Early Access our team grew – and among our new hires are folks who are currently in charge of making the whole map play better and making sure all dungeons are actually fun to play through.

I think we’ve improved every single dungeon in the game – but I wouldn’t want to spoil the surprises that await you! One thing I can say is that – if something isn’t dictated by context or story – we made sure that our dungeons will support various playstyles (for example stealth).

We’re also coming up with various ideas on how to differentiate some “magical” areas of the game, so here’s a sneak-peak of what you can expect in one of those places:

https://youtu.be/WNLsbbsImnw

We’re also constantly improving the game in various aspects and adding stuff that we feel needs to be included (because the game’s based on “player fantasies” more than anything else).

For example, we always knew it was going to be possible to go fishing in the game (it was one of the first minigames we implemented in the game’s prototype stage). So here’s a video of it actually working (disregard the camera movements, it’s still a work in progress):

https://youtu.be/f61lTmUcFTQ

We also knew that we were going to eventually add the possibility of buying and furnishing a house. Here’s a screenshot of a planned UI and a video of a very rough prototype of this system at work :)



https://youtu.be/lAnGmddvptA

These features may or may not make it to the next patch, depending on the time and effort required to make them feel good, but they’ll definitely make it into the game *eventually*.

Oh, and one thing that is going to make it into the next patch is a permanent wood source ;)

https://youtu.be/rd7JL363sVE

That’s it for today!

There’s a lot of stuff that we still didn’t tell you about, but let’s leave it for next month ;)

Development update - June



Hey everyone!

Another month, another update from the development front! There is quite a bit of progress that we are happy to report, so grab a beverage of your choice and sit by!


[h2]MOAR PERFORMANCE! [/h2]

First of all - in the last update we were happy to report that the next Major patch will increase performance by about 30%. Well, last month we pushed that even more and decreased the usage of RAM quite significantly.

We know that performance and bugs are two big things that TAINT () your experience on Avalon, so our team is prioritising it pretty heavily.

Long story short - our codemasters are doing their magic, so that once the next major patch comes, the game will run super-smooth.


[h2]Map updates! [/h2]

Now, last update we were talking a little bit about upgrading the current map. Happy to report that we have some first examples of that! We were able to make some locations much better looking, but also we were joined by new level designers - so we will change a few small things here and there for better gameplay experience.

Oh, and we finally have vertical cliffs, so things that are not climbable will look like it from first glance :D



[h2]Galahad new model (and dungeon) [/h2]

We are also re-working Galahad a little bit. We wanted him to have his unique look (not a Caradoc copy :P) AND quest / personality.

In the current version, we feel like meeting him did not have the punch that it deserved. This is why we will be adding a bit more content around him, possibly a whole new dungeon and possibility to talk with him!



[h2]Questing beast! [/h2]

Now, time for a big one! Last time we showed you quite a weird looking concept, right?
Well, we already have this monstrosity almost finished! Say hello to Questing Beast!



Those of you familiar with the Arthurian lore might know Questing Beast as the mysterious creature that many great knights hunted without success. It is a symbol of wasteful pursuit and a hunt for “glory”. You can expect that in Tainted Grail, it will have its own dark version of this legend!

[h2]FX upgrades! [/h2]

Now, we have also created a bunch of FX upgrades - in general in the next major patch you can expect to have tooooons of those, but here we will just showcase a few selected. Check it out!



[h2]NPC actively looking at you! [/h2]

Well, ok, this one might not be a game changer - BUT it really helps the immersion ;) Also, might be helpful once we implement stealth and stealing systems (and they are coming too!)



[h2]Undead Enemies![/h2]

Last but not least - we also re-worked good, old undead enemies! Now, they should look much better ;) Check them out!



OK! That is it for this month. We are still working pretty heavily on everything and we really think you guys will be happy with the upcoming Major Patch. It is still some time away, as we need to pull everything together and test it hard - but we expect a drastic quality jump in all the major areas!

We hope those monthly updates cast a bit of light on what we are working on and get you a little bit excited for the patch! ;)


Best
Questline Team



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

Development update - May

[h2]Hey everyone! [/h2]


As our team is deep at work on the next major patch for Fall of Avalon, we did not want to leave all of you empty handed, so we have a fresh update with some of the news from the development front!

Before that, we just wanted to take a moment to once again thank you all for taking this Early Access journey with us. Your support is amazing and having so many active players at this stage of the project feels very rewarding. Thank you!

After the EA release, our team had some very much deserved time off, but now we are back deep in development work and we are reporting back with some of the upgrades we have already managed to get done!

We will be doing updates like this every month to give you a unique look at the development process. Obviously, we look forward to any feedback (good or bad!) you might have and are always happy to hear any suggestions.

So, let’s see what we have in store for you today!

[h2]Visual upgrades! [/h2]

There are quite a few visual upgrades happening all around! Our team has been able to enhance the world, enemy and special effects. Let's see some examples, shall we?

First - the buildings’ interior and, in particular, the TAVERN! We want to make sure that going inside buildings will be a good, thematic experience, so we are adding some much needed details here and there. And what place could be more important than the good, old tavern?



But the outside world is getting some extra love as well. We are working on enhancing the environment to be more… well, three dimensional. Below, you can see how we are changing the overall quality of the game’s environment and terrain.



Now, obviously we are also giving some extra love to enemies you encounter near Horns of the South. Today, we are really happy to show you the reworked drowners and undead - we simply felt that they could use a design overhaul. We hope you enjoy the changes!



Speaking of enemies - we were finally able to implement overall clothes and give them proper physics, so that means… CAPES! And obviously many other options for humanoid enemies and NPCs that will look way better and more natural ;) Check out the first iteration below!



Not only are we making current enemies prettier (and smarter! More about that later ;), but we are adding some new ones, too! Here, you can see the 3D sculpt for Moonlight Guardian - what is interesting is that he is the first enemy with a shield, so defeating him will require a bit more finesse :D More shield-wielders to come!



But we are also working on concepts for monsters for new zones and you can expect some really cool designs. Here is the first spoiler of things to come! ;)



We are also working heavily on improving the combat, as one of the biggest feedback we got from you is that you would like for it to have a better feel. Right now, it is still very much a work in progress, but we promise you that this is a strong focus point for the whole team, and we are aiming for a really great feel from every type of combat.

Below you can see the first improvement to bows (special arrows VFX), as well as the very first iteration of critical hits. Thanks to these, it will be much easier to tell when you performed a special attack and obviously, that will provide that special satisfaction of seeing its effect on the poor enemy ;)





Last but not least - a small spoiler of things to come! As promised, we will be adding quite a lot of new content and we are aiming that for every new chapter/zone, we will have a different environment, so that every zone will feel unique and have its own character.

Without further ado, here’s the first iteration of snowy mountains! We hope you enjoy it!




[h2]THINGS HAPPENING IN THE SHADOWS[/h2]

There is also A LOT of work happening in the background that is aimed at drastically improving the game. That includes:
  • Working on improving the UI
  • Fixing and ironing out bugs
  • Technical research on the open world aspect of the game and better optimization
  • Improving enemy AI
  • Improving balance, reworking items, skills etc.
  • Reworking the crafting mechanic


All of this is happening simultaneously and we hope that we will soon be able to show you the first effects, as well as invite you to test it on your own during the next major patch!

In general - as you can see, the work is moving forward quite nicely and we are super excited about developing Fall of Avalon further. We can’t wait to share with you all the improvements and new content we are working on.

As always, thank you for being here, supporting us and sharing your feedback! We really do appreciate that! See you, in about a month, in the next update!



Best
Questline Team



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

New Hotfix - 0.5e

Hey y'all! Here's a quick note with patch notes for the newest build :)

Quality of Life:
  • Compass can be hidden in settings
  • The game can now be saved inside buildings
  • Items in shops should restock after a while (including WOOD!)
Keybindings:
  • Reworked key rebinding, allowing binding of keyboard keys to mouse buttons and vice versa. Previous setups will be incompatible and deleted so you'd have to bind keys again.
  • Lockpick rotation axis rebinds together with movement horizontal axis.
  • Added an option to rebind "LootAll" prompt.
General fixes:
  • Fixed missing map markers after entering a dungeon
  • Fixed visual indicator of crafting availability
  • Fixed resetting equipped item effects after restarting the game
  • Slow modifier should be properly discarding when the game's saving when your bow is pulled