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

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,228
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/3050618730209196651

Patch 1.2 — Chinese, Russian, Spanish + New Content + Soundtrack now available!

Hello everyone! It took us a while… but we’re back with a HUGE patch with a lot of cool things inside!

But let us start by thanking you all for playing the game and being such an awesome community! Your support made it possible for us to work extra on the game and add a lot of awesome stuff with Patch 1.1... But we are not done and today we are super excited to invite you to Patch 1.2!

There are three main things we’re bringing today —
  • new translations of the game
  • new content and balancing
  • official soundtrack!

So, let’s dive into the contents of this gigantic patch :)

THREE NEW TRANSLATIONS

You’ve been asking for this for a while now and we’re finally ready to update the game with Simplified Chinese, Russian, and Spanish.

We hope that thanks to those translations, a lot of new people will gain access to the game and have some good fun with it ;) We will really appreciate those of you who are in those regions to spread the word about the game being available in extra languages!

33332c96d5bba315bfc2309d50d0c37035bef91e.png

5e21507a8c0e394083da2ab11800ae11cf3dd0dc.png


OVER 100 NEW CARDS & PASSIVES

Well, who doesn’t like more free content and variety…? ;)

We were able to add over 100 new cards and passives to the game! This means - tons of new strategies to explore, more variety, and more fun! We hope you will be able to explore the new gameplay content and create some new crazy strategies with those new tools!

aafe19e934e1ac99fe681603085c834c80871a08.png


We’ve been working on giving all the classes the same possibilities — some of them had more cards and passives than others. Now they’re all mostly equal. This means that we’ve added A LOT of new cards to Watchers and Moonring, and a lot of new passives all over the board.

3 NEW ENEMIES

Since you have some new cards and passives… well, it would be good to also have some new enemies to combat as well, right? Good news! We were able to add 3 absolutely new monsters with unique designs and new interesting mechanics.

Again, this means more free content, more replayability, and variety! Hopefully, you will be able to defeat them without a problem ;)

ba16b74d19db785769d29d6f6cdf449d9dbb5ac5.png


OFFICIAL SOUNDTRACK

And, in addition to that, we’ve finally wrapped up work on something you’ve been asking for since the game was released:



You can check out the soundtrack in various places:

  1. on Steam (and if you’re still buying music, then this is the full release – it contains tracks we’ve licensed for the game from Danheim.)
  2. on Bandcamp
  3. on Spotify
  4. on Youtube

The soundtrack in various forms should be available everywhere else, too, so it’s up to you where you want to listen to it.

There's also some additional music available now — if you'd like to listen to tracks played by the Bard in the player's village, head here.

AND ON TOP OF THAT…

Last but not least, something for those of you, who like to travel through wyrdness with style! We have a bunch of new cosmetics for you all including hair, tattoos, and a new shiny armor (unlockable by levelling up with Watchers of Tuathan)!

14415f68c3ad8703c08f7eb53daf89e9f30b32ec.png

a079b3a556871a4cf603ec17400cf04cd548c6ce.png

5291ffaac7e428d77796a4ab8f48cb8fdfe86099.png


Ok! That’s it! We hope that y’all will be happy with all the new stuff and good luck out there in the Wyrdness!

And here’s the rest of the patch notes:

51a07b367d2695f91fa6e8a7ff600443831d9254.png


Additions / Quality of Life / Requests:
  • Added 12 new music tracks
  • Ability to change sex during Character Editing in Class Selection menu (not available at the Seamstress)
  • Animation skips should work better (for all of you who want the game to be FASTER!)
  • Added gamepad controls preview in Settings
  • Limited passives on the right vertical bar in combat to 9, so that they don't overlap with other buttons
  • Small gamepad improvements
  • Shortcuts will no longer interrupt filling Bug Reports


Changes, Fixes:
  • Zealot Ultimate Charges gain changed from 1 to 2 per discarded card.
  • Shaman's Totems now properly scale their HP and healing values.
  • Reaver should gain 1/2/3 Hits per turn and properly lose them after being stunned - mimicking Faceless Hunter's behavior.
  • Fixed Path of Assassin reforge, now it should always correctly give 3 rune charges back from killed enemies
  • Achievement "I Don't Need Much" will no longer be completed when finishing the game in Lich Form and having more than 8 cards in Necromancer's deck
  • Quest description will no longer display "Lorem Ipsum..." when no quest is available
  • WyrdCard discard effect restored
  • Only 1 restock can be made in Scientist's Shop.


Gamepass:
  • Fixed character creator freeze bug
  • Fixed bug with fetching leaderboards


Items:
  • Bloodcandle HP cost decreased from 10% to 5% Max HP.
  • Bloodcandle price increased from 60 to 80 Wealth.
  • Wyrdness Mushroom minor tweaks (chances and values).
  • Sharpening Stone's chance increased from 20 to 25.
  • Meat price increased from 8 to 10.


Runestones:
  • Common Calc (Armor) healing decreased from 5/8/15 HP to 4/7/12.
  • Common Gar (Armor) damage decreased from 5/8/15 HP to 4/7/12.
  • Rare Eolh is now Common Eolh.
  • Rare Man is now Common Man.
  • Rare Ur is now Mythical Ur, scale changed from 100/175/300 + 5/4/3 to 100/200 + 4/3.
  • Rare Ken (Weapon) cards threshold decreased from 15/8/5 to 13/7/4.
  • Rare Ken (Armor) Combat Slots count increased from 1/2/3 to 2/3/4.
  • Rare Nyd (Weapon) bonus damage increased from 50/90/150% to 100/175/300%.
  • Rare Nyd (Armor) bonus cards increased from 1/2/3 to 2/3/4.
  • Rare Peorth (Weapon) bonus damage increased from 30/50/75% to 50/80/150%.
  • Rare Peroth (Armor) bonus Armor decreased from 30/50/75 to 25/40/75.
  • Rare Wyn (Weapon) bonus damage increased from 50/100/150% to 100/175/300%.
  • Rare Wyn (Armor) turns threshold decreased from 5/3/2 to 4/3/2.
  • Mythical Ing (Weapon/Armor) drop chance increased from 10/20 to 15/30.
  • Mythical Lagu (Armor) Barrier HP increased from 10/20 to 15/30.
  • Mythical Thorn (Weapon) Barrier HP increased from 2/5 to 3/6.
  • Mythical Thorn (Armor) Barrier HP increased from 200/500% to 300/600% of Offered HP.
  • Mythical Yr (Armor) cards threshold increased from 4/3 to 5/4


Children of Morrigan
Cards

  • Desperate Measures Armor gain reduced from 5 to 2 and added Exile keyword to the card.
  • Onslaught base damage reduced from 50% to 25%, bonus damage increased from 50% to 75%.
  • Crawling Fire base damage reduced from 50% to 25%, bonus damage increased from 10% to 20%.
  • Fortify Armor gain increased from 20 to 30.
  • All In damage increase increased from 50% to 100%.
  • Bladefury cost reduced from 2 to 1, base damage reduced from 150% to 100%.
  • Bloodied Frenzy base damage increased from 250% to 300%.
  • Meditation damage increase increased from 100% to 150%.
  • Last Resort Blocks amount reduced from 5 to 1, energy cost reduced from 2 to 1.
  • Raging Blade base damage increased from 50% to 75%.
  • Reposition card draw reduced from 5 to 4.
  • Shield Breaker Armor reduction increased from 10 to 20.
  • Short Pause Armor gain increased from 40 to 50.
  • Stronghold Armor gain increased from 15 to 20.
  • Berserk Damage increase increased from 25% to 50%.
  • Counterstrike retaliate damage increased from 50% to 75%.
  • Ultimate Attack cost reduced from 3 to 2.


WyrdHunter

  • Offensive Armor gain reduced from 10 to 7.
  • Haste Card draw increased to 2 from 1, cost reduction reduced from 2 to 1.
  • Physical Training card threshold lowered from 6 to 5.
  • heavy Opening damage increased from 100% to 200%.
  • Initial Impact armor reduction increased from 100% of damage dealt to 200%.
  • Thousand Cuts card threshold reduced from 10 to 9.
  • Fortification changed wording from "less than 3 cards" to "2 or less cards".
  • Manifested Ire Ultimate charge consumption increased from 50% to 66%.


Pathfinder

  • Prideful Stance Ultimate charges threshold increased from less than 8 to less than 9.
  • Opportunity Block Ultimate charges threshold increased from 6 to 9.
  • Tactics Armor gain increased from 5 to 10, damage gain increased from 10% to 20%.
  • Vigor Energy gain increased from 1 to 2 Energy.


Berserker

  • Trance activation threshold lowered from 50% to 25%, Energy gain increased from 1 to 2.
  • Calm Mind Hits duration increased from 3 to 4.
  • Fear Armor reduction increased from 25 to 50.
  • Frenzy damage gain increased from 75% to 100%.
  • Vitality Max HP increase lowered from 75 to 50.
  • Wide Swings Hit damage increased from 100% to 150%.
  • Vampirism Lifesteal increased from 10% to 20%.
  • Trembling Clash Armor reduction reduced from 25 to 20.


Moonring
Cards

  • Blinding Burst cost reduced from 2 to 1.
  • Druids Bane armor reduction duration increased from 3 to 5 turns.
  • Funeral Moon damage reduction duration increased from 2 to 3 turns.
  • Deprivation Bane Max HP Reduction reduced from 33% to 20%.
  • Deprivation Curse Max HP Reduction reduced from 33% to 20%.
  • Hammerhead Stun chance reduced from 25% to 20%.


Summoner

  • Alchemist Wealth gain reduced from 10 to 5.
  • Surprise Attacks damage gain increased from 200% to 300%.
  • Acidic Blood number of Hits increased from 1 to 3, Hit damage reduced from 300% to 100%.
  • Hindsight card draw reduced from 4 to 2.


Blood Mage

  • Close Leash duration increased from 4 to 3 turns.
  • Air Burst Overcharge threshold increased from 4th to 6th.
  • Numbness Armor gain reduced from 2 to 1.
  • Spectral Shield Barrier gain reduced from 3 to 2 times its rank.
  • Lesser Key of Punishment HP multiplier changed from 2 to 3.
  • Uncontrollable Growth now has a duration of 3 turns


Necromancer

  • Recharge Barrier gain increased from 10 to 15.
  • Total Intimidation - Intimidation effect duration increased from 3 to 4 turns.
  • Soul Division Barrier increased from 20 to 30.
  • Dream Army HP increase lowered from 50% to 33%.
  • Lich Essence - Life Essence Ultimate Charge gain increased from 2 to 3.
  • Stray Soul Ultimate Charge threshold increased from 3 to 4.
  • Leech Form Barrier increased from 20 to 25.
  • Path of Death Lifesteal reduced from 50% to 20%.


Watchers of Tuathan
Cards

  • Returning Shot damage reduced from 150% to 100%
  • Reckless Attack's cost reduced from 1E to 0E.
  • Furious Overdraw's cost increased from 1E to 2E.
  • Stepping Stones damage increased from 20% to 30%
  • Flare Shot cost reduced from 1 to 0 Energy.
  • Bolas Shot damage reduced from 50% to 25%
  • Acid Shot Armor reduction reduced from 50 to 30
  • Spiritual Blows Arrows increased from 2 to 3, Ultimate Charge cost increased from 4 to 5
  • Arrows of the Past draw increased from 1 to 2
  • Somersault cost increased from 0 to 1
  • Double Somersault cost increased from 1 to 2
  • Triple Somersault cost increased from 2 to 3, Maneuver draw increased from 3 to 4, cost reduction reduced from2 to 1
  • Furious Overdraw damage gain reduced from 300% to 200%
  • David Barrier increased from 75 to 100, cost reduced from 1 to 0
  • Goliath Barrier reduced from 75 to 50, cost increased from 1 to 2
  • Pebble Throw Armor reduction reduced from 25 to 10
  • Distraction damage reduction reduced from 50% to 25%
  • Exposition damage gain reduced from 50% to 25%
  • Rising Action damage gain reduced from 100% to 50%
  • Climax damage reduction increased from 50% to 75%, cost reduced from 2 to 1
  • Rancid Battlefield Armor reduction reduced from 25 to 20, duration reduced from 3 to 2 turns
  • Pungent Cloud Armor reduction and gain reduced from 50 to 30
  • Acid Flood base damage reduced from 100% to 50%, cost reduced from 1 to 0 Energy
  • Fate-Breaking Shot base damage reduced from 100% to 75%
  • Lob Shot Hits amount reduced from 7 to 5
  • Splitting Shot base damage reduced from 150% to 100%
  • Ultimate Weaponry Arrow draw reduced from 4 to 3, cost reduced from 2 to 1 Energy
  • Spiritual Flurry cost reduced from 1 to 0 Energy
  • Corrosive Rainfall Arrow draw reduced from 4 to 3, cost reduced from 2 to 1 Energy
  • Unstable Mixture - Armor Gain for Hero reduced from 20 to 10, Armor gain for enemies reduced from 100 to 50
  • Treasure Hunt draw increased from 1 to 2
  • The Treasure draw increased from 2 to 3, cost increased from 0 to 1
  • Reckless Attack cost reduced from 1 to 0 Energy
  • Favored Enemy cost reduced from 2 to 1
  • Exhaustive Preparation damage gain reduced from 50% to 25%
  • Downward Spiral damage gain reduced from 200% to 100%
  • Heavy Protection Armor gain increased from 30 to 40
  • Quick Dodge Armor percentage reduced from 200% to 50%, cost reduced from 1 to 0 Energy
  • High Ground Armor percentage reduced from 150% to 100%
  • Middle Ground Armor percentage reduced from 100% to 75%


Sentinel

  • Calibration damage gain reduced from 5% to 3%.
  • Scales Armor gain increased from 50 to 75.
  • Terrifying Presence Armor reduction reduced from 2 to 1.
  • Rupturing Shot Armor reduction reduced from 10 to 5.
  • Full Cover Armor gain increased from 25 to 30.
  • Waiting for an Opening Barrier increased from 25 to 33.
  • Target Practice Armor reduction reduced from 100 to 30.
  • Perfect Shot damage gain increased from 50% to 100%.
  • Scattershot Armor gain reduced from 10 to 5
  • Path of the Assasin Ultimate Charge gain reduced from 3 to 2
  • Path of the Protector Barrier weakened from 50% to 75%


Zealot

  • Ruthless Draws damage gain increased from 25% to 50%.
  • Vital Point damage increased from 50% to 100%.
  • Shoot to Remember Hit threshold lowered from 12th to 8th.
  • Munitions Recycling damage gain increased from 10% to 20%.
  • Withdrawal Barrier gain increased from 5 to 10.
  • Panic Attack Barrier reduced from 10 to 5.
  • Spiral Hit threshold lowered from 6th to 4th.
  • Concussion Hit threshold lowered from 12th to 10th.
  • Vantage Point Cost reduction increased from 1 to 2.
  • Harbinger of Abyss - Void Shot base damage increased from 100% to 200%.
  • Aimed Shot damage increased from 200% to 300%.
  • Fixed Vantage Point when used with multishot cards


Apostate

  • Showtime Maneuvers threshold increased from 4 to 5.
  • Coping Mechanism Armor gain reduced from 3 to 2.
  • Damning Momentum Maneuvers threshold increased from 6 to 7.
  • Reluctant Hero Maneuvers threshold increased from 6 to 7.
  • Stunning Performance Maneuvers threshold increased from 6th to 7th.
  • Ante now instead of 1 draw for every Maneuver flipped, draws 1 for every 2 Maneuvers flipped.
  • Raise Amount of Maneuvers reduced from 50% to 33%.
  • Full House now works only with 15 Ultimate Charges.
  • Flipping Spree's maneuver card threshold changed from 2 to 4
 

koyota

Cipher
Patron
Joined
May 19, 2007
Messages
216
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Keep putting a few hours into this every week.

I`ve figured out why I enjoy this more than other "deck building games"

-It feels far more like an RPG than a deckbuilding game.

You can`t really edit your deck, which means it`s less about finding the most jank combo deck you can create as in Thronebreaker.
What you can do is choose a new card for the deck each level you gain, which feels like getting new skills.
You have equipment, stat bonus, items, abilities etc. Managing those are far more important than managing your cards.

-World / quests / NPC progress is persistent
I think they just wanted to throw in "PROCEDUARALLY GENREATED!$#(D"!!!!!" as a buzzword
This isn`t like Nowhere Prophet, etc where it feels like the story events are just created using a fill in the blanks quest generator.
side-stories will continue from each run, Only thing that is procedurally generated is when and where they are located.

-Difficulty is opposite of most roguelikes:
Game becomes more difficult as you win more, it`s very difficult to lose your first time through.
 

Eyestabber

Arcane
Patron
Joined
Jan 15, 2015
Messages
4,733
Location
HUEland
PC RPG Website of the Year, 2015
So I bought this on Steam's latest sale, put 20 hours in and I gotta say...THIS IS PRETTY GUD!

Here's my little victory:

92B4BE43FF348F46145CED7EF4D280AD6EEA30C3

Turtle-boy deals over 3k damage in a single hit, winning the run

So far I got 6/7 villagers, unlocked all playable characters, initiated most sidequests AND just got my first "win". I'm enjoying it so far and I think this game deserves more attention.
 

BruceVC

Magister
Joined
Jul 25, 2011
Messages
7,698
Location
South Africa, Cape Town
I have this game on Steam and I am excited about it but I did have some minot concerns it was vaporware or going to be like Underworld Ascendant
So its reassuring people are playing it and it is fun and real :cool:
 

Eyestabber

Arcane
Patron
Joined
Jan 15, 2015
Messages
4,733
Location
HUEland
PC RPG Website of the Year, 2015
Defeated the True Boss™ today, still not done with the game. Finally learned how to play Summoner, will learn the other mages at some point. So far I beat (either True or "regular" ending) the game with:
- Wyrdhunter
- Pathfinder
- Summoner
- Zealot

Still 5 more characters to learn and a couple quests to finish. Here's a VERY important tip (and a bit of a spoiler) to anyone reading this while going into the True Final Boss fight:

He's immortal and DPS will only be useful against his minions. The battle is about surviving for 15 rounds, so survivability and crowd control are the winning factors, not damage. Plan accordingly.

This is a surprising hit of 2021 and I will root for it in the GOTY pool.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,735
Have my eye on this one for a long time now, really like the art direction, still waiting for that full-fledged crpg with proper story-driven campaign they promised before jumping in, have no interested in the roguelike spin-off.

combine-images-51.jpg
 

jac8awol

Arbiter
Joined
Feb 2, 2018
Messages
408
Thanks for the tip, bought this on your recommendation and it is much better than expected! Gonna be sinking a lot of hours into this...
 

Nostaljaded

Savant
Joined
Jun 4, 2015
Messages
359
FWIW Did a hotkey bugs rant on their Discord more than 1.5 months ago.

As of v1.2b, even though it's basic level of coding/bug-fixing, all the mentioned hotkey bugs are still there.
Hotkeys Bugs
Good to fix and improve as I assume the entire 'Game Settings' Conquest code will be used for Fall of Avalon as well.

1. Undocumented hotkeys - COMBAT/Draw Pile & COMBAT/Grave Pile

2. Missing hotkeys
a. EXPLORATION & DIALOG/Deck
b. COMBAT/Discard Pile & COMBAT/Exile Pile (but available with gamepad buttons)

3. Bugged hotkeys
a. COMBAT/Use Ultimate - Why have to hover mouse over the Ultimate UI region for keyboard hotkey activation?
b. COMBAT/Rotate Left - Why doubles up as 'COMBAT/Draw Pile' hotkey activation as well?
c. COMBAT/Rotate Right - Why doubles up as 'COMBAT/Grave Pile' hotkey activation as well?

4. 'Single hotkey press' (instead of double press) game settings option for COMBAT/Draw Pile, Discard Pile, Grave Pile & Exile Pile

5. Grouping of hotkeys for proper duplicate keys check as default hotkey config allows 2 hotkeys [Space & F] with 2 different functions at different screens while customs hotkeys can't; current hotkey layout sequence is messy, e.g. (seemingly) in order of hotkey implementation

Suggested versus Current hotkey layout
Code:
===GLOBAL=== [Hotkey Group #0]
Journal                     J               Move Forward                W
Burn Wyrdcandle             1               Move Backward               S
                                            Move Left                   A
===COMBAT=== [Group #1]                     Move Right                  D
Combat Next Turn            T               Interact with Location      F
Use Ultimate                Space           Character Sheet             C
Draw Pile [Undocumented]    A               Inventory                   I
Discard Pile [Missing]      S               Runestones                  R
Grave Pile [Undocumented]   D               Quest Log                   P
Exile Pile [Missing]        X               Locations Overview          Left Alt
                                            Use Ultimate                Space
===COMBAT & EXPLORATION=== [Group #2]       Show Map                    Tab
Rotate Left                 Left Arrow      Journal                     J
Rotate Right                Right Arrow     Combat Next Turn            T
                                            Minimap Zoom Up             Minus
===EXPLORATION===  [Group #3]               Minimap Zoom Down           Equals
Move Forward                W               Burn Wyrdcandle             1
Move Backward               S               Rotate Left                 Left Arrow
Move Left                   A               Rotate Right                Right Arrow
Move Right                  D               Focus on Hero               Space
Interact with Location      F               Interaction Wheel           Q
Locations Overview          Left Alt        Skip Dialogue               F
Show Map                    Tab
Minimap Zoom Up             Minus
Minimap Zoom Down           Equals
Toggle Minimap Background   M
Focus on Hero               Space

===EXPLORATION & DIALOG=== [Group #4]
Character Sheet             C
Inventory                   I
Runestones                  R
Quest Log                   P
Deck [Missing]              E
Interaction Wheel           Q

===DIALOG=== [Group #5]
Skip Dialogue               F
E.g.
Reassigning hotkeys in Group #0 > will check duplicates with all groups
Reassigning hotkeys in #2 > will check duplicates in #0,#1,#2,#3
Reassigning hotkeys in #5 > will check duplicates in #0,#5


Last and hopefully:
6. Combat Card hotkey selection, just like Slay the Spire already had in its initial v1.0 full release.
 

Eyestabber

Arcane
Patron
Joined
Jan 15, 2015
Messages
4,733
Location
HUEland
PC RPG Website of the Year, 2015
Finished the quests and got to see the true ending. Im happy. This game was money well spent.

WARNING, ENDING BELLOW:

DECB592F9B1AFD70A72F763B0EA7506F9DCCEB03
 

Eyestabber

Arcane
Patron
Joined
Jan 15, 2015
Messages
4,733
Location
HUEland
PC RPG Website of the Year, 2015
There, I unlocked every single cheevo possible. Not hard to do.

Anyway, fun game, but it's probably time to move on.
 

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Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,228
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
From last month:

Patch 1.3 – Xbox consoles, Steam Deck, Optimization, and Linux!

Hello everyone!

We have some great news regarding Tainted Grail: Conquest – and the main thing we want to share is that we got the game working on consoles!

Here is a TL;DR version of this post!
  • Tainted Grail: Conquest is officially available on Xbox (and included in Xbox Game Pass!)
  • We've made some extra game optimization available for everyone (+ added font scaling)
  • We also made some adjustments to the game on Steam Deck!
  • ...And it also works on Linux now!
  • We were quite busy with all that, so there are no new content/bug fixes this time, but a new patch should come out sooner or later as well ;)
  • To celebrate: we are doing the biggest discount yet - a 50% discount here on Steam, so if you were thinking about grabbing the game, it is a really great time to do that!

Consoles!
This is a huge achievement for us ‘cause it’s the first time we’ve been porting our game so we’ve had to learn A LOT about how to approach this and actually get it done. We’ve also had to do a lot of digging through our game’s code and other “low level” things that are pretty complex to explain (and aren’t very exciting to read about when you’re not a programmer :D).

But, yeah, we’ve won this battle and as of today, the game’s officially available on Xbox One X/S and Xbox Series X/S. You can even get it through Xbox Game Pass!

Anyway, this console edition-related patch brings two crucial improvements to the game – and these are available for PC players, too.

First, we’ve improved the game’s performance a bit by fixing some issues that were pretty taxing on RAM. The game should work better on low-end machines now!

The second addition is font scaling. We realized that our fonts could’ve been unreadable on various TVs, especially when you’re playing on your couch, so we’ve added the possibility to increase the font size in the game.

In addition to that, we’ve also made sure that the game works smoothly on Steam Deck, and that version also includes some improvements to the game’s UI (some things are scaled up, together with text size) because they were unreadable on a smaller screen.

As you can imagine, we’ve had to halt all other bug fixes and content additions – we needed to get the game working on consoles and this meant that we needed to give our programmers space to work their magic. Now that those console editions are released we can get back to fixing some of the outstanding issues that you’ve reported over the past few months. We’re really sorry it took so long but… well, you can’t estimate certain things when you’re doing them for the first time!

Moreover, with this patch we’re also adding Linux support – please let us know if it works as well as you’d expect it to work! We've tested it on Steam Deck and we haven't run into any stability-related issues!

And yes - let us answer before anybody asks! - we are thinking about a Mac version, too… but we’re currently in the process of waiting for our testing machine to arrive. And Apple estimates it’s going to take a few weeks, maybe even months… But, yeah, when we get a Mac, we’re going to do our best to port the game to work on some of Apple machines as well! :)

Plans for the foreseeable future
Our entire team is hard at work on Tainted Grail: The Fall of Avalon and we'd love to share some more info about that game really soon - we're posting new stuff from time to time on our Discord so if you'd like to know more right now, join us there!

And regarding Conquest: we need to wrap up some outstanding issues but when we're done we'll see what's in front of us. We have some plans and ideas but we wouldn't want to commit to anything as of yet. We did, however, get all of your new bug reports and we'll definitely take a look at them now that we're not busy with rewriting huge portions of the game's backend :)

Have a great week!
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
been playing this, it's really fun, going to give it a mini-review once I get some more time in but it's actually really good. Love the persistent-ish world and lots of choices being remembered.

there's both a necromancer and a blood summoner btw Cryomancer
 

BruceVC

Magister
Joined
Jul 25, 2011
Messages
7,698
Location
South Africa, Cape Town
been playing this, it's really fun, going to give it a mini-review once I get some more time in but it's actually really good. Love the persistent-ish world and lots of choices being remembered.

there's both a necromancer and a blood summoner btw Cryomancer
I respect your opinion on games so please dont forget to do a mini-review on this game and go into specifics if you have time , I have already purchased it on Steam but I have heard mixed opinions on it.
 
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Codex Year of the Donut
the story parts are really well done, voice acting is on point too
wasn't really expecting this, feels like a mid-budget AA game

overall story itself is rather good which is completely unique for these kinds of games

e.g., a "roguelike" recalling choices I made hours ago on a different playthrough is interesting
 
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Codex Year of the Donut
At the time of this posting, I'm not extremely far into the game but I'm on difficulty 5 or somesuch for those that have played it. But I feel like I have a decent grasp on the game itself now. Trying to be as spoiler-free as possible but it's a bit difficult because of how intertwined the game mechanics & story are.

Rusty mini-review
Positives:
  • Lots of different playstyles via classes. You start off with one class and unlock the rest pretty quickly, I believe there's about 10 total. I haven't played them all, but the ones I have played are mechanically very different.
  • Well written story that was designed around the 'roguelike' game mechanics. The story is told through a persistent, changing world. You playing a different 'character' is how the narrative is designed, sidestepping spoilers as much as possible.
  • The narrative seems to have a lot of choices that actually matter, to some degree anyways.
  • Much like the story, there's a lot of persistent progression. You have a small village that you're building up, unlocking things, finding people to populate it, unlocking perks for your character, unlocking talents, etc.,
  • Combat is good. I'm not a fan of card-based games at all. It's not a deckbuilder like say, Slay the Spire, it felt much more natural and RPG-y in terms of 'card'(ability) acquisition. There's no deck editing going on here, very infrequently can you drop a card from your deck. Acquiring new 'cards' is much closer to acquiring a new ability in an RPG, frequently when you level up or through ingame events.
  • I found the combat difficulty to be acceptable. Nothing unfair, often challenging. The game doesn't hold your hand, so think twice about being overconfident when you talk to people. The difficulty increases the more you play, so I'll see how it goes.
  • Lots of events in the explorable areas. These are basically the bread and butter of the game. Much of the narrative that's not explicitly part of the main quest plot will be unfolding here. Many of these, despite appearing otherwise at first, aren't one-off things. There's a bunch of interconnecting "side quest" plots.
  • Music is fantastic, it stood out immediately. Matches with the game's surreal theme perfectly. I believe some(?) of it was done by the Danish band "Danheim" if anyone has heard of it.
  • Nothing negative to say about the graphics.
  • All the dialogue/story is fully voice acted, the English voice acting is high quality.
  • Performance is acceptable/good. After loading into the game itself there is only short transitions between combat/exploration.
Negatives:
  • The playable area isn't very big, and it seems like it might get repetitive. It does shift around a good bit in terms of style and what's actually there though.
  • Not much in the way of equipment customization. Your character has slots for "runes", you start off with 2 and can unlock more. There's a ton of different runes, and you get 3(or 4/?) slots on your weapon, and 3(or 4?) on your armor. What the runes do depends on whether you have them in the weapon or armor slot. Not to be confused with cosmetic equipment, because it does seem to have a lot of unlockable cosmetics.
  • ? The game is very tight and limited in scope so I'm having trouble coming up with flaws. They did a good job limiting scope/feature creep.


This definitely wasn't what I was expecting when I installed this, nor what I thought it would be from looking at the screenshots ages ago. Feels like a good storyfag RPG hidden inside a good roguelike. Very strong narrative themes tying the experience together. Also, the quality is significantly higher than I expected.
I really hate the term 'roguelite', but I believe that's what they refer to it as.

AFAICT, there's very little procedural generation going on here at all. Mostly just placement of some story elements on the world map. As I said above, the story/world is persistent and advances.

Verdict: Highly Recommended.
If I were asked whether it's worth the USD price it's listed at on Steam($19.99), I'd say absolutely yes. It's a very unique, well-designed experience, I've gotten $20 worth of enjoyment out of it and will continue playing it.
 

flabbyjack

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/agree

I just pick this up and was surprised at how good it was. Despite my better instincts, I picked it up even though it's a deck-builder.

Got buyer's remorse initially when I saw the disclaimer 'This is a rogue-lite', but after doing a few play-throughs I'm glad I gave it a chance.

It's actually 30% off on Gog.com right now -- $14. Well worth the full price tho.

Game tip:
Choose cards for your deck wisely. If the cards suck for your class/deck then choose 'skip'. It is easier avoiding adding cards than it is removing cards from your deck.

PS - Blood mage ftw!
 
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Cyberarmy

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Divinity: Original Sin 2
I will wait the review. TBH never liked much "carb based" games.

It feels more like an RPG than a deck builder game TBH, you can't really customize much. Think cards more like skills you get from level ups.
This game has really good summoner classes and they really play different, you'll like it very much I think.

EDİT:
I whole wholeheartedly recommend this game to everyone. Great writing and story, great mood and atmosphere, great soundtrack, satisfying gameplay and great number classes that play differently. Even similar classes (like summoners) differ from each other, eventhough they share cards.
One of the best games I played last year.
 
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Codex Year of the Donut
Can't tell if I'm playing summoner wrong or it's just not very good. The damage you share with your pets ends up getting me killed by a single aoe attack. Blood mage doesn't have this issue because it doesn't share damage.
 

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