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Tainted Grail: The Fall of Avalon News

New Hotfix - 0.6x

Hello Adventurers! Here's a quick note about the new hotfix for the game:

  • Fixed Traditional Chinese setting on steam
  • Fixed Twinblade mastery activating in the wrong situations
  • The effects of your armor weight are now displayed as a Status
  • Various NPC navigation fixes
  • Added crafting hotkey
  • Minor UI fixes


Feel free to report any bugs you encounter. Our Team will do their best to repair them ASAP!

Patch 0.6: Judgment of the Excalibur is LIVE!



Hey Everyone!

Today is the DAY! We are extremely happy to invite you to our first Major Patch - 0.6: Judgment of the Excalibur.

This patch improves the game on almost every single layer. Our team has worked tirelessly for the past 6 months to make "Tainted Grail: Fall of Avalon" an awesome experience. This is BY FAR the biggest patch we have ever made - not only in Questline's history but also across all Awaken Realms games!

Now, the Patch is FINALLY out and we do hope you will enjoy it!
We will talk a lot more about the patch later, but let us start with a release trailer! :D

[previewyoutube][/previewyoutube]


[h2]Early Access and future of Tainted Grail [/h2]
We published Tainted Grail: Fall of Avalon in March and thanks to your support we were able to commit right away to our dreams of creating an amazing RPG experience. As we have said in one of the updates - we fully understand that by taking part in Early Access you guys are giving us credit for trust. And we do not take it for granted!



Patch 0.6 took us a while, but it was definitely necessary. Before adding next chapters we needed to:
> Make sure the core gameplay is as good as it can be
> Add more systems that will be present throughout the game
> Lay a better technological foundation for a big open world game
> Work on optimization and graphical presentation

You can think of Patch 0.6 as the almost-final version of the first chapter - next patches will focus much more on adding next parts of the adventures ahead!

[h2]So, what is new and is it worth coming back to Avalon…? [/h2]

First of all - with Patch of this magnitude, unfortunately all previous saves will be corrupted. As we have warned before - Major patches in this Early Access might have this effect.

But, we have prepared for you a special “skip Island Asylum” option if you want to start exploring the mainland right away and see what is new. And boy, there is a lot of NEW.


[h2]NEW LANGUAGES[/h2]
First, in addition to English and Polish, we have 4 new language translations added to the game: German, French, Chinese Simplified and Traditional. We are really excited to share our game with more people!


[h2]NEW CONTENT [/h2]
We have added quite a lot of new content to find in the area of the Horns of the South. From wired, travelling merchants, to Red Priest representative and even a whole new section with Galahad or hidden garden of the druids.


But there is much more to find - whole new areas and dungeons, items and a lot of awesome secrets to discover.
A lot of new loot too!
Our team has hidden a lot of smaller and bigger things to find, too ;)


[h2]BIG PERFORMANCE BOOST [/h2]
We have worked hard on the technological backend of the game and we are happy to report that the game looks better, has better terrain, more NPCs and AI improvements optimization should be visibly better. It will greatly vary depending on your exact PC specs, from a few extra frames to even 30-40% better performance.


There is still some room for improvement and our team will definitely work on it, but the game is in a better place than it was on launch for sure.

[h2]LESS BUGS[/h2]
We were able to fix a lot (but probably not all :P) bugs that were happening in the Early Access. From un-finishable quests, to perks that did not work as intended - a lot of those are ironed out, so your fun will not be interrupted.

[h2]COMBAT REWORK[/h2]
We have vastly improved combat. From visual and audio feedback, through new sets of animation up to enhancing Enemies AI and move sets. Right now combat is challenging, but much more enjoyable!


[h2]TERRAIN RE-DESIGN [/h2]
We have worked through the whole map redesigning it. Firstly - for visuals, right now it is much more pleasant to the eye.
Secondly - to enhance optimization and lightning processes.
Thirdly - to work on level design, make some paths more intuitive and progressing through the map more rewarding.

[h2]DUNGEONS RE-DESIGN[/h2]
We have also redesigned almost all dungeons in the game, so that all playstyles will be more viable. Now, you can very effectively play stealthy or at the distance.
Also, they look cooler and have a better placement of enemies and loot ;)


[h2]NEW EPIC MUSIC[/h2]
We are super excited to once again include some amazing tracks by Danheim to the game as well as adding a lot of new sounds of our own. In total, audio overlay of the game is greatly improved!

[h2]DUAL WIELDING[/h2]
We have also added dual wielding options in the game and it is really fun to play it this way! You can either use two 1-handed weapons or for example two spells. Or two shields :D


[h2]STEALTH / THEFT[/h2]
As previously mentioned, we have increased the viability of the stealth playstyle. Want to rain some havoc as a sneaky archer or stab some enemies in the back? Now you can do it in style!
On top of that, we have introduced the first iteration of the theft system. While definitely not the final form - it changes the interactions and brings more realism to the game (no more stealing items in front of NPCs with no consequences :D)

[h2]IMPROVED CRAFTING / COOKING / POTION BREWING[/h2]
All crafting systems in the game have been overhauled. You can expect easier interfaces, more impact from perks / talents and better balanced items.


[h2]IMPROVED VFX, LIGHTING ETC.[/h2]
Generally, the game looks better - we have worked on many levels. From big ones - like lighting or VFX effects of spells, up to capes finally moving in the wind :D

[h2]REBALANCE OF ITEMS AND SKILLS [/h2]
We have also worked through rebalancing the game. Some items got nerfed, some were upgraded and a lot was added. Generally, our target was to increase the number of different playstyles that you can enjoy and give us the ingredients that we could use to create some amazing combinations!


…and least, but most importantly:

[h2]ADDED FISHING[/h2]
Yes, you heard it correctly! Now you can start your fishing adventure in Tainted Grail! There also MIGHT be some horse that you can find and ride… :D



OK! So, there are tons of more details everywhere, but those would be the most important highlights of this patch. We deeply encourage you to play this refined version of Tainted Grail: The Fall of Avalon - Patch 0.6: Judgement of the Excalibur is OFFICIALLY OUT!

As always, we are super grateful for your continued support. This is the game we always have dreamt about making and being able to do so… it is awesome. If you want to help us - leaving a review on steam, sharing your feedback and spreading the word about the game would go a long way!

Thank you and we hope you will have TONS of fun with the new patch!

Best
Questline team



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

Patch 0.6: Judgment of the Excalibur date and beta access



Hey Everyone!

Today we have some really exciting information. After almost 6 months of development we are ALMOST ready to publicly release our first major patch!

Let’s start with a bang! This patch is quite a big release for us and every release deserves a trailer! :D So here is our Patch 0.6 announcement trailer!

[previewyoutube][/previewyoutube]

Our team has worked super hard on making the Horns of the Shadow experience so much better. We reworked so many terrains, animations, AI, gameplay and more, that trying to give a full list would be very unreasonable. Instead we will give you few major points

But before that! Call to action to some of you brave heroes, who would like to play the beta version of this patch earlier (and by earlier we mean RIGHT NOW! :D) and try to hunt some bugs / in balance! We would really appreciate your help!

[h2]Here is the manual on how to access the Beta branch. [/h2]
IMPORTANT! This Patch will contaminate your current save games. !IMPORTANT!

Playing the beta version is easier than it may seem.

  1. Firstly, locate the installed game (Tainted Grail: Fall of Avalon) in your Steam game library.
  2. Next, right-click on the title to open the context menu. Select the last option from the list, which is PROPERTIES...



  3. A window with several tabs should now pop up - you are likely currently in the first one, which is GENERAL.
  4. Now it's time to navigate to the BETAS tab, as you probably guessed.



  5. Are you there? Great! All that's left is to enter the private code for the BETA version (this one: StatkiemNaPare ), and then click the CHECK CODE button.



    and then choose the right branch from the list ( branch: discordbetas )



  6. If everything went well, your beta version has just started downloading! Good luck in the adventure that awaits you!"



If you are one of the individuals who have taken up the challenge and started beta testing our upcoming Patch 0.6, we would be grateful if you could share your feedback based on your experiences with the game. The best places to do so are the thread on Community Hub under THIS LINK and our dedicated Discord server:



[h2]Here is a list of major changes! [/h2]

  • 4 new language editions: German, French, Chinese Simplified / Traditional (not available in the Beta, only at release)
  • Fully redesigned and improved environment

  • Every single dungeon redesigned to accommodate more playstyles
  • Strongly increased performance all over the board
  • Dual wielding (weapons, magic etc.)

  • New viable playstyles (stealth, defensive etc.)
  • Improved enemy AI
  • Improved combat FX and visuals
  • Improved all combat animations
  • New quests and NPC

  • Total rebalance and introduction of new skills, items
  • First iteration of theft system
  • New spells and magic visual upgrades

  • Improved crafting, alchemy and cooking systems

  • Added Fishing system

  • New music, including collaboration with Danheim



OK! This is the moment we have been working on for quite some time, so we hope you guys will enjoy the patch (either now in Beta, or on release day!).

Questline team

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

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 ;)