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!
What to expect in January
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
Upcoming Things
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.
Some other upcoming improvements
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!
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!
Hotfix patch 0.6b
Hey everyone,
Today brings about another bunch of hotfixes to the latest version of the game. This one's largely a technical one, but for anyone interested, we're posting a detailed breakdown anyway.
First of all - we think we found the solution to an error that a lot of you have been getting shown as 'Save Corrupted'! Some saves that showed as corrupted should also launch now. Please let us know if you keep experiencing this issue, even after updating the game.
And if you're into the nitty and gritty, here's the rest of the fixes that have been implemented:
Fixed items of dead npcs not being discarded with their bodies (this should decrease save duration and size relative to playtime)
Fixed couple cases of story killing npcs breaking saves
Fixed errors caused by applying statuses to exploding barrels
Improved logging in certain critical pathways
Fixed jumping/glitching up and down of idle npcs
Fixed lumbering station breaking upon saves at certain stages
Fixed various other errors invisible to the player
File verification will now only run once per version update
By the way, a reminder - Tainted Grail: The Fall of Avalon is still 20% off!
As always, let us know in the comments or the discussion board if you have any questions and don't forget to join our Discord server and sign up to our mailing list!
Stats from your playthroughs, hotfix patch 0.6a and 20% discount!
Hey everyone,
We’ve got 2 things to share with you today. The first one is a good bunch of fixes in the newest 0.6a patch. It fixes quite a lot of stuff that you’ve reported since Judgement of the Excalibur was released, so be sure to read what’s been fixed in the bottom part of the post.
The second thing we wanted to share with you - and we’d like to start off with that - is our gratitude. The 0.6 patch was released to great reception and we’re super happy about that. We wanted to say “Thank you!” from the whole team engaged in the development of Tainted Grail: The Fall of Avalon. Right now, our recent reviews are 91% positive and we're rocking an impressive 81% positive reviews overall. Today, as a way of thanks, we would like to share some interesting statistics from the game in form of a video:
For those of you who prefer to just look at the raw data, here it is, along with some extra numbers for some things you might expect, and some real out of the box ones. Grab your sword, pop a potion, mount that horse of yours and take a look:
Hopefully this was as fun and interesting for you to look at these numbers as it was for us to discover how you’ve been playing the game. This is not all fun and games (although it kinda is), though - we’ll be using the data to change the game for the better, as well, so one more final time - thank you! Oh, almost forgot…
Tainted Grail: The Fall of Avalon is now 20% off, too!
Moving on to the patch notes. The feedback you’ve been giving us helped us a ton and we’ve managed to make some improvements that should improve your journeys through Avalon. As we plan and work on the next area we have worked on this patch at the same time, and it comes with various fixes of issues that have been reported by you along with improvements and some QoL changes.
Here’s what’s been fixed, improved and added:
Breaking issue fixes
Fixed case of corrupted saves caused by npc death while unloaded.
Fixed case of loading stuck on black screen when re-entering building with an active guard due to a crime committed
Fixed freeze after loading save inside Wyrdness
Fixed issue with in game buttons and levers not responding
Added file verification on game start
A lot of issues were happening due to steam corrupting game files. The game will now warn you if a corruption is detected
Performance
Limited number of CPU threads for better performance (high thread count CPUs) from our tests cpus with higher thread count had a very heavy hit to fps without this
Story
Necromancer gives correct spell to the player
Quest One Percent - quest markers should now display correctly
Morris and Rhosyn should be at correct positions during the "branded and exiled" quest
Some villagers should now run away during combat
Added missing localization for equipped items during dialogue
QoL
In controls settings player can now choose between "Hold" and "Toggle" input type for Sprint, Walk and Crouch actions
Arrows now auto-equip to loadouts when picked up
Stolen ingredients are correctly taken into consideration when crafting
Extended range of Camera Sensitivity setting slider
Added auto selecting currently tracked quest in the quest log
Misc
Rested and Well Rested statuses are no longer able to be applied at the same time
Fixed wrong items being dismantle results
Changed combat arena in Blood Lake
Healing potions now display correct values in Polish
Changed summon compass markers
Fixed not disappearing loot ui in some cases
Handled displaying failed quests
Fixed not disappearing custom marker on the map ui
Fixed not clickable Close prompt in save/load ui
Fixed italic font in bug reports window
Added additional info about generic food "+X" in the inventory
Fixed overlap of item titles in relic results tooltip
Fixed and improved UI hero rendering on Character Sheet
Updated background of items in containers
Updated Hero Storage UI layout
Fixed issue with NPCs performing the same animation in the Village
Fixed displaying effects gained from talents (mysterious hand symbol)
Fixed game speed bug after repeatedly using Temporal Hold
Fixed enemy weapon duplication
An issue that we are still working on is the freeze that randomly happens upon returning to the open world from dungeons. We are rewriting the rendering of the game's vegetation that is causing the issue. The rewrite will allow us a larger variety of vegetation for the new region, possibly improving performance along the way, and fix the issue. Unfortunately, due to the size of the rewrites we still need some more time.
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
Early Access and future of Tainted Grail
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!
So, what is new and is it worth coming back to Avalon…?
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.
NEW LANGUAGES
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!
NEW CONTENT
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 ;)
BIG PERFORMANCE BOOST
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.
LESS BUGS
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.
COMBAT REWORK
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!
TERRAIN RE-DESIGN
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.
DUNGEONS RE-DESIGN
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 ;)
NEW EPIC MUSIC
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!
DUAL WIELDING
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
STEALTH / THEFT
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)
IMPROVED CRAFTING / COOKING / POTION BREWING
All crafting systems in the game have been overhauled. You can expect easier interfaces, more impact from perks / talents and better balanced items.
IMPROVED VFX, LIGHTING ETC.
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
REBALANCE OF ITEMS AND SKILLS
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:
ADDED FISHING
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!
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!
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!
Here is the manual on how to access the Beta branch.
IMPORTANT! This Patch will contaminate your current save games. !IMPORTANT!
Playing the beta version is easier than it may seem.
Firstly, locate the installed game (Tainted Grail: Fall of Avalon) in your Steam game library.
Next, right-click on the title to open the context menu. Select the last option from the list, which is PROPERTIES...
A window with several tabs should now pop up - you are likely currently in the first one, which is GENERAL.
Now it's time to navigate to the BETAS tab, as you probably guessed.
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 )
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:
Here is a list of major changes!
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!).
Patch 0.6: Judgment of the Excliabur 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!
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!
Here is the manual on how to access the Beta branch.
IMPORTANT! This Patch will contaminate your current save games. !IMPORTANT!
Playing the beta version is easier than it may seem.
Firstly, locate the installed game (Tainted Grail: Fall of Avalon) in your Steam game library.
Next, right-click on the title to open the context menu. Select the last option from the list, which is PROPERTIES...
A window with several tabs should now pop up - you are likely currently in the first one, which is GENERAL.
Now it's time to navigate to the BETAS tab, as you probably guessed.
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 )
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:
Here is a list of major changes!
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!).
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!