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Tainted Grail: The Fall of Avalon News

Late January development update!



Hello Travellers!

Yes, yes, we know that January is already behind us. However, we promised you monthly updates and we want to keep that promise, and there will be a February update as well ;)

This time in a slightly different form. Our development team has recorded a preview for you of what the upcoming new land, Cuanacht, will be like, along with commentary that will answer many of your questions. Check it out for yourselves:

[previewyoutube][/previewyoutube]

Soon we will also get back to you with an outline of the timeline for our game development plans and another batch of news. Below are a few more screenshots from Cuanacht (Of course, keep in mind that this is still a work in progress, and the final version will surely surprise you compared to what you can see here.), and talk to you soon!





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

Patch 0.6d+e - optimization, bugfixes and new vegetation!



Hi everyone!

We know it’s pretty late but… Happy New Year! How has your year started? We wish you lots of great adventures and experience - not just the in-game one - gained in 2024!


We’re kicking off the new year with a new patch for Fall of Avalon. It’s one that brings more optimization improvements and bug fixes and to top it off, we’ve even added more grass and made it greener! If that’s not a quality change, we don’t know what is. But on a serious note, we hope this patch brings us one step closer to the optimal gameplay experience. We added all those greenish stuff some time ago, but not shouting about it knowing there are still few issues with it - especially on AMD video cards.
We've heard your feedback, received information about occurring errors, and believe that the current version should now function seamlessly on all devices. There may be a decrease in random spikes and their intensity related to assets loading while traversing the world. And if you've experienced a lack of trees or some areas were devoid of grass, know that it's a kind of magic we're trying to fight back, but it's strong in Wyrdness, and sometimes it takes time.

But here it is, a beautiful and full of life, brand new vegetation in action:

[previewyoutube]https://youtu.be/2N6LERNdQjE[/previewyoutube]

For the curious, here’s the nitty gritty of what’s been changed last time and now:
  • Less unexplainable crashes of the game, especially upon exiting dungeons
  • Some optimizations related to CPU (people with GPUs stronger than CPUs should see improvement in the game’s performance and stability)
  • UI should no longer have low resolution elements on low graphics settings
  • Npcs should now navigate around large vegetation
  • White material roofs should now have their correct colors
  • A couple additional edge cases patched up that affected select users
  • Crime penalty calculations should now use a multiplier instead of the value being squared
  • Disabled some debug graphs being available without dev mode


Take a look at how the changes appear in action:



That’s it for now, but there’s LOTS more to come in 2024. We’re super excited for what this year will bring for Tainted Grail: The Fall of Avalon and we hope you are, as well. As always, feel free to let us know what you think in the comments and on the discussion board.

Until next one!



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

Patch Notes 0.6d

Hey there travellers! Here's a quick note with few changes we made :)

  • Less unexplainable crashes of the game, especially upon exiting dungeons
  • Some optimizations related to CPU (people with GPUs stronger than CPUs should see improvement in the game’s performance and stability)
  • The grass will be greener (and more dense), and there will be more variety in vegetation – new trees, bushes, and so on
  • ui should no longer have low resolution elements on low graphics settings
  • Npcs should now navigate around large vegetation

December update - Cuanacht is almost here!



Hey, everyone!

Since it’s the holiday season and most of you are probably busy with last-minute shopping and trying hard not to lose their minds after hearing “Last Christmas” and “All I Want For Christmas Is You” for the millionth time, we’re going to keep this update rather brief! :)

So, first of all, you can expect a small - but really significant at the same time! - patch in January.

It’s one of these crazy things about game development that our patch notes for the upcoming update/fix are essentially three bulletpoints… and yet we’ve spent A LOT of time working on it. There’s just so much stuff happening behind the scenes that it’s sometimes hard to even describe it properly. But let’s try!

[h2]What to expect in January[/h2]

Over the past few months we’ve noticed that some of you were experiencing very weird, yet very specific crashes – these are edge cases that stem from the middleware we use for vegetation. So, if the game was crashing for you over the past few months, there’s a high chance that for really crazy reasons that my non-technical brain won’t understand… our trees & grass are to blame ;D

In order to address it we’ve finally done what we were joking we’re going to do for the past four years – we’ve started creating our own vegetation system. As you can imagine, this takes a lot of time and effort – but we’ve finally arrived at version 1.0 of the said system and we’re really happy that it happened. One of the greatest benefits of this is that we’re not reliant – or “at the mercy” – of middleware we have no control over ;)

In short, thanks to this and some further work,you should see three things in the game in January:

  • Less unexplainable crashes of the game
  • Some optimizations related to CPU (people with strong GPUs and weak CPUs should see improvement in the game’s performance and stability)
  • The grass will be greener (and more dense), and there will be more variety in vegetation – new trees, bushes, and so on




[h2]Upcoming Things[/h2]

Obviously, this wasn’t the only thing that we were working on for the past months – the entire team is simultaneously building an entirely new region of the game.

We’re moving north of Horns of the South into what those of you who played the board game might remember as Cuanacht.

However, we’re not rebuilding what’s already been done in the board game – we’re building an entirely new storyline with new locations and interpretations on top of some motifs that you’ll know or remember from the original. This means that, yeah, you’ll be able to meet Beor or Ailei – but they’ll be rather… different from the characters you may remember from your board game campaigns ;)

The town of Cuanacht will be only the beginning. It’s going to work as a hub, too – you can expect a lot of other places to visit and find on the map, because we’re still keeping to our design idea that density is more important than a large (but empty) map. So, the new region itself will be a little bit bigger than the first region you can play in our currently published Early Access release, but it will contain A LOT of new, cool places to explore.

We’ll be sharing more info about the new region in the coming months :)

>>> ATTENTION! Be aware that this is an early version of the region and it’s still very much a work in progress. Things will look a lot better at the time the update goes live.



[h2]Some other upcoming improvements[/h2]

There’s a lot of different stuff going on, of course. Most of it isn’t exactly newsworthy – for example, we’ve finally prepared smaller alchemy stations (because it was weird to see those huge tables full of alchemical components in the open world) – and we’re constantly fixing bugs, and so on…

However, there’s one really nice thing we’ve spent some time on and we’re really proud of it – improved character models. We’ve finally managed to devote time to setting up our characters properly, mainly fixing their body proportions and approaching this topic with more care and thought than before (gaining more control over how NPCs and enemies in the game will look in the end).

In short, this means that you can expect more variety in body shapes and postures in the game! Also, we’ve improved some tools in the meantime, and it seems that we’ll be able to squeeze better quality out of textures used for our characters – comparisons below!



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So, that’s all of our update this month – you can expect a bug-fixing patch in January and more info on our progress every month.

For now, though, we’d like to wish y’all happy holidays and a happy new year!





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

Nominate Tainted Grail: The Fall of Avalon in the Steam Awards 2023!

Hey everyone,

The Steam Awards 2023 are underway and it would mean the world to us if you could nominate us in one of the categories.

As far as early access RPG titles go, we think that Fall of Avalon, in no small part thanks to its Tainted Grail legacy, does pretty well when it comes to the story aspect. That's why we decided to go for the Outstanding Story-rich Game category of the awards. So far, what's in the game is just a taste of what's to come in terms of lore, story and quests, but we think that what's already there is not too bad.

If you share that opinion and think that Fall of Avalon's lore and story are good enough to be deserving of a nomination, we'd be super grateful if you could click that button and give the game a chance in the Awards!

Have fun playing Tainted Grail: The Fall of Avalon and casting votes during the event!