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Card-Based Tainted Grail: Conquest - card-based roguelike adaptation of Kickstarted board game

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/1199030?emclan=103582791465899060&emgid=5124498536777107832

Necromancer is here! Patch 0.97 is LIVE!

Hello everyone! It’s here! We managed to get our Patch 0.97 done in time and we’re really happy with everything we’ve accomplished for the past few weeks and can’t wait to share it with y’all – and hear your feedback!



The best thing about this patch, for us at least, is that it isn’t just a regular update – it’s an end of our “transition” period to new systems and approaches. We’ve been rebuilding, tweaking, changing a lot of invisible stuff in order to make the game better and it’s really paying off. We’ve made a lot of progress since the launch of Seeds of Corruption in October and even though there’s still an insane amount of work ahead of us… we’re really excited about the results of everything we’ve accomplished so far!

We’ve been sharing a lot of info about these changes in our updates throughout the past few months, so let’s go through the most recent changes and additions:

NECROMANCER

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We’re ready to share the Necromancer with you. We feel that this class is a really nice addition to Moonring and we can’t wait for your feedback – as usual, expect some balancing issues, but please let us know what you think so that we can make proper adjustments!

Necromancers are somewhere between the Blood Mages and Summoners in terms of playstyles – their minions are automatically activated but don’t have limits on their promotion levels. However, in order to unlock their second set of abilities, you have to sacrifice them. They’ll turn into their ethereal forms then – and even though they’ll become more powerful, they won’t be targeted by enemies, making you the main target. Additionally, dead enemies can be resurrected as Ghouls which can help you on the battlefield.

The main treat, though, is that Necromancers charge their ultimate ability whenever something dies – and when they’re at full charge, they can transform into a Lich.

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Lich form is powerful – but lasts only for one turn. Depending on the number of sacrificed minions in a turn, your passive skills, and reforges, the Lich’s playstyle can be adjusted to your liking. It can be used to deal massive amounts of damage to enemies or as a powerful debuffer who can change the flow of combat in your favor. This means, yes, new cards available only for the Lich:

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WYRDNESS

Yes, finally! We’ve implemented the first iteration of systems that support one of the most important features of the game world. Now wyrdness makes sense gameplay-wise and isn’t just a visual trick! The most important thing we’ve changed is that wyrdness started to influence the map (only a bit for now, though) and – most importantly – combat.

Instead of working as a binary force – where you’re inside or outside of it – you’re now traversing through wyrdness constantly and the influence it has on your game is dependent on the burn stage of your wyrdcandle.

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There are several stages of the brightness of your candles – and the less you have, the more dangerous the game becomes. Sometimes, if your candle’s out, you’ll be surprised by a combat encounter appearing out of nowhere. Sometimes, if it’s burning low, enemies might heal themselves at the end of their round. It’s up to you to decide what kinds of danger you’re able to face – It’s all about the risk you intend to take now.

In turn, if you don’t want to risk negative effects appearing during combat, you can burn more candles and make sure they won’t happen. Currently, Instead of just making candles last longer, using several of them makes the flames burn “brighter”. And this brings positive effects to your game and can affect your combat encounters in a positive way.

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PASSIVE PROGRESSION

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With this new patch, we’re also introducing our first iteration of passive progression systems bound to your character – meaning that you can grow in power over the course of your runs.

For this patch, we’ve decided to add these features to the NPCs you have in your village. We’ve separated them by category of progression upgrades and you can spend your hard-earned Wyrdstone to unlock certain things and boost certain options for your character.

So, currently, it works like this:

The Seamstress allows you to influence your character stats. For example, you can buy a permanent Damage or Armor boost, or a new point of Energy and start every combat encounter with 4 Energy points instead of 3.

The Candlemaker will now add boosts to exploration-related systems (for example: more XP or Wyrdstone earned), while the Blacksmith will allow you to permanently unlock runestone slots so that you can immediately start with more than two of them. The Ghost will allow you to upgrade your items: all consumables will start in their weaker forms, and you'll be able to boost their power over time.

Also, all of the deck management options in the village were moved to the Master-At-Arms so no more removing stuff from deck at the Lost Soul’s tent. Lst Soul, in turn, allows you to boost some healing options and pick a Quest Card at the start of your journey (also, healing mixtures were unified: there's only one type of HP potion in the game now and you can upgrade it's healing power at the Lost Soul).

We’ve also rebalanced a lot of interactions and changed various options here and there but there’s so much that we’ve touched these past weeks that it doesn’t even make sense to list all the changes here. Let us know what you think, how you feel about these changes, and so on.

QUALITY OF LIFE

This is another thing that we’ve been working on (and, again, we’re not done!), but we’re constantly trying to make the game more approachable and just more “fun” to play, in general.

One of the things we wanted to do was to streamline the character selection process and make sure that it’s understandable for all – we’ve reduced the amount of screens you have to go through and things you need to click in order to start playing. We hope you’re going to like this change.

Also, we’re not yet done with this, but we’ve made some improvements to the handling of runestones – we had to change their visuals (since there’s more of them now) so they’re now bigger, have different colors, and runestones you can combine are automatically highlighted in your inventory.

But one of the biggest quality of life improvements we’ve introduced is...

Improved Combat flow

We felt that battles in our game tend to be a bit sluggish and we didn’t like the fact that you have to wait for animations to finish before playing another card. That’s not the case anymore. You can spam cards as fast as you want now and that’s a game changer.

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BALANCING, ADDITIONS

So we’ve made A LOT of changes and additions here and we’d have to make this post even bigger if we were to list them all here so let’s just say that

We’ve added around 10 new cards to Moonring/Children of Morrigan and a lot of new runestones. We’ve also changed a lot of rewards and costs in interactions with NPCs and Locations (some of them were absurd, some rewards were pointless, and so on). We’ve changed a lot of stuff within the village, and tweaked a lot of the numbers.

One change deserves a separate paragraph, though: it’s touching the Pathfinders – their Ultimate ability grants 1 Energy for every 6 charges instead of 3 (and it lost additional 1 bonus Energy for activating the Ultimate at min 9 charges).

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So, as we’ve said in our roadmap and other posts, we’re going to take a holiday break now. Obviously you can expect a hotfix before the holidays in case something breaks, but we’re going to resume proper full-time work in January!

We’ll be reading your feedback, though, and it will allow us to plan better for the future. The things we do want to work on, currently, are:

Story-Related Interactions

We’re not really all that happy with the way NPCs and Locations work in the game and we want to improve these elements of the game. We’ve started working on this but it just wasn’t possible to implement pretty much anything related to the game’s storyline in this patch. And by story we mean everything that happens whenever you talk/interact with a character.

What you can expect in the future are character-related questlines. You can expect hidden interactions that will manifest after certain conditions are met. A lot of surprises in terms of narrative and fleshed-out characters whose stories are intertwined… And, yeah, since it’s a roguelike, there’s high chance you’d need to have a bit of luck in order to find everything!

Combat

We want to “modernize” the combat UI, improve the way crucial information are presented, and also improve plenty of things related to combat in general. In terms of visuals (new animations, new enemy models, getting rid of some ancient ones – we’ve deleted the Hydra-Wyrm and Kraken from the game in this patch, replaced them with Dullahan and Mistbearer!), general flow (speed-it-up!), and so on, and so on.

New Content

Yess, Falen Kamelot! New year, new faction to play with ;) But more info… soon.

This post got really long, sorry! So, have fun playing the new patch, let us know what you think, and – HAPPY HOLIDAYS! Take some time off, play games, spend time with your families… and let’s all hope that 2021 will be a better year! :D
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/1199030/view/3044965119534795839

New patch with ch-ch-ch-ch-changes & fixes!
A huge patch with a lot of fixes, improvements, balancing, and plenty of new cards & passives!

Hello everyone!

We have a new patch for you – and it’s addressing a lot of problems you’ve reported over the past few weeks. There’s one important thing about this patch we need to say, though:

We’ve implemented a lot of visual upgrades (most importantly: a new lightning system) so the game is prettier than ever. We’ve also made a lot of improvements in terms of the game’s optimization – HOWEVER – for this patch we’ve been optimizing only the “Ultra” setting.

So the important thing we need you to know is that:

  • If the game ran well on your PC, it should work much better now.
  • If the game ran poorly or you were playing on low, you might experience some issues – our testing machine crashed and we weren’t able to replace the necessary parts in time (COVID-related shortages).

So if you were experiencing issues with the game's performance – we’d like to ask you to wait a couple of days for the next patch in which we’ll add proper “low” settings for the game’s visuals.

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  • We've finally implemented the first version of our new Combat UI. We're not done yet, but we're really happy that after all this time we've managed to fix a lot of issues we've had with this screen.
  • We've fixed the way Energy is displayed, what happens after you run out of it, the placement of your ultimate skill, the placement of items, and so on.
  • We've also decided to get rid of ALL statuses related to Armor and Damage buffs/debuffs. Instead of showing 16 different stats (like: "-5 dmg", "+10 arm", "-5% dmg") all of these buffs and debuffs are now automatically calculated, dynamically changing, and permanently visible under everyone's health bar.


So now the Combat UI should be more intuitive, clearer, and prettier than before. But we're not done yet and next in line we've got, for example, a new system for handling the visual representation of passive skills/runestones that you have working in combat. But that's the next step and we'll show it to you... soon ;)

We've also fixed a lot of visual effects in combat so it should be more "juicy" now. We're not done with this either, but it's a start!

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  • We've reworked the Wyrdness buff/debuff and so we've added 30 new Wyrdcards that are randomly granted to the player based on their wyrdcandle burn level during the fight. Some of them will have positive effects, some of them negative.


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Bugfixes:
  • We've fixed the issue with unlimited Healing Mixtures available at the Lost Soul
  • We've fixed some issues with save files (it should be even rarer now to get a note that your "save file is corrupted")
  • Fixed wealth bonus with corruption level scaling
  • Blood Altar shouldn't let you sacrifice health for a level up when you're at max level
  • Countess will properly take your blood now in exchange for runestones
  • Blacksmith shouldn't miss his textures now
  • Necromancer shouldn't get Blood Mage's summon cards anymore
  • Pathfinder's additional Energy meter should work well now
  • Fixed the issue when, if low on health, players got stuck at the interaction with the Witch


Changes/fixes:
  • Quest cards were ALL reworked, renamed, and removed as a Boss reward. You pick 1 out of 3 randomized (and free) quest cards at the Lost Soul now.
  • Using "Reroll" now gives you only 2 cards to choose from instead of 3
  • We've fixed that placeholder underwear characters were wearing in character creation and tutorial
  • We've added a "MGS-like Warning !" when something happens in wyrdness (to be utilized more in the future)

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Pathfinder
New passive skills:
  • Vigor - If you have above 6 Rune Charges, start each turn with +1 Energy.
  • Sharp Focus - Every instance of Focus gives additional 25% Damage.
  • Focused Mind - Start every combat with 1 instance of Focus.
  • Dance of Blades - Deal 1 Hit for 50% to a random enemy for every Block left.
  • Overprotection - For each Block left at the end of this turn, draw 1 additional card next turn.
  • Compensation - Gain +1 card drawn on hand per each enemy alive.
  • Unexpected Help - Gain +1 Energy while fighting in Wyrdness.
  • Safety Measures - At start of every turn gain 10 Barrier.
  • Persistent Defense - Gain 15 Barrier for every Block left.


Berserker
New passive skills:
  • Berserker Rage - When you activate your Ultimate, first Hit deals double damage.
  • Vampirism - Each rune charge gives you 2% Lifesteal.
  • Fortified Entrance - In the first turn of each combat, gain 75 Armor
  • Self-fulfilling Prophecy - Below 25% max HP, increase ALL your Lifesteal potency by 50%.
  • Blood Fueled Rage - Each hit received increases damage by 10%.


Wyrdhunter
New passive skills:
  • Heavy Opening - First Hit in combat deals double damage.
  • Daze Punisher - Double damage vs Stunned enemies.
  • Cruel Concussion - Each Stun makes enemy lose 10 - 25 HP. This damage ignores Barriers and Armor.
  • Opening Strike - First Attack-type card played in each combat costs 0 Energy.
  • Returning Energy - When killing an enemy with Vulnerable, gain 1 Energy.


Summoner
New passive skill:
  • Outnumbered - At the start of every turn with no minions alive draw 3 additional cards and gain +1 Energy.


Necromancer
New passive skills:
  • Died Ready - Ethereal minions activate after being created.
  • Sturdy Bones - Ethereal minions last for 1 additional turn.
  • Field Promotion - Promote all minions alive before entering Lich form.
  • Dream Army - Minions have 100% more HP.
  • Archgolem - Ethereal Golem creates an additional 15 Barrier on Activation.
  • Archwyrm - Ethereal Wyrm has an additional Hit.
  • Archabomination - Ethereal Abomination deals 150% of Necromancer's damage on Hit.
  • Archfae - Ethereal Fae grants 2 Ultimate Charges instead of 1.


Children of Morrigan - New Cards
  • Calm Breeze (2E) - Reduce the Energy cost of 5 cards in hand by 1.
  • Slow Sigh (1E) - Reduce the Energy cost of 2 cards in hand by 1.
  • Hold Breath (0E) - Reduce the Energy cost of 1 card in hand by 1.
  • Exhale (2E) - Reduce the Energy cost of 3 cards in hand by 2.
  • Bloodied Frenzy (2E) - Deal 1 Hit for 250% damage to ALL enemies. Offer 5 HP.
  • Degrading Armor (1E) - Target enemy gets -5 armor. Chain
  • Distancing Blow (1E) - Deal 1 Hit for 80% damage and gain 1 Block.
  • Ultimate Attack (3E) - Deal 1 Hit for 100% damage. 100% Damage for each Attack Card on hand. Discard all Attack cards.


Moonring - New Cards
  • Marking (0E) - Place Redirect effect on a chosen enemy.
  • Holy Promotion (2E) - Promote ALL minions.
  • Urgent Grow (3E) - Promote and Activate all minions.
  • Wild Summon (3E) - Summon: Golem, Wyrm, Abomination and Fae. Lose 2 Energy next turn.


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Bossfight with Mistbearer and final bossfight should both be harder now.

Pathfinder
  • Steel Is My Body - Increase Armor value changed from 10 to 25
  • Upper Strength - Increase Maximum Damage value changed from 5 to 6


Berserker
  • Demoralize - Reduce Enemy's Armor value changed from 5 to 15
  • Fortify - Gain Armor value changed from 2 to 5
  • Wide Swings - instead of targeting ALL enemies targets random enemy.
  • Reforge Born for Combat - Extra Ultimate Charges value changed from 2 to 4
  • Reforge 2 Trembling Clash - Reduce Enemy's Armor value changed from 20 to 50


Wyrdhunter
  • Armor Crusher - now reduces armor on hit by 2 instead of 1
  • Attack is Best Defense - now increases your armor by 10 this turn instead of 1 until the end of combat
  • Fire is my blood - increases the maximum damage you deal by 6 instead of 5
  • Physical Training - activates every 7th card played instead of 10th
  • Slow Thinker - next Hit now deals 400% instead of 300%
  • Steel is my body - increases armor by 25 instead of 10
  • Wellmaintained Body - now heals 25% of your missing HP after each victorious combat
  • Staggering Strength - not activates at 10 or more charges instead of 15 or more


Summoner
  • Slithering Maneuvers - now also reduces armor of stunned enemy by 25
  • Glyphs of Sustenance - increased damage to 200% from 100%


Blood Mage
  • Devastating Power - damage reduction increased to 25% from 10%


Necromancer
  • New Beginning - makes all drawn cards by it cost 1 less energy
  • Life Protectors - now grants 50 Barrier and 2 Blocks
  • Another Try - HP After fatal blow increased to 25 from 1. Works only once per combat.
  • Spiritual Growth - Increased Lich max HP by 50 instead of 30, now Retaliates with 25% dmg received.
  • Deadly Protection - Barrier granted decreased from 100 to 30
  • Right Hand Path - no longer grants HP, grants 2 energy instead of 1 and return to fully healed Necromancer when dying as Lich
  • Ethernal Form - stays the same with added bonus: every time you transform into Lich, you get stackable 100% increased damage as Lich
  • Reaping - no longer grants cards and energy right after kill, now every time you kill an Enemy with this card, draw 1 additional card and gain 1 additional Energy every turn until end of combat.
  • Spiritual Growth - extra HP changed to 50 from 30 and now grants retaliate for 25% of damage received.
  • Ethernal Thanks - now after leaving Lich form for the next 2 turns every summoned Minion is Promoted twice.
  • Path of the Death - now every time anybody dies on the battlefield you deal 1 Hit to All Enemies for 100% damage with 50% Lifesteal.
  • Energy Return - works only on first Sacrifice in a turn.
  • Filled Up - doesn't grant Energy anymore.
  • Mass Sacrifice - required sacrifice count changed from 2 to 3 and granted Energy changed from 2 to 1.
  • Cessation - granted Barrier changed from 50 to 25.
  • Resurgence - granted Energy changed from 2 to 1.
  • Reforge Leech Form - now always creates Barrier instead of summoning a friendly grub.


Children of Morrigan - Cards Balancing
  • Double Edge - Retaliate value changed from 100% to 200%
  • Rapid Attack - 6 Hits' Damage value changed from 25% to 33% of Player's Damage and Enemy's Armor reduction value changed from 3 to 5
  • Deep Wound - Cost changed from 2 to 1
  • Heavy Cyclone - Card deals Damage first and then reduces Enemy's Armor
  • Mark of Blood - Enemy's Armor reduction value changed from 100 to 50 and duration changed from this turn to until end of combat
  • Panic Defence - Gain Blocks value changed from 4 to 5
  • Breath Control - is now unlockable card and was reworked to target specific amount of cards: Reduce the Energy cost of 9 cards in hand by 1.


Moonring - Cards Balancing
  • Oversaturate - Cost changed from 3 to 2
  • Selfawareness - Cost changed from 3 to 2
  • Power Up - Increase minion's damage value changed from 30% to 100%
  • Infuriate - Cost changed from 2 to 1
  • Acid Blood - Cost changed from 2 to 1
  • Acid Saliva - Enemy Armor reduction value changed from 2 to 5
  • Hammerhead - Cost changed from 2 to 1
  • Battle Enchantments - Minion's Barrier gain value changed from 10 to 20
  • Conversion - Minion's increase damage value changed from 15 to 25
  • Sign of Revenge - Cost changed from 2 to 1
  • Satiate - Minion's Max HP increase value changed from 30 to 50
  • Energy Transfusion - Player's healing value changed from 25% to 50% of sacrificed minion's HP
  • Marking - Cost changed from 1 to 0
  • Living Shield - Create Barrier value changed from 10 to 20 for each minion sacrificed
  • Surge - Minion's Barrier gain value changed from 15 to 25
  • Impaling Bane - Armor reduction value changed from 5 to 20
  • Deprivation Curse - All enemies' Max HP reduction value changed from 10% to 25%
  • Arcane Shield - Create Barrier value changed from 10 to 15
  • Druids Bane - Enemy's Armor reduction duration changed from 1 to 2 turns
  • Deprivation Bane - Enemy's Max HP reduction value changed from 20% to 33%
  • Restoration - Minion's healing value changed from 30 to 50 HP
  • Conjured Wyrm - Wyrm's Level changed from 2 to 4
  • Conjured Fae - Fae's Level changed from 2 to 4
  • Conjured Abomination - Abomination's Level changed from 2 to 4
  • Conjured Golem - Golem's Level changed from 2 to 4


Legendary, Neutral cards balancing
  • Allmother's Blessing - Create 100 Barrier.
  • Blood Ritual - Offer 10% of your HP. Reduce Armor of ALL enemies by 100 and Stun them.
  • Wyrdness Blade - Deal 1 Hit for 25% ignoring Armor. If this card killed an enemy deal next Hit to a random enemy with 200% of previous damage.
  • Song of Restoration - Cost changed from 1 to 0.
  • Song of Shielding - Gain 75 Armor for 2 turns. Create 25 Barrier on ALL allies.


Runestones - fixes and balancing
  • Ur - Should work for Minions
  • Tir - Damage increased to 100/125/150%, armor increased to 75
  • Gweorth - Reduced armor reduction to 5/8/15, reduced armor gain to 2/3/5
  • Ken - Now every 10th/6th/3rd is duplicated
  • Sigel - Now after every 15/9/5th card random enemy is stunned
  • Wyn - Damage per Stunned enemy increased to 33/50/100, stuns random Enemy every 5/3/2 turns


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Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/1199030/view/5713349268753461037

Performance and map generation upgrades + new cards and skills!

Hello, everyone!

We weren't sure whether we'll be able to update the game this week because we're in the middle of implementing A LOT of new systems... but we decided to spend some time preparing a new patch because we just couldn't wait to share some things with y'all!

So the purpose of today's update is to share two main improvements with you: new map generation algorithms and further performance tweaks.

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Map Generation

For quite a while now we were pretty unhappy with how our maps worked - the way our maps were generated demanded constant backtracking in order to explore the map. This wasn't all that fun since you had to pick a path, go to its end, and get back when you've seen what's at the end of it.

We've changed that recently and we were blown away by how much more FUN we've had while exploring the map. It was such an improvement that we just had to share it with y'all.

So the change we made is based on generating more connections between paths. Now, instead of constantly going forward and backward, you're just going forwards. Paths are connected, intertwined, and they can diverge into various shapes that create natural labyrinths and, sometimes, also bigger and open spaces.

We've also made some improvements to the core of path generation algorithms so that now you shouldn't get stuck on invisible walls (at least: if it happens, it should be VERY rare).

This whole change means that you can pick paths, skip fights, find some rewards without fighting their guardians, find shortcuts - but also that wyrdcandle management is more important than ever.

And traditionally, we're not done here. We're going to refine this further (for example we're testing hidden paths and dangerous terrain), but we just couldn't wait to share this one step towards what we feel is a good direction with you!

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Performance

In short: the game should run better both on ULTRA and LOW details now. We're not done here either, but we'd really appreciate all bits of info you can share with us and all bug reports related to how the game actually plays now. We can't test the game on all possible hardware configurations, obviously, so we'd really appreciate comments on how did this patch influence the game's performance on your machines!

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  • "Return" keyword was reworked. Now a card with "Return" stays in hand after playing instead of being redrawn. Also, cards with Return can have lowered energy cost. However, they have a limited number of plays per turn.
  • "Chain" keyword now resets after using it or playing a card of a different category during a chain.
  • Mistbearer's and Foredweller Overlord's minions should be less deadly.


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New Children of Morrigan Cards added:
  • Blood Doused Blade (1E): Offer 10% of Max HP, damage will be increased by 50% until end of combat.
  • Sweeping Strikes (1E): Grant Cleave to every Hit until end of turn.
  • Wyrdfreak (1E): Deal X Hits for 100% damage. 1 Hit for each filled Wyrdcandle bar.
  • Gravewalker's Touch (1E): Deal 1 Hit for 150% damage. Pick 1 card from Grave. Ascension. Return 3.
  • Gravewalker's Protection (1E): Gain 1 Block and pick 1 card from Grave. Ascension. Return 3.
  • Pure Luck (1E): Deal 1 Hit for 100% damage. Gain 1 Block.
  • Decisive Blow (3E): Deal 1 Hit for 500% damage. If the Enemy is Stunned deal double damage. Exile this card after use.
  • One Man Army (1E): Deal 3 Hits for 50% damage to Random Enemies, gain 5 Armor for every distinct enemy hit.


New Moonring cards added:
  • Natural Progression (2E): Activate selected Minion, Promote it and Activate again.
  • Enraged Flailing (2E): The Minion deals 200% more damage, whenever the Minion Activates it loses 1 rank.
  • Prevail of Nature (1E): This minion will remain on 1 HP instead of dying once.
  • Pack Strength (2E): Activate selected minion X times. 1 for each Minion.
  • Against All Odds (2E): Activate selected minion X times. 1 for each enemy.


New Pathfinder passive skill:
  • Stance Master: Every 12th Stance card played, gain 1 Energy.


New Berserker passive skills:
  • Steel Barrier: First Blocked Hit in a turn grants you 1 Ultimate Charge.
  • Flesh Barrier: If your Barrier is damaged, gain 1 Ultimate Charge.


0d5d9bf42b0c04b65bc7e4bc0d1213ac838dfdea.png


Runestone's Balance:
  • Gyfu in armor slot: activates on 5 or more cards, grants 10/17/30 barrier
  • Ken now duplicates 15/8/5th card
  • Nyd in weapon slot, flat damage bonus changed to +50%/90%/150%
  • Beorc weapon slot: +1 Energy every 3/2turns, armor slot: 1/2 Block every 2 turns


Children Of Morrigan Cards Balance:
  • Calm Breeze number of cards affected changed from 5 to 3
  • Breathe energy gain changed to next turn draw additional card, its cost is reduced by 1
  • Draw: cost change to 1, now draws 3 cards
  • Meditation, cost 1, changed to next turn deal +100% damage
  • Refreshing Breeze now also causes 25% damage debuff this turn on player
  • Catch a Breath card draw changed to 1
  • Energy Refresh changed to: Reduce the Energy cost of 1 card in hand by 1. Chain.
  • Power of Wyrd changed to: Offer 10% of max HP. Draw 2 cards, their cost is reduced by 1 this turn.
  • Rearrangement cost changed to 2, cost reduction only for this turn
  • Rush Changed to: Offer 5% of max HP, draw 1 card, its cost is reduced by 1 this turn.
  • Sidestep cards draw changed from 3 to 2
  • Breathcontrol cards affected changed to 5
  • Exhale cards affected changed to 2


Wyrdhunter's Balance
  • Wyrdhunter's Powerful Swing changed into Overhead Swing. Now costs 1 Energy, deals 50% Damage and reduces target's Armor by 10.
  • Wyrdhunter's Ultimate now ignores positive Armor.
  • Haste effect changed to draw 1 card with cost reduced by 1
  • That Was Warmup cost change changed to cost reduction by 1


Pathfinder's Balance:
  • Come in Prepared now draws 2 cards
  • Knowledge now draws 2 cards
  • Stay in the Rhythm on every 4th card played in a turn
  • Combat Sequencing no longer draws cards
  • Keenness, draw changed from 2 to 1
  • Pain Sharpens The Mind cost change changed to cost reduction by 1
  • Accumulated Power activates after 8th card in a turn
  • Vigor activates if you have 12 rune charges


Summonner's Balance
  • Minions hit Summoner on damage taken for damage equal to their tier.
  • Hindsight: draw cards value changed from 3 to 2


Blood Mage's Balance:
  • Dispatch: Overcharge now reduces cost of 1 card on hand by 1


Necromancer Balance:
  • Energy Return: After first Sacrifice in a turn "draw 3 cards" instead of +1 Energy and 2 cards gain
  • Soul Divided: Every minion starts with 10 Barrier instead of 20
  • Soul Restoration: If your minion was killed, draw 1 additional card next turn instead of creating 5 Barrier on self
  • Absorbtion: After killing an enemy draw 2 additional cards instead of getting 1 Energy and drawing 1 card
  • Deadly Protection: Upon entering Lich form, gain 25 Barrier instead of 30
  • Leech Form: Create 10 Barrier instead of 25
  • Minions are summoned at tier 3 (advanced cards summon at tier 5).
  • Every turn minions lose 1 level and hit Necromancer for 2 damage for every level they have left. If they reach level 0 they die.
  • Necro Golem has 35 HP on level 1. Ethereal Golem grants 10 Barrier.
  • Necro Abomination has 25% damage on level 1 and always 25 HP . Ethereal Abomination gains 25% damage every turn.
  • Necro Wyrm has 25% damage on level 1 and always 30 HP. Ethereal Wyrm deals 2 Hits and reduces Armor by 5.
  • Necro Fae has always 25 HP.


9bbf8656189719a0a34008f2694c7992c679497b.png


Card fixes:
  • Tainted Force Wyrdcard that gave Block in next turn now gives it in the moment of discarding it.
  • Take a Risk card no longer reduces Awaken Golem's Armor
  • Lich card New Beginning now works properly


Children Of Morrigan Cards moved from unlockable deck to advanced deck:
  • -Bladefury
  • -Conducting Force
  • -Crippling Attack
  • -Double Block
  • -First Slash
  • -Preparation
  • -Quick Counter
  • -Raging Blade
  • -Reposition
  • -Short Pause
  • -Stronghold
  • -Trap
  • -Counter
  • -Panic Defense
  • -Bloddied Frenzy


Moonring Cards moved from unlockable deck to advanced deck:
  • -Grim Abomination
  • -Grim Golem
  • -Grim Fae
  • -Grim Wyrm
  • -Pacification Bane
  • -Sacrifice
  • -Synergy
  • -Two Pillars
  • -Uncontrolled Development
  • -Volatile Magic
  • -One for All
  • -Marking
  • -Holy Promotion
  • -Urgent Grow


76b1fe483aa761e849059a55fede9d4f1d44781a.png


Well... There's A LOT we'd like to talk about - all about the systems we're implementing currently, but let's leave it for next week! Next week we won't be updating the game with a huge patch but you can expect a bigger post about changes and fixes we're implementing.

But, just to tease, here are a couple of things we're currently working on:

  • We're introducing new currencies (every NPC in the village will have their own currency) which you'll be earning by performing various actions in the game.
  • We're testing a new enemy that hunts you through wyrdness when you're playing without candles.
  • We're replacing a lot of generic-looking assets (first in line: enemies, especially generic humanoids which are prevalent on tier1 and tier2) with much better, more interesting designs.
  • We're testing NEW enemies, minibosses, and bossfights (got 6 new ones which are waiting for their 3D models)
  • Further improving our map generation (with, for example, dangerous terrain)
  • Rebuilding storylines and adding longer questlines to the game
  • And, as always, improving VFX & animations.


But just give us some more time - more details to be expected next week!
 

fantadomat

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This game looks good,but God that retarded card shit is annoying,also random generation seems to be part of the game,decline.
 

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Hi! Sorry for 1080p, only after uploading we've seen some quality issues... But, well, it's a development update so let's say that it's also a work in progress! Anyway, here's a quick video concerning Tainted Grail: Conquest!
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


Coming May 27th (only the Conquest part).

https://store.steampowered.com/news/app/1199030/view/3065239561542531074

Final MAJOR patch before LAUNCH! Version 0.99 is here!
Hey everyone!

After months of work we are finally ready (and super excited) to bring you ALMOST everything that we have been cooking up!

Our team has been working really hard on pretty much every aspect of the game and we are really proud of what we were able to accomplish. We were working on the game in Early Access for over a year together with you – it was a demanding but amazing journey and we would like to thank you for all the feedback, support, and… well, just being here with us!

Before we will get to the meat of this major patch, we are also announcing when the game will leave Early Access and be available as a full product! Take a look at the trailer ;)

So, we are about a month away from the full release, and here’s an updated roadmap of major things that this release will have in store for y’all.

eab5d3e3105fa15ff3f811a8206e8e023511db91.png

So! What do we bring you today?

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HUGE gameplay overhaul

Basically, if we wanted to post here proper patch notes, this update would be around 20 pages long – or more!

But here is a general breakdown:

  • Major re-balance of all playable classes
  • Tons of new cards and new passives for all classes (at launch we’ll have 340 passive skills, 460 cards)
  • New masteries for all classes (at launch: 50 masteries across 9 classes)
  • Almost all enemies had their behaviors re-designed
  • We’ve added new boss fights and added some new minibosses to the game
  • We’ve re-balanced the overall difficulty of the game


Overall, we’ve been polishing the gameplay aspect of the game for A LONG TIME now and we feel we are in a really good place! As always, we’ll be listening to your comments on that!

5be143079af54b311a8e464e804a389dfcc47de5.png


TONS of new stories!

We have added a HUGE AMOUNT of new quest and story interactions to the game. All of these new quests are much more interconnected between different NPCs and will surprise you with a lot of really interesting interactions!

Generally, the game is now full of vivid characters, weird knights, improbable lovers. Tons of stories waiting for you to discover them (and get some cool gameplay bonuses in the meantime).

All in all, it will take you MANY, MANY HOURS to see everything and help out every NPC in the game. There are also many secrets – like a new, hidden villager you’re able to recruit – and we hope you’re going to have a lot of fun trying to discover everything there is to find in the game.

Two important things here:
One: Expect some bugs in the story-related content because not all texts are final yet and we weren’t able to implement a couple of things. The next patches will add more things and fix some bugs! The game, also, currently has no “true ending”. It’s teased, but not implemented yet.

Two: Upon full release, we will also add voiceovers to all dialogues in the game.

95bc2e31bd7d92c6a0a32555e781c6a490138cf7.png


REVAMPED village progression and resources!

We’ve also changed how the village – meaning: your passive progression – works in the game. Each building has its dedicated resource (and every one is gathered in a different, gameplay-related way) and there is quite a lot of new things to unlock in there.

Mind that it’s the first iteration of this feature and we’ll be polishing it quite a lot in the coming weeks.

There is a lot of extra passive progress that will stay with you in-between the runs and help you conquer the wyrdness!

(Oh, and on top of that, every NPC in the village has their own extra storyline and quest – but we’ve already mentioned that there’s a lot of new stories in the game, right? :D)

MAJOR visual overhaul

We think it’s safe to say that the game never looked better. But in this case, well, a picture is worth a thousand words, isn’t it? ;)

e5a7733d9a10689bf057d22e30963ba1a0d16de2.png

d92760fef5303fcc8157af30537517ecc256b7e7.png

fe90f6c86f9579bdbcabcdc58b45cadf02332e5b.png


Our artists were working HARD on replacing the old models and placeholders we've been using early in development. We've added A LOT to the game -- and the models aren't the only thing that's changed. We've also revamped our Combat UI, Reward screens, the Character Panel, and so on.

A LOT has changed.

But please note that we’re still working on new models (those buildings!), fixing broken animations, and the general flow of the game so it’s going to look even better at launch!

e937c5f6975da06e0468c14ec3975c16d861977e.png


BAD NEWS TIME
SAVE WIPE
Unfortunately, taking into account the huge amount of changes, this patch brings a save-wipe.

We had to do this – mostly because of the revamped economy, passive progress, and a lot of new quests which would’ve totally been broken were it not for the wipe.

However, we hope that the amount of changes in this patch is so huge that you’ll have a great time re-discovering the game as if was a new experience (because, in a lot of ways, it is)!

PLEASE NOTE THAT: We really HOPE that this is the last save wipe we’re going to do before launch, but please keep in mind that since the game is still in development, plenty of weird things can happen. We wouldn’t want to delete your saves but if something breaks in a major way… Well, you get it.

f0ab67e2887908228a9af1495f69cc18ee30a5f6.png


AND LET’S END ON GOOD NEWS
We’ve been working hard on yet another thing that you’ve been asking for: support for translations.

It’s the first time we’ve ever tried to do such a thing and… well, we can say that it’s not easy, especially not when we’re talking about a game drawing heavily from RPGs and containing MASSIVE amounts of text!

In the end… we decided to try and support 4 language versions on launch.

ENGLISH, GERMAN, FRENCH, and POLISH

We really hope that everything’s going to be okay with these language versions because we’re still testing out our tools and we’re a bit afraid that something will break :D

However, we hope to add more languages not too long after launch!

And yes, we’ve already started talking about Russian and Spanish! :)


268ed6b6575074ce4749d2b59a28af9cb58c7015.png


Ok! This is it everyone!

We really hope that you will enjoy the new version of the game!

If you do – remember to leave a review on Steam. This really helps us a lot!


Take care,
AR Digital team
 
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https://store.steampowered.com/news/app/1199030/view/3047227066033391763

A WEEK BEFORE LAUNCH — NEW FACTION REVEAL!

Whenever you've been guessing what the next playable class might be, the most requested one was... a ranged class. We've been listening — and here we are, finally ready to show you the new Faction we've been working on for quite a while now.

WATCHERS OF TUATHAN
469880739e108e8ca3a8fe52bd7419e9eae21a58.png


Several hundred men perished when they tried to seal their conquest of Avalon by destroying Tuathan, the holy capital of their enemies. The Fore-dweller city never yielded, and the humans eventually had to give up. Arthur then ordered a watchtower, Longbarrow, to be built here, atop the graves of his soldiers.

Guardians stationed in Longbarrow were supposed to ensure Fore-dwellers never returned to the lands of men. And the tower itself was supposed to be a sobering reminder that human holdings in Avalon are far from safe.


00ed5fd89549b4be5b426220bf90b169352505e2.png


Before we get down to sharing more information about the classes themselves, we need to explain one of the new systems we've introduced with this new Faction:
MANEUVERS

The playstyle of Watchers of Tuathan relies heavily on a new card-type we call the Maneuvers. This means that plenty of their cards change their sides after they're played - as if you were tossing a coin. And, as you've guessed, changing the card's side changes its effects.

Let me share an example.

ed84354627c28344afe2998da656a0585296b6e4.png


This Faction doesn't rely on Blocks - it relies mostly on Barriers.

However, their Barriers last for only one turn.


As you can see in the example above: this particular Maneuver gives you 10 Armor, then generates a Barrier equal to 100% of your current Armor. For 2 out of 3 new classes, it gets discarded after that, and when it gets back - its effect changes to just giving Barrier (depending on how much Armor you have). So you need to think carefully about what you play and when you play it -- because if you have 0 Armor, using that 2nd side of the card will give you... 0 Barrier.

And here's more info about the new classes!

86a52118303fe9f84cd91ee9652cca2cef93b858.png


Sentinel
Sentinels focus on shooting as many arrows as they can. Their weak statistics can be greatly buffed with thoughtful preparations. Sentinels collect energy from used arrows to unleash them later as their Ultimate ability.

Zealot
Zealots focus on shooting rarely but lethally. Their weak statistics can be greatly buffed with calculations and waiting for the right opening. They collect unused cards and use them later to forge a powerful elemental arrow with their Ultimate ability.

Apostate
Apostates focus on flipping Maneuvers and using the most powerful side of the cards because, after flipping, cards stay in their hand. Maneuvers are used to increase their weak statistics and allow them to turn every situation to their advantage. Apostates charge their Ultimate Ability with every flip performed and use their Ultimate ability to flip their whole hand.

9bbf8656189719a0a34008f2694c7992c679497b.png


WE HAVE A WIKI!


Two amazing members of our community, Kittea and lMaltel, started working on a Wiki for Conquest. It's already full of great info and it's an amazing base of knowledge about the game. Make sure you visit
THIS LINK
to check it out!

e119b11586b5740d7d130a8b07299a2afc15644b.png


So... We're almost ready for launch. It's the last 7 days and we're stressed out of our minds and really tired, but at the same time extremely happy. The game went through some MAJOR changes over the past year and we're really proud of what we've managed to accomplish in the end. It's a huge game, it's a really unique game, and we hope it's also a really, really good game, too!

Also, we've decided to unlock our beta branch to everyone on our Discord server so if you want to start playing our final build and help out in polishing the experience before it's fully released - join our server, and check the announcement for info on how to access the build!
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Out now:


https://af.gog.com/game/tainted_grail?as=1649904300

https://store.steampowered.com/news/app/1199030/view/3024709701805040103

LAUNCHING... NOW!
4ae81a5afc8a5fa89e13cf2721f6516cdc55fdda.png


Okay! This is it! It was a long journey since we started working together on Tainted Grail: Conquest... and today we are extremely excited to invite you to the final version of the game. It's time to release this beast!

We've been in Early Access for a year now and it was a period full of hard work and effort, with plenty of ups and downs, but you folks were here with us, helping us with your comments, feedback, and support.

Huge thanks to all of you!

And remember: if you've enjoyed the game so far - please leave a review on Steam. This will really mean a lot to us and help out the game :)

So... here we are & we have a brand new launch trailer:

And if you're interested to learn more about the game, Fextralife prepared a really handy overview!

So, what can you expect from the full release?

Well, that depends when was the last time you've played the game!

Was it the last public patch?

Then we've added lot of extra polish, balancing, bug-fixing, full voice over, three new playable classes... and 40 achievements! :D

If you have played around the start of Early Access?

Oh well, oh well, this is like a totally different universe now! :D
It's honestly way too much to list here - just check it out, we hope that you will be pleasantly surprised! ;)

What about the language editions?
Well, as per previous update - we didn't manage to add them for the launch. This is our first project after all, so the learning curve on how to properly implement translations was a bit more stiff then we anticipated. Anyway! You can expect the first three language editions to appear in the game in about 2 weeks. For more information please head here.

OK, folks! So this is it, we have been working really, really hard on the final cut of the game — and now it is in your hands. Check it out and we hope you're going to have a lot of fun exploring the twisted world of Avalon!

HUGE THANKS!
Awaken Realms Digital
 
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fantadomat

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I am confused,is there a thread for the actual game? Is this the actual game or that expansion/dlc/other game ? On gog there are two games,this one came out while the other one is still in development. This looks like a gimmick mode for the main game.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth

fantadomat

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I am confused,is there a thread for the actual game? Is this the actual game or that expansion/dlc/other game ? On gog there are two games,this one came out while the other one is still in development. This looks like a gimmick mode for the main game.

They split the game into two products back in November: https://store.steampowered.com/news/app/1199030/view/2910976689295231026
Why don't you just make all the thread in to one and change the name of this one ?
 

Nostaljaded

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Messages
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To complete 1st run of a turn-based roguelite with just the 1st proper attempt doesn't entice me to play more runs.
Previously tried the Early Access campaign demo back in June 2020 and restarted Conquest twice shortly after tutorial fight to familiarize UI & mechanics.

YU8vu5p.jpg


+ Writing - Decent and concise enough (from what I've seen in a single run) to let VA run its full course, even though they are being paced at a low cadence.
+ ENG VA - One of the few games that I like their VA with little to nitpick. Narrator is good and 1 of the female npcs' VA very much appeals to my ears; encountered 17 out of 35 NPCs.
- New classes are unlocked by finishing runs (both victory & failed ones), filling the score progress bar, e.g. unlock 2 groups of cards, then unlock a new class; cycle repeats.

So looking forward more to their campaign game instead, Tainted Grail: The Fall of Avalon.


P.S. Wait for a few weeks of patching to (still) iron out their issues...
If something bugs out (like runestone simply vanishes while dragging-and-dropping), just Alt+F4 as auto-saving occurs only before combat, after combat and after event ends.
Missing/not working simple QOL hotkeys, like End Combat Turn, Use Ultimate Ability, 'Esc' hotkey to close 'Deck' and 'Journal' screens.

Intentions are 'fishee'.
rdvWZer.png


Passive skill not working (maybe due to another passive having the same trigger condition?)
pv6RMOI.jpg
Early Access is old Alpha, New Gold is old Beta, Definitive edition is old Gold (more pervasive for western releases).
 

cyborgboy95

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https://steamcommunity.com/games/1199030/announcements/detail/3048354233494539695
Second Hotfix [v1.00b] & a short note on future patches
Hello! First of all, we want to thank you all for your support! We hoped that you're going to like the game but we weren't expecting such a positive response! We're really humbled and we're trying to read everything you say, see what needs to be fixed, and prioritize fixes - because, really, the amount of feedback is so huge! :D Thank you!!!

51a07b367d2695f91fa6e8a7ff600443831d9254.png


Quality of Life:
  • Portal to the Village is more visible and has an icon on the minimap.
  • Moonring's passives contain their minion's short description.
  • Fixed disappearing items loot on higher resolutions.
  • Wyrdness events shoudln't block you from progressing.
  • Gamepad general tweaks and fixes.
  • Blood Mage's ultimate values should be properly displayed.

Passive Skills:
  • Temporarily removed Full House mastery (Apostate) from the game.
  • Path of the Protector should properly change Barriers duration.
  • Fixed some passive skills combinations which were breaking their behaviour.
  • Slow Thinker and Rewarded Restraint now correctly show cards played.
  • Defensive Dance now properly adds barrier after dealing a hit with maneuver card.
  • Persistent Defense Barrier gain reduced from 15 to 10.
  • Intimidation now correctly applies Vulnerable to other enemies.
  • Doomsday now correctly grants ultimate charges.
  • Waiting for an Opening provides Barrier only once.

Cards:
  • Forward Planning now correctly reduces cost of cards.
  • Awakening no longer promotes Ethereals.
  • Duplicating Perfect Defense gives another 50% chance instead of adding to 100%.
  • Greedy Strike is capped at the enemy HP.
  • Finishing Touches no longer drains 6 Energy.
  • Fire Shot effects order fixed.

Items:
  • Wyrdstone Heart now properly heals when used from inventory.
  • Stagfather's Charm Hugely Boosted.

Enemies and Allies:
  • Soul Harvester now displays correct intent when attacking allies.
  • Soul Harvester's Harvested Soul attacks their master on Hit received and loses 20% damage.
  • Necromancer's Undead Spawn reduces their master Armor on Hit received.
  • Woolsey now displays intent.
  • Woolsey is no longer promotable by summoners.


76b1fe483aa761e849059a55fede9d4f1d44781a.png


Our current plan for the next few weeks is:

- From now on
we're going to try to publish fixes to the game in smaller, more focused batches
. As you'll see from patchnotes today, today's hotfix is touching upon many different issues you've reported. It took as this long precisely because of that: the more things are in a patch, the longer it takes to test it. In order to try (we hope this will work) to push fixes faster we're going to work on them in a more "focused" manner. So, for example, next big patch will probably contain only story-related fixes (and hopefully translations), and the next one after that will be related only to balancing... And so on.

-
We've been investigating the causes of various crashes and optimization issues.
We really hear your feedback and we're unhappy that the game sometimes doesn't work as well as it should. We have ideas on how to approach these issues and we're going to start to work on some major improvements in these areas. We don't know how long they're going to take (because they will require some proper research) but we hope that within the next few weeks the game should run better & smoother.

- At the same time
we have some really cool ideas for the future of Conquest
- we do want to introduce some events and work on additional content, but before we're ready to announce that we need to wrap up the issues that we've already started (like implementing localizations).

So thank you all once again for your support. We're humbled and grateful for all your reviews and comments - it's amazing to see that you care so much!
 

jac8awol

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Joined
Feb 2, 2018
Messages
410
Holy shit, is no one playing this? I mean I'm not, I'm just interested in the non-roguelike that's coming later. But are the devs on the right track? Does this procedural abomination at least give hope for the real game that's coming?
 

fantadomat

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Holy shit, is no one playing this? I mean I'm not, I'm just interested in the non-roguelike that's coming later. But are the devs on the right track? Does this procedural abomination at least give hope for the real game that's coming?
Have no idea,i am interested in the game but don't care about this random garbage. When i see procedural,i just ignore the game,it is one of the worst game designs possible and every game with it is shit.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Reviews are a mixed bag: https://www.gamebanshee.com/news/125121-tainted-grail-conquest-hotfixes-and-reviews.html

COGconnected 68/100:

So often developers create a game using the kitchen-sink approach and it isn’t always clear how or why disparate mechanics deserve to play together. In the case of Tainted Grail: Conquest, deckbuilding, roguelike progression, and action RPG-type exploration feel compatible with each other as well as the dark fantasy setting and story. Less successful are the punishing, protracted battles that take too long and lack variety over multiple runs. With some additional balancing, classes, card types, and adjustment to pacing, Tainted Grail’s fundamentally solid concepts could shine through the darkness a little better.

PC Invasion 7.5/10:

With some major balancing issues that made a majority of its classes unenjoyable, Tainted Grail: Conquest redeems itself by showing that when the game was balanced, it could be a fantastic experience.

TheSixthAxis 9/10:

Any game so good that you can't resist doing just one more battle in is a game well worth paying attention to, and Tainted Grail definitely manages that.

The Indie Game Website 8.5/10:

Further tweaking the Slay the Spire formula of mixing deck-building mechanics with roguelike elements is Tainted Grail, an unforgiving roguelike that also weaves in one more ingredient: the suffocating, infernal hellscapes of Diablo. But unlike the frenetic, almost instinctive non-stop clicking of Diablo, Tainted Grail moves along at a more measured pace, with you even having to earn your privilege to gain access to the game’s pantheon of heroes.

But Why Tho? 9/10:

Tainted Grail: Conquest is definitely not a title for everyone. Its difficulty and dark atmosphere will undoubtedly be too much for many players out there, even some fans of RPGs, deck-builders, or roguelike. However, for fans that do want those aspects, it’s one of the best in the genre. There are countless hours for players to find in the game, and the deep mechanics and systems are incredibly rewarding across the board.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,060
https://store.steampowered.com/news/app/1199030/view/3048354870685759860

A New Batch of Fixes [v1.00c] - Crashes & Things
Hello, everyone! So it's almost two weeks after we've launched and we want to
THANK YOU
once again for your support and kindness. It is truly an amazing feeling to see the game we've worked on for so long being so positively received by its players. Thank you, really, it's just mind-blowing to see all of that positive reception we've got so far. Thank you for playing, for reviewing, for participating in so many discussions here on Steam and our Discord server and for... well, caring about the game so much that you decide to do this!

We're reading everything you write and we're trying to react as fast as possible and today we have a new patch for you.

We decided to publish this note as a bigger thing, not just a patch note, because this patch contains something really important - additional fixes and safety measures that should prevent either the horrible crashes that some of you suffered from or, if not the crashes, then at least corruption of save files.


But before we get to regular patch notes and explaining what's changed in Patch labeled v1.00c - we have something really cool for you! Here's how you've played the game since launch! :D

73037f57957841115a3539bd3fac98b54491ed96.png

094eafdc900e39606b515a0a1378a9870e88c6eb.png


When you're playing as Wyrdwarriors - play offense, folks! :D

And with that - let's move to the patch notes.
e119b11586b5740d7d130a8b07299a2afc15644b.png


MAJOR FIXES
  • We've implemented a save backup system to ensure that players don't lose their progress if their computer crashes during saving.
  • We've probably fixed an issue which was corrupting save files after PC crash/power shortage/etc. Unfortunately, we're unable to restore broken save files :(
  • We've fixed the "freezing victory screen" issue.

a03d7563d2aaebd0deb3b674c16f278763ec4f92.png

Quality of Life
  • A new option in settings allowing you to disable quick cast of cards when there is only one target.

Bugfixes
  • Super fast Meat-eating bug fixed.
  • Fixed currency gain on Difficulty 15+.
  • Lifesteal now heals the correct damage dealer.
  • Fixed broken loop animation of the Wyrm.
  • Fixed animations of Deer.
  • Fixed water flickering on map.
  • Fixed ending turn on keyboard (no need to hold the button anymore).
  • Fixed disappearing items on the loot screen when playing on higher resolutions.
  • Fixed the problem with extending masteries descriptions.

Gamepad fixes
  • Reworked using an Ultimate with a gamepad.

Locations and Story
  • All-Mother's Altar should be always available in map generation.
  • All-Mother's Altar's fight fixed - Exit should work properly.
  • Futhark should provide correct runestones.
  • Marketplace will show proper dialogue after overpaying.
  • Mysterious Witch will disappear after you decide to Leave.
  • Unblocked the Seeking Traveler questline (fixed a blocker of the Witch's quest: when you've refused to give him candles after getting the quest).
  • Reduced the chance of finding the Countess in a really bad mood from 50% to 10%.
  • Wyrdness events won't prevent you from leaving them anymore if you don't have enough money/hp/items (but trying to leave them will probably kill you).
  • Candlemaker's nightmare shouldn't spawn anymore after you're done with the Candlemaker's questline.

Items
  • Gar runestone in Armor slot activates at the end of whole turn, not yours.

Cards
  • Duplicating Woolsey won't fill your deck with obsolete Pet the Dog cards.
  • Deadly Lust now provides only one Lifesteal status.
  • Chained shot now displays bonus damage.
  • Blood Fabric now correctly interacts with passives modifying offering values.

Passive Skills
  • Apostate's Ante should always work properly.
  • Apostate's Ante and Raise should be showed as active in combat.
  • Apostate's Precise Sequence should reduce enemy's armor by correct amount.
  • Zealot's Loaded Weapon should now increase player's damage.
  • Berserker's Wide Swings should now deal damage.
  • Berserker's Blood Oath now working correctly.
  • Tier 2 Boss's Rewarded Patience has a counter.

Enemies
  • Bone Idol's HP bar looks empty after gaining immortality.
  • Faceless Hunter now deals a maximum of 10 Hits.


76b1fe483aa761e849059a55fede9d4f1d44781a.png


We're going to announce more in the coming weeks, but there are two important things we need to share with you right now!

  • While we're fixing bugs and preparing some Quality of Life fixes, we're also working on making the game run better and smoother on all PCs. If all goes well, we hope to get the first improvements ready within the next 2-3 weeks - we're testing things now and we hope that they're going to reduce the GPU demand of the game!
  • We think that we're going to have German and French translations ready for internal testing either this Friday or early next week. Polish is taking a bit longer, unfortunately, but we're ALMOST done in terms of text -- and after text is done, all that's left is testing-testing-testing. So,
    let's all hope that we'll be able to share the translations next week
    . We'd really love to get this to you as soon as possible!


So... That was a long post! But once again: THANK YOU for all the support and kind words and see you soon! :)
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,595
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/1199030/view/3011200806523658249

Plans for the future & Remembering a year of Early Access

Hey everyone! As it turns out, today is the anniversary of the game's first appearance in Early Access! Looking back, it feels really crazy how the game's changed since that time - and that we've been able to finally release it and hear so many positive things from you about it! So thank you for being with us back then - and if you weren't, today we have a quick ride down the memory lane to the early state of Conquest - and an amazing wrap-up written by lMaltel on our Wiki page.

But before we get to memories and more details about our plans for the future, here's a VERY SHORT tl;dr of what's currently happening with Conquest:
  • Soon: a big patch with fixes, changes, balancing, and first translations. It's available NOW on the BETA branch of the game for members of our Discord server.
  • Within the next few months: a big update containing optimization (making the game run better/smoother), new content (cards, passives, enemies, etc.), and game modes.

For more info about what's coming: check the section for "plans for the future" below.

BUT getting back to the retrospective...

So, originally, Tainted Grail PC was announced as a bonus for backers of the Kickstarter for Tainted Grail: The Fall of Avalon in 2018. It started slowly - with one programmer, one artist, working on the core of it all - and the game was slowly growing in scope because Awaken Realms didn't want to make a simple board game conversion. By April 2019 the team kept growing and so in December 2019 we've released a 2-3 hour long pre-alpha demo of the digital game's story campaign. It was available to Kickstarter backers and we wanted to share it mostly to hear what they think - and it was generally received very, very well.

After receiving literally thousands of comments about the campaign and reevaluating what we can and what we should do, we were going home for the Holidays to think about how to approach the development of the game in the new year. However, before the year was over, we came up with a new idea: to make a separate game mode, something similar to a boss rush, which will contain only the battles and release it in order to get as much feedback as possible and balance the combat systems.

The only change we wanted to make was to move the entire combat into 3D. And so, in January 2020 we've started working on the game's campaign AND what eventually became Conquest. We knew there's a lot we want to change and fix in the way that the game plays and feels, so, essentially, we've started rebuilding the entire game from scratch.

We've moved from a sculpted map into a generated tile-based map. We've changed the scale of the world. We started our shift to 3D combat. And so on... And as we were fixing and changing, well, the "game balancing mode" kept growing.

By April we've had "some" things already "working". Here's the first version of our 3D combat - damn, this brings memories! :D

But we knew that the work on the game's campaign will still take a long, long, looooong time - and that our tools weren't ready to handle this task. We wanted to release the balancing mode, though, and this brings us to June 18th 2020 - exactly a year before today when we released Conquest to the public.

Conquest kept growing. And when it was growing it kept breaking the game's campaign. We've been rebuilding and fixing the same campaign demo a couple of times - and at some point we decided to just let it go. We couldn't maintain it and we had no plans to expand it in its state - and since Conquest was getting really big, we felt at some point that it truly deserves to stand on its own. And so, late last year, we decided to split the products into two different things on Steam.

We've learned a lot, we've grown, and now we know what we're able to do. It's been an amazing ride and we have YOU to thank for being here with us, and supporting us on that journey.

And, as promised, I'll redirect y'all to our Wiki for more detailed info and a lot of cool stuff compiled by lMaltel.

Check it out HERE!

Seriously! It's full of amazing data, memories, anecdotes and some really old screenshots :D
76b1fe483aa761e849059a55fede9d4f1d44781a.png


And here's a quick breakdown of what's happening with Conquest right now.
  • First translations are available as a beta to folks on our Discord server
    - we've given access to a beta branch containing German, French, and Polish translations to the members of our Discord server. The translations are almost done (still missing around 200 texts in German/French) but they still requires some polishing.
  • We're hard at work on making the game run smoother
    - we finally had some time to sit down and look back at things we've been doing in order to find mistakes in our approaches to certain things. I'd have to throw here a lot of technical jargon in order to explain this, but all in all, we're currently in the process of making the game run smoother and being less taxing on various PCs. This means that we're tweaking pretty much every model we have in the game - so this will take a while, but we're already seeing a lot of improvements performance-wise.
  • We're fixing and polishing various things
    - there are some things in the game which we aren't happy about and we're currently in the process of fixing or improving on them. These can be rather small (we're differetiating summon models between Moonring classes so you'll get a skeletal wyrm for your Necromancer soon!) or quite big, as in "rewriting a part of the codebase to work with [something that programmers understand & will be crucial in the future].
  • We've started thinking about some new content
    - we want to add new cards, passives, and enemies to the game - but it's going to take a while!
  • We've started working on small events
    - in the coming months we want to add very simple events to the game - simple rule changes that will make it surprising and challenging for players who've maxed it out already!
  • We've started working on a new game mode
    - but I'm not going to spoil it just yet, but what we can say right now is that it will be tailored to the needs of people who couldn't care less about the game's storyline and aren't all that much interested in map exploration.
  • We've started work on the SOUNDTRACK
    - based on the popular demand we've already started thinking about releasing the game's soundtrack. HOWEVER this will take A LONG WHILE because our in-game tracks need to be adapted to the "soundtrack format", and we don't want to rush it. And our sound designer is taking some well-deserved time off soon, so, you know. But it is coming, eventually! And, since we can, we want to release quite a lot of music, not something like "5 tracks and we're done", but - for example - also an "ambient-like" album for y'all tabletop RPG folks who need some background music and were asking us about ambients from Tainted Grail :)
  • We've started researching what needs to be done in order to make the game available on different platforms
    - for now, we're waiting for GeForce Now to accept us into their service (hopefully soon!), and we're researching what needs to be done in order to run the game natively on Mac and Linux. We've also started chatting about possible console ports but please note that this WILL take a LONG while so we're not promising anything yet! (It's not entirely up to us.)


And we still have some more things to talk about, but we're going to wait a little while before writing about them :)

So, once again, thank you all for being here with us and for your patience! Remember to join our Discord server if you want to check out the BETA branch or just chat with us & all the amazing people in our community who are there!
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,595
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/1199030/view/2983057818169965297

Beta Access to Patch 1.1 - Introducing Endless Modes & Events!

Hi everyone! Long time no hear ;)

We've been silent for a little bit, but this doesn't mean we weren't busy! We have prepared a small surprise for you all and we really hope that you will enjoy it.

You've given us so much support during Early Access and the game premiere and we definitely want to give back by creating some extra content that you will hopefully enjoy!

So, let's talk about Patch 1.1 - Shattered Reality.
This patch brings 3 totally new ways to play the game!

First of all, we have 2 endless climbs. These are modes which are 100% gameplay-focused. You will fight an enemy after enemy until you will (eventually) fall. We found it's super fun, especially for players who finished the main campaign and just want to play around with different strategies.

Endless Misery
This is our hardcore climb created for all of ye power gamers wanting to get some proper challenge.

Endless Power
This is our “chill mode”. It is raining outside and you just want to chill a bit with some silly combos and crazy fights - like 3 Golems? Endless Power is here for you :D

Weekly Events
This is a mode in which you will get tons of modifiers that will absolutely change some core things about the game. Every week, there will be new, unique events and leaderboards where you can compete for the best score with other players.

On top of it, with this patch we are also bringing some extra optimization (especially for low-end machines). It's nothing groundbreaking but our tests shown quite a few extra fps - and that's always welcome, isn't it? :)

Overall, we are quite proud of this patch and we really hope you will enjoy the new modes!

Anyway! We want to release this update to the public on the 17th of this month and we would like to invite you to the Beta to test if everything works as intended.


This means we're sharing access to our beta branch and if someone wants to join us there and check out the new things, well, we'd really appreciate all feedback!


One really important thing that needs to be said:

PLEASE BACKUP YOUR SAVE FILES BEFORE JOINING THE BETA

You can find info on how to do that on our Wiki - here.
Section "Bugs & Fixes" -> "Where can I find my save files?"

Please remember that since this is a beta build, then it might be unstable. It is a rough version of our next big release, and this means you might encounter some weird issues here and there (but it also contains a lot of fixes and additions)

HOW TO JOIN?
In order to join this branch you need to right click on the game on Steam, go to Properties, BETAS and use this password -> ZatanczyszZeMnaJeszczeRaz


We hope to make this patch public around the 17th of August. We'd really love to hear your feedback!
Entire patch notes:

e119b11586b5740d7d130a8b07299a2afc15644b.png


MAJOR ADDITIONS:

  • Three new game modes
  • Optimization


OTHER FIXES AND ADDITIONS:


UI / UX / GAMEPAD

  • A nice surprise in the Title Screen ;)
  • New UI for leaderboards
  • Added Icon in trades that notifies you what a rune is equipped
  • New UI for context menu popup
  • Fixed a bug that made it impossible to select first and last card with gamepad, when you had more than 10 cards in hand
  • While playing with gamepad, targeting will select the last chosen target as default
  • Added support for left analog stick in character sheets wheel
  • Added quantity of equipped items in all trades
  • Fixed font issue with characters in village
  • Added VFX for discarding a wyrdcard


STORY:

  • Ghost, added a lot of missing VO
  • There's a secret way to change the Bard's fate now.
  • Sola Fide should be fixed now for y'all
  • Shortened the time it takes for conversations with the Scientist to become available again during her quest (same with the Blacksmith)
  • All village npcs should properly unlock in the journal (if they're not unlocked after recruiting them just have a chat with them in the village)
  • Minor localization tweaks and fixes.
  • Fixed missing art from elder archer's encounter


RUNESTONES:

  • Ethel runestones should properly remove armor bonus after slot change
  • Wyn runestones should properly work with Wyrdhunter's Shock passive
  • Thorn Runestone in weapon slot now correctly grants barrier
  • unestone Yr updated visibility


GENERAL BUGS & FIXES:

  • All-mother's Altar should be finally available for everyone.
  • Fixed a bug that made tier bosses and minibosses not change after defeating
  • Fixed a bug that made it possible to use card that is being discarded
  • Fixed a bug with Necromancer's Minions dealing damage before losing rank
  • Fixed an issue with Golem fight, where starting Moving Stones would have 1 hp
  • Made calculating score from final boss more precise
  • Quest cards -- fixed issue when in deck inspect card window would be that of a flip card
  • Fixed a bug with unlocking characters prematurely
  • Fixed an issue with flat damage bonuses not showing in character statistics
  • Woolsey no longer is promoted by Blood Mage cards
  • Fixed issue with Wyrdness Discharge not consuming HP
  • Deranged Lifeforce no longer regains their status if stunned for more than 1 turn
  • Various fixes to animation and VFX (Blood Carver got a new blood FX, Bone Idol has new projectile effect, Blood Mage's Golem has a correct animation when evading, Deers in Hunter's Grove have proper attack animations)
  • Fixed some typos & translations
  • Wyrm, Abomination, and Fae now correctly show how much HP they will gain with each rank/level/tier
  • Soulblade now correctly reacts to all instances of damage


ACHIEVEMENTS:

  • "It's Mine" Achievement fixed issue with getting it too early while fighting with certain bosses
  • "It's Mine" Achievement now works correctly with certain minibosses


CARDS / PASSIVES:

  • Apostate's Ancestral Knowledge should really work only once per turn.
  • Apostate should discard Maneuvers that discard Manuvers.
  • Apostate's Glimpse of Possibility second side reworked.
  • Vantage Point passive fixed
  • Power Drop passive fixed
  • Apostate Idea initial card fixed
  • Berserker's Crawling Fire card should display proper damage value in deck view
  • Dance of Blades, changed visual effect effect to make it faster
  • Inhuman Uttering is now usable while having more than half Ultimate Charges
  • Fixed visibility on Delayed Punishment
 

koyota

Cipher
Patron
Joined
May 19, 2007
Messages
230
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is.
Have no idea,i am interested in the game but don't care about this random garbage. When i see procedural,i just ignore the game,it is one of the worst game designs possible and every game with it is shit.

I`ve put like 25 hours into this now, The battle system is superb. I`m really enjoying it how incredibly different play style each class is. Hoping this actually gets turned into a real-open world RPG.

Only thing that is procedurally generated is what NPCs and enemies show up in the map, The quests progression for NPC`s and town growth are fixed and carry on from run to run.

It`s closer to think of it as 4 fixed dungeons you go through 20-30 times. Each run is a new visitor to a continuing story.
NPCs and fixed town stories continue progressing in each run.


It`s flaws

1.Too easy: Most Rogue-likes start out hard and you slowly get more powerful to finally finish it. This game is the opposite, it starts out at the lowest difficulty and gets slowly more difficult, you can finish the games true ending on your 2nd time.

2. I think the open world RPG is vaporware: Really looking forward to a Etherlords 2 style real open-world game for the battle system. The classes and everything they have set up are so diverse. Some are far more broken than others though. I can only imagine balancing the real game to fit all these classes is causing them head-aches.
 
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