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Tainted Grail: The Fall of Avalon News

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Hello everyone!

Thank you so much for playing the game and reaching out to us with your feedback – we've been reading everything you had to say and adjusting our plans for the future accordingly.

Some of you have been asking about a roadmap for the future, or at least what to expect in the upcoming months or from the final version of our game. We hope this update answers at least some of your questions on this topic!

But before we dive in, it's essential to keep in mind that the process of developing a game isn't set in stone, and it's impossible for us to foresee certain problems that we may encounter along the way.

We cannot say definitively that "this and that will happen FOR SURE."

The only thing we can tell you is that "we want to do this and that, and we assume that it is possible within a certain time period."

With that in mind…



FIRST MAJOR PATCH
IMPORTANT: THIS PATCH WILL ERASE YOUR SAVE GAMES

We estimate that we'll release the first major patch within the next 3 or 4 months.

This patch will focus on updating and polishing the game experience.

The main areas we'll concentrate on are:

[h3]Technical Issues:[/h3]
  • Further work on the game's performance
  • Fixes for all (or at least 95%) bugs and outstanding issues (such as broken quests, etc.)

[h3]Gameplay:[/h3]
  • Improvements to enemy AI/behaviors
  • Enhancements to general combat (more enemy behaviors to counter player behaviors)
  • Significant balancing and changes to various numbers, skills, and the game's economy
  • More possible playstyles (cloak & dagger characters, etc.)

[h3]New Features:[/h3]
  • Enemies patrolling the open world
  • Thievery
  • Faction reputation system (gating quests so that you're not overwhelmed by available quests in places like the Horns)

[h3]Quality of Life:[/h3]
  • Numerous new map markers and states of those markers
  • Better indication of active statuses (and what they do)

[h3]General Polishing:[/h3]
  • More dedicated animations and VFX
  • More music and improved sound quality
  • Art and gameplay-related improvements

[h3]Story-related Additions:[/h3]
  • Working & finished quest in the Blood Lake
  • Improvements to the ending of Chapter 1 (an option to speak with one of the more crucial NPCs and other fixes where needed :)

[h3]Possible Additions (if everything goes well):[/h3]
  • Horse riding
  • Planting crops and fishing
  • Player Housing


This isn't everything, of course – we're continually improving the game and adding numerous new features, some of which aren't precisely interesting to anyone except us and possibly the most hardcore players.

We're also clearing our backlogs from some easier stuff - for example: we're going to change the basic model used for our generic Undead enemies. We're also changing models for Drowners (and adding new behaviors for them but more on that later!) and they'll get a proper weapon ;)



AND WHAT NEXT?


Well, the most accurate thing we can say here is that the game's going to get… bigger.

Clearly, we will be working towards completing the whole story (no spoilers :D), but the exact amount of side content, map zones, and side quests are still very much a work in progress.

We don't want to promise anything – not before we're sure we're heading in the right direction – but we have some exciting plans for the future and can't wait to share them with you. However, we ask for your patience since we're not yet sure WHEN and HOW we'll share new content/zones with you.

One thing you can be 100% certain of - with your support (THANK YOU!), Tainted Grail: The Fall of Avalon is happening big time. We will be putting in tons of extra work during this Early Access and creating the game we have always dreamed of.

Even if major patches will be rare (that's due to the nature of this game, being an open-world RPG and all), we will keep you in the loop with monthly updates to show you what we are working on.

We'll let you know the moment we have more information, and we're at least 90% sure that our planned features will work the way we want them to ;)

There are two spoilers of where we're going with the game, at least the ones we can share relatively safely – and they should be understandable for fans of the board game. You'll definitely be able to meet a couple of characters they should know very well from Cuanacht… And it should also be possible to get closer to the Forlorn Swords during our adventure! ;)





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

New Hotfix - 0.5d

Hello everyone! We're back from our Easter break and here's a new hotfix addressing a couple of things :)

The main patch note for today is that we've addressed an issue of the very high RAM cost of the game on High and Ultra settings, so - without further ado - here are the patch notes:

Performance


We've greatly reduced the memory cost (RAM) of running the game on High and Ultra settings.
This should result in fewer crashes (because many were happening precisely because of too high RAM requirements).

To illustrate - Ultra settings were using around 13GB of RAM, and now they require around 7GB. Please let us know if the game-constantly-crashing-problem was resolved!

General Bugfixes
  • Camera shouldn't move away on its own during dialogue
  • "Game saved" text should properly disappear now
  • Fixed an issue with Killer Instinct skill dealing too much damage
  • Fixed a bug that caused people to randomly run around naked
  • Fixed a bug that caused map markers to disappear
  • Fixed sharpening cost being stuck at 500
  • Damage-based proficiency gain is now capped by target health

New Hotfix - 0.5c

Hi folks! We have a new hotfix for you!

The Hightlight? Much requested stash for your items!

We'll be taking a couple of days off now for Easter, but we'll be back Tuesday! :)

Quality of Life:
  • Added stashes (chests) for players' items (you'll find one near Fearghas, second one in the Barracks)
  • More keys are now available for rebinding.
  • Fixed a bug that made rebinding some keyboard inputs invisible or impossible. It should now be possible to rebind, for example, the "Q" key.


Saved games / crashes:
  • Fixed even more broken saves and additional causes of save corruption.
  • Killing a shop NPC will no longer corrupt your saved games.
  • Fixed Steam Deck texture quality so that, hopefully, it won't crash immediately after getting to the main map due to memory issues.


Performance:
  • Introduced a Display Settings category and added new Graphic Settings (so that you can tweak even more parameters related to visuals). Please adjust in case of problems with the game's performance.


General bug fixes:
  • Iron and Wyrdstone sources should now respawn.
  • Bromhar No Face will no longer hide underground.
  • Fixed a movement bug that occurred after killing the Lost Knight.
  • Fixed encumbrance icon not displaying after loading the game
  • Fixed character sheet tabs (they sometimes weren't visible on Map UI)

New Hotfix - 0.5b



Hello everyone,
We have just released a hotfix addressing some of the issues and bugs you might've encountered while playing The Fall of Avalon. We apologize for any inconvenience caused by these problems and thank you for your patience
Additionally, we'd like to thank y'all for the amazing feedback you've been sending us. We read everything as we try to improve the game as fast as we can!

Once again, thank you for your support and stay tuned for more updates!

Here's what's been fixed in 0.5b:

PERFORMANCE, SAVES, CRASHES
  • Fixed the majority of issues that could cause save corruption
  • Fixed cases of autosaves in tutorial dropping the player into the void (if you find yourself back in jail while having completed the arena, the bridge button should be active for you)
  • Added brightness slider to Game Settings
  • New quality setting in Visuals: Textures Quality, please adjust to lower quality if you're having issues with the open world map, it might help!
  • New quality setting in Visuals: Three levels of VFX Quality, please adjust to lower quality if you're having issues with the game's performance
  • Significant improvement in performance of some particle effects (example: Portal or ball-shaped NPC in the tutorial arena)


QUALITY OF LIFE:
  • Made WASD rebindable
  • Added alternative keybinding for Temporal Hold on keyboard
  • Reduced weight of crafting, cooking, and alchemy-related items


BUG FIXES / ISSUES / EXPLOITS
  • Magic proficiency should level up properly
  • "Culinary Madness With Rumpolt, Vol. 1" will teach you essential cooking skills only once now
  • Blocked the possibility of speaking to Vrann multiple times for free XP :[
  • Keeper Alar becomes inactive instead of disappearing after a certain interaction, feel free to punch him in the face (before we properly implement NPC hostility)
  • Temporary fix: deleted one option of finishing Gro'derr's quest (because it was bugged)
  • You shouldn't get a Mistbearer-related quest AFTER killing the Mistbearer anymore
  • Locked chests shouldn't have the same angle of lockpicking
  • Doors at Almother Shrine shouldn't be accessible without a key now
  • Consumable items with percent-based effects should work properly again
  • Recipe for The Kraken now requires proper ingredients
  • Some enemies have their names displaying properly again
  • Fixed an issue with input after exiting the map
  • Fixed an issue with missing quest markers after loading the game
  • "Eternal Essence" skill should now restore the correct amount of Mana
  • "Stamina Surge" skill should now restore the correct amount of Stamina
  • Oldsteel Warhammer should now display the correct amount of damage
  • Fixed missing collisions of some of the buildings

First Day Hotfix - 0.5a

Hello everyone!

Today, we have a very first hotfix for all of you that (among other things) should greatly reduce drops in performance/freezes in the game.

But before that, we just wanted to thank you from the bottom of our hearts for the day-one reactions for our launch! As you can imagine, we were really stressed about the whole thing. We had been working quite some time on the game and hitting that "Launch" button on Steam was a bit nerve-wracking :D However, seeing y'all playing Tainted Grail and enjoying the adventure we have prepared for you is just an amazing feeling! It makes all the long hours spent on the game development definitely worth it!

Thank you!

We know that joining Early Access is a risky thing, and we really appreciate you guys trusting and supporting us with your EA purchase. We can promise that on our end, we will do what we can to reward this trust with an amazing game! This is just the start of a great journey we will take on together to develop a game that we can all be proud of!

Today, we have the first set of hotfixes that should visibly improve your experience, but you can definitely expect more soon!

If you enjoy the game, we would really appreciate it if you could leave a review and spread the word. It goes a long way in helping us! Right now, we are eagerly waiting for you to share your builds, story choices, and reactions to finishing the game's storyline. Make sure to share your thoughts and feedback in the comments, on the forums, or on our Discord! We will be reading everything very carefully, and it will help us plan for everything going forward. So, please do write what you like and what you think could be improved!

Again, thank you so much and see you soon!

Here is a full list of changes:


  • Optimized VFX loading, it is fully asynchronous now. This could've been the reason for many lags/freezes of the game.
  • Fixed rare issues that could make the hero immortal
  • Fixed an issue with showing enemy health bar after scene switching.
  • Added proper loot to one of the chests found in Island Asylum.
  • Fixed an Issue with "Piercing Precision" skill when it wasn't applying a buff on first weapon change after acquiring this skill
  • Added missing map prompts
  • Minor UI improvements


Also, we're already making a new build, and it should be uploaded soon (in about an hour since this post goes live). The change list will be:

  • Increased hero base equipment load to 150
  • Fixed an issue where you couldn't equip magic while crouching