Can't even name the saves what I want. Is poland okay?
It's a Christian server.
Can't even name the saves what I want. Is poland okay?
Instant no buy. When will game devs learn that being politically correct faggots is bad business practise.
Judging by the amount of vaseline in your screenshot, you're using an upscaler or TAA. Get rid of them and the game will look better, though the graphics aren't the game's strong point, that's for sure.Ah I see combat is spamchugging potions again.
Also, I don't know how to word this better, but is there a way to make this game look good?
Max settings is like POV Runescape.
View attachment 57632
Just started this.
Edgy low-budget Skyrim is alright. Liking it so far.
Or better question how edgy the game that doesn't allow using profanity for save names can really be?
Pretty standard edgy stuff like corpses on stakes, generic english town covered in mud and peasants.Just started this.
Edgy low-budget Skyrim is alright. Liking it so far.
Interesting, how edgy the game really is?
Or better question how edgy the game that doesn't allow using profanity for save names can really be?
I just don't buy EA titles on principle, but I'm definitely keeping an eye on it until full release.Surprised this thread only has 8 pages tbh. Maybe there's not enough content to justify buying the game yet, but I'm very early on.
Pretty standard edgy stuff like corpses on stakes, generic english town covered in mud and peasants.Just started this.
Edgy low-budget Skyrim is alright. Liking it so far.
Interesting, how edgy the game really is?
Or better question how edgy the game that doesn't allow using profanity for save names can really be?
The art design can stand out somewhat. There's a strange dead giant chained to a rock and a screaming half-corpse in a magic tower.
The writing is very mid, so it doesn't really lead to anything. Basically you take the dark Kamelot (they spell it with a K for kool points) from King Arthur: Knight's Tale, dilute it by maybe 20%, and this is what you get.
The strong point of the game is that there is a near total lack of first-person RPGs and none of the big boys will put out anything competent anytime soon. If that sounds like the most tepid compliment, it is. But the game is enjoyable for what it is and it's fun to bash deer/peasants with a mace 'cause that's like 100% of the early game.
Surprised this thread only has 8 pages tbh. Maybe there's not enough content to justify buying the game yet, but I'm very early on.
And yeah, name-locking a singleplayer game is stupid but I'm assuming some suit wanted that.
Interesting, thanks.
Hard to judge without playing, but i wouldn't call that edgy, just run of the mill "dark" fantasy i guess. Because even Skyrim was pretty edgy if we go by that :D It had shit stained ugly peasants in bad mood, tons of corpse gore, character rape backstory (Sapphire) where she was violated by bandits as a child after they murdered her parents, game of thrones style civil war shit and surface level racial tensions aka "Each night i get drunk and go to Grey Quarter to yell profanities at dark elves because Radian AI commands it".
But i don't think modern writers can handle even this level of unsafe space in vidya. So i don't expect much. And as i understand this game has nothing going on for it other than art direction and general lack of choice of similar games these days.
If it doesnt have any more faggotry and word censorship i might grab it on sale some time when it's out of early access.
There's literally a quest where a guy wants you to deliver flowers to a woman, and it turns out they're something you give to people you want to insult. When you confront him about it, he goes on a rant about refugees and how they should all get the fuck out (the woman was one).Or better question how edgy the game that doesn't allow using profanity for save names can really be?
If anything it tells you a lot about the developer and what kind of narrative to expect
November Development Update
Take heed, a revolution is nigh!
Hello, Travellers! Hope you’re all doing well.
We’re ready to present another development update for Tainted Grail: The Fall of Avalon! It’s been a while, though we believe our content showcase will compensate for the wait. But before that, let’s begin with some huge news!
Starting from this dev update, we’ve partnered with one of the most well-known YouTube gaming creators,
WolfheartFPS
, to help us prepare a video overview for each update until the game leaves early access in the next year! If all goes to plan, those will be released monthly, along with the Steam update posts. His videos will contain exclusive behind-the-scenes, never-before-shown content. That also includes heavily work-in-progress stuff that is subject to change. Wolfheart’s a pro, and he’s done a great job showcasing new additions and tweaks, so just grab yourself a drink and enjoy watching!
And for the written text enjoyers, below’s the update done in the old-school way.
Internally, we’re now in the 0.8 beta phase of the game, and it goes without saying that the game has changed DRASTICALLY, which nearly 500 playtesters have already witnessed during closed tests. The first bits of feedback we collected were very positive, and while there’s still tons of work to be done, it seems we’re headed in the right direction!
Based on your feedback and our analytics, we wanted to address the most important matters. As a result, tons—and we’re not exaggerating—tons of stuff have changed, so not to write a novel-long, let us just point out everything we’ve been working on.
By way of clarification,
we’d like to point out that version 0.7 (Quanacht Rebellion) was the last Early Access patch, and the next update will be the full-fledged release: version 1.0. The monthly updates serve as progress reports on the game's development. Additionally, version 0.8 (the one described in this development update) is available only for closed beta testers, who are diligently helping us improve the game with every iteration. However, it will not be publicly available.
1. Game rebalancing and progression improvements
TLDR: We’ve overhauled nearly every aspect of gameplay, focusing on making the progression, and the overall experience, more rewarding and fairer.
- Melee combat:
Rebalanced to function seamlessly across all enemy tiers. Weapon damage, stamina cost, and other stats have been fine-tuned.- Ranged combat:
Ranged archetype now requires more investment in skills and better equipment to become a viable playstyle. Achieving the “stealth archer” fantasy will still be possible, but it will require more work.- Enemy adjustments:
Behaviors and animations have been improved, along with a comprehensive rebalance of enemy stats. No more one-taps (excluding special scenarios).- Skill trees:
Dozens of new STR/DEX/END skills have been added, with plans to expand to other trees soon™.- Attributes and proficiencies:
Both were rebalanced, with attributes receiving notable nerfs. Some might even be controversial, so we’re playtesting to get more feedback on that.- Status effects:
These now scale properly, preventing overpowered effects on higher-level enemies.- Economy overhaul:
Gold rewards, item pricing, and loot distribution have been adjusted to provide a more balanced progression.
2. Magic revamp
TLDR: Magic has been completely reimagined for smoother, more dynamic gameplay. Casting spells should also feel more “snappy” and just more fun.
- Casting system:
Spells now offer light and heavy casting options, doubling their tactical use.- Mana efficiency:
Simply put, you can cast more spells per mana bar.- New spells:
14 rebuilt or entirely new spells are now available, with more on the way.- Summoning temporarily removed:
Summon-related issues have been among the most frequently reported. We’re working to resolve AI issues before reintroducing this feature.
3. Quest and story enhancements
TLDR: We’ve made major narrative adjustments and introduced new quests, as well as other open-world content.
- Main storyline:
King Arthur has always been the highlight of the game, woven into the lore. Right in the prologue, you’ll now learn from the Once and Future King himself that he is your *SPOILER*. This allows the main storyline to have better pacing and be more flexible/less linear.- New side quests:
Around 15 new side quests in the Horns of the South, alongside extensive updates to already-existing quests, including new interactions or dependencies, and bugfixes. Just a few of the new missions will be your typical fetch quests, but let’s be honest: we all need a breather sometimes.- Guilds:
Yes, they’ve arrived: the Children of Morrigan (thieves, murderers, bad guys in general), Alchemists, and Stonewardens (tribal blacksmiths). Completing each guild’s storyline will reward you with unique abilities, grant some lore insights, and unlock alternate endings to the main story. Also, more guilds coming soon™.- Expanded world:
10 new dungeons, redesigned zones (the Keep, Prologue, and Jail), and interiors for all houses.- Romance:
To the “Romance when?” guy who asks the question under every update post, here’s our response: romance now! A new storyline for Alisa is being made, and she can become your partner as a result.
4. Wyrdnight overhaul
Nighttime gameplay received significant changes.
- New enemy:
The Wyrdstalker is a new terrifying presence during Wyrdnight. Still a work in progress, but in his final version, he’ll be slowly walking towards you, constantly, during the night. Think of him as a literal stalker.- Ethereal Cobweb:
We’re changing its properties, and it’s slowly becoming a more integral gameplay element, with future crafting applications planned.
5. Crafting improvements
Crafting is now more intuitive and flexible.
- Crafting logic & UI:
As non-precise as it sounds, crafting’s been changed so that it… well... makes more sense now. Also, this system’s UI has been rebuilt for clarity and intuitiveness.- Streamlined crafting:
Players can now craft anywhere using a Grindstone, without having to talk to the Blacksmith.- Enemy-themed armors:
Unlock new gear by completing special quests given by the blacksmith in the Horns of the South. This will become a general theme for all blacksmiths in the game.
6. Combat, gear & enemies
Here’s what’s new on the battlefield:
- New enemies:
Over 10 new enemy types and revamped bosses, including a completely rebuilt Mistbearer fight.- Gear:
Over 50 new armor pieces, more than 10 weapon models, and at least 10 new variants of the currently existing ones to collect.- Duels:
This allows to engage in NPC duel-type combat without triggering crimes and other bad consequences. Future updates will expand this further, allowing for proper fight clubs.
7. Additional features
We’ve introduced several other, miscellaneous gameplay elements:
- Farming:
Long-awaited and ever-wanted, it’s finally in the game. Clean up your gardening tools!- Sketching:
Our unique photo mode; lets you create beautiful sketches of the game world.- Fog of war:
Maps now hide the yet-unexplored areas for a more immersive experience and fewer spoilers.- Accessibility improvements:
Better color coding, UI adjustments, and toggles for enhanced visibility and customization.- General:
All houses in Horns of the South now have interiors, NPCs follow a proper day-night cycle, Wyrdnight arrives later, and numerous other small QoL features.- Heavy work-in-progress stuff:
Crimes and sneaking mechanics still need great attention. So does the VFX optimization, especially when players are casting lots of spells.
That’s it for the content update!
This wraps up our recent work on revamping and polishing Tainted Grail: The Fall of Avalon. As always, we appreciate and thank you for every piece of feedback provided! Thanks to that, we managed to make some grand changes that are slowly turning the game into a completely new, better experience. And to the nearly 500 beta testers of the 0.8 version: you rock, and it’s hard to express our gratitude for all the help provided!
To end with, just a reminder that apart from the Prologue and Horns of the South revamp, we’re constantly working on the newest, before-announced snowy area: the Forlorn Swords. Stay tuned for more info about that.
Let us know what you think about the changes! And make sure to watch Wolfheart’s video to get a better view of all the newest stuff.
Stay safe, Travelers!
November Development Update
Hello, Travellers! Hope you’re all doing well.
We’re ready to present another development update for Tainted Grail: The Fall of Avalon! It’s been a while, though we believe our content showcase will compensate for the wait. But before that, let’s begin with some huge news!
Starting from this dev update, we’ve partnered with one of the most well-known YouTube gaming creators, WolfheartFPS, to help us prepare a video overview for each update until the game leaves early access in the next year! If all goes to plan, those will be released monthly, along with the Steam update posts. His videos will contain exclusive behind-the-scenes, never-before-shown content. That also includes heavily work-in-progress stuff that is subject to change. Wolfheart’s a pro, and he’s done a great job showcasing new additions and tweaks, so just grab yourself a drink and enjoy watching!
And for the written text enjoyers, below’s the update done in the old-school way.
Internally, we’re now in the 0.8 beta phase of the game, and it goes without saying that the game has changed DRASTICALLY, which nearly 500 playtesters have already witnessed during closed tests. The first bits of feedback we collected were very positive, and while there’s still tons of work to be done, it seems we’re headed in the right direction!
Based on your feedback and our analytics, we wanted to address the most important matters. As a result, tons—and we’re not exaggerating—tons of stuff have changed, so not to write a novel-long, let us just point out everything we’ve been working on.
By way of clarification, we’d like to point out that version 0.7 (Quanacht Rebellion) was the last Early Access patch, and the next update will be the full-fledged release: version 1.0. The monthly updates serve as progress reports on the game's development. Additionally, version 0.8 (the one described in this development update) is available only for closed beta testers, who are diligently helping us improve the game with every iteration. However, it will not be publicly available.
1. Game rebalancing and progression improvements
TLDR: We’ve overhauled nearly every aspect of gameplay, focusing on making the progression, and the overall experience, more rewarding and fairer.
- Melee combat: Rebalanced to function seamlessly across all enemy tiers. Weapon damage, stamina cost, and other stats have been fine-tuned.
- Ranged combat: Ranged archetype now requires more investment in skills and better equipment to become a viable playstyle. Achieving the “stealth archer” fantasy will still be possible, but it will require more work.
- Enemy adjustments: Behaviors and animations have been improved, along with a comprehensive rebalance of enemy stats. No more one-taps (excluding special scenarios).
- Skill trees: Dozens of new STR/DEX/END skills have been added, with plans to expand to other trees soon™.
- Attributes and proficiencies: Both were rebalanced, with attributes receiving notable nerfs. Some might even be controversial, so we’re playtesting to get more feedback on that.
- Status effects: These now scale properly, preventing overpowered effects on higher-level enemies.
- Economy overhaul: Gold rewards, item pricing, and loot distribution have been adjusted to provide a more balanced progression.
2. Magic revamp
TLDR: Magic has been completely reimagined for smoother, more dynamic gameplay. Casting spells should also feel more “snappy” and just more fun.
- Casting system: Spells now offer light and heavy casting options, doubling their tactical use.
- Mana efficiency: Simply put, you can cast more spells per mana bar.
- New spells: 14 rebuilt or entirely new spells are now available, with more on the way.
- Summoning temporarily removed: Summon-related issues have been among the most frequently reported. We’re working to resolve AI issues before reintroducing this feature.
3. Quest and story enhancements
TLDR: We’ve made major narrative adjustments and introduced new quests, as well as other open-world content.
- Main storyline: King Arthur has always been the highlight of the game, woven into the lore. Right in the prologue, you’ll now learn from the Once and Future King himself that he is your *SPOILER*. This allows the main storyline to have better pacing and be more flexible/less linear.
- New side quests: Around 15 new side quests in the Horns of the South, alongside extensive updates to already-existing quests, including new interactions or dependencies, and bugfixes. Just a few of the new missions will be your typical fetch quests, but let’s be honest: we all need a breather sometimes.
- Guilds: Yes, they’ve arrived: the Children of Morrigan (thieves, murderers, bad guys in general), Alchemists, and Stonewardens (tribal blacksmiths). Completing each guild’s storyline will reward you with unique abilities, grant some lore insights, and unlock alternate endings to the main story. Also, more guilds coming soon™.
- Expanded world: 10 new dungeons, redesigned zones (the Keep, Prologue, and Jail), and interiors for all houses.
- Romance: To the “Romance when?” guy who asks the question under every update post, here’s our response: romance now! A new storyline for Alisa is being made, and she can become your partner as a result.
4. Wyrdnight overhaul
Nighttime gameplay received significant changes.
- New enemy: The Wyrdstalker is a new terrifying presence during Wyrdnight. Still a work in progress, but in his final version, he’ll be slowly walking towards you, constantly, during the night. Think of him as a literal stalker.
- Ethereal Cobweb: We’re changing its properties, and it’s slowly becoming a more integral gameplay element, with future crafting applications planned.
5. Crafting improvements
Crafting is now more intuitive and flexible.
- Crafting logic & UI: As non-precise as it sounds, crafting’s been changed so that it… well... makes more sense now. Also, this system’s UI has been rebuilt for clarity and intuitiveness.
- Streamlined crafting: Players can now craft anywhere using a Grindstone, without having to talk to the Blacksmith.
- Enemy-themed armors: Unlock new gear by completing special quests given by the blacksmith in the Horns of the South. This will become a general theme for all blacksmiths in the game.
6. Combat, gear & enemies
Here’s what’s new on the battlefield:
- New enemies: Over 10 new enemy types and revamped bosses, including a completely rebuilt Mistbearer fight.
- Gear: Over 50 new armor pieces, more than 10 weapon models, and at least 10 new variants of the currently existing ones to collect.
- Duels: This allows to engage in NPC duel-type combat without triggering crimes and other bad consequences. Future updates will expand this further, allowing for proper fight clubs.
7. Additional features
We’ve introduced several other, miscellaneous gameplay elements:
- Farming: Long-awaited and ever-wanted, it’s finally in the game. Clean up your gardening tools!
- Sketching: Our unique photo mode; lets you create beautiful sketches of the game world.
- Fog of war: Maps now hide the yet-unexplored areas for a more immersive experience and fewer spoilers.
- Accessibility improvements: Better color coding, UI adjustments, and toggles for enhanced visibility and customization.
- General: All houses in Horns of the South now have interiors, NPCs follow a proper day-night cycle, Wyrdnight arrives later, and numerous other small QoL features.
- Heavy work-in-progress stuff: Crimes and sneaking mechanics still need great attention. So does the VFX optimization, especially when players are casting lots of spells.
That’s it for the content update!
This wraps up our recent work on revamping and polishing Tainted Grail: The Fall of Avalon. As always, we appreciate and thank you for every piece of feedback provided! Thanks to that, we managed to make some grand changes that are slowly turning the game into a completely new, better experience. And to the nearly 500 beta testers of the 0.8 version: you rock, and it’s hard to express our gratitude for all the help provided!
To end with, just a reminder that apart from the Prologue and Horns of the South revamp, we’re constantly working on the newest, before-announced snowy area: the Forlorn Swords. Stay tuned for more info about that.
Let us know what you think about the changes! And make sure to watch Wolfheart’s video to get a better view of all the newest stuff.
Stay safe, Travelers!
...The VO is adequate but won't win awards.
Personally, I thought the VO were great. I believe they used British theater actors mostly, a breath of fresh air. One of the female VOs even joined the Discord recently and is actually playing the game and asking for tips on certain quests. Not something you usually see....The VO is adequate but won't win awards.
Have you tried their previous game, Tainted Grail: Conquest?
If yes, how's Avalon's VO compared to Conquest's?
As IMO, Conquest has great ENG VOs (especially so coming from a western developer), and would have look them up if need VAs.
Watch the newest development update for Tainted Grail: The Fall of Avalon, with tons of revamps and new additions to the game!
Please note that the content you see will not be publicly available until the 1.0 release. This video is to keep you updated on the game's development process and showcase the progress.
Starting from this dev update, we’ve partnered with one of the most well-known YouTube gaming creators, WolfheartFPS, to help us prepare a video overview for each update until the game leaves early access in the next year! The videos will be available on his channel first and then a few days later on our channel too.
December Development Update
We lied to you…
Hello, Travellers!
We’re ready to present you with our December development update! As announced the last time, WolfheartFPS has partnered with us as a pro content creator and prepared yet another overview video for the update’s content. You can watch it here:
The end of the year is coming closer, and our team has been working incredibly hard to wrap up Tainted Grail: Fall of Avalon. We’ve got tons of updates to share, but first, let’s lay out our roadmap to 1.0 so you’re fully updated on what’s coming.
Road to 1.0!
We’ve been passionately working on this project for almost 4 years now—including 1.5 years together with you during Early Access. And guess what? We’re REALLY close to the finish line! No pressure... <heavy breathing>
There’s still A LOT to do, but we can see the light at the end of the tunnel. So, here’s the plan for the final, epic release of the game we all love:
First of all—monthly updates will continue! You can expect development update posts in January, February... and then we’ve got a big surprise coming in March! What’s that, you’re wondering? Well, first we have a confession to make: we lied to you. Not intentionally, obviously, but it turns out we did. And before we end up on the stake, let’s explain.
We recently announced that no more updates will go live before the 1.0. version in Q2 2025. Change of plans. There will be one more major update before the full release. In March 2025, the 0.9 update for Tainted Grail: The Fall of Avalon will see the light of day!
That’s it. That’s the whole lie. Please forgive us!
This update will include:
- The fully finished and polished Prologue and Act 1 (Horns of the South).
- Full English voiceover and additional translation options (more on that in the future).
It will also bring:
- Better optimization
- Final game balance
- The majority of bugs fixed
- 100% of mechanics and UI in place
- Fully upgraded visuals
- Tons of new dungeons, quests, and side content
- And… ROMANCE! :D
One note: this patch will wipe your saves—BUT this will be the last time that happens! From Patch 0.9 onward, your saves should be safe and sound for the final release.
IMPORTANT: Alongside this update, we’ll also change the game’s price to its planned final 1.0 price of 44.99 USD (or regional equivalent). Why the increase? We simply believe that the game's planned scope will be worth the new price.
The full release of Tainted Grail: Fall of Avalon is planned for May/June. It will include tons of content:
- All 3 acts of the game, including the main story
- An estimated 70–100 hours of content
- A vast, branching main storyline
- TONS of side quests, activities, dungeons, and more
We’ll drop a full plan for Early Access progression below so you can see it all at a glance.
We’re sharing this news now—3 months in advance—so there’s still time to grab the game at its Early Access price of 29.99 USD. Obviously, if you purchase now, you become a full-fledged owner, and you’ll get the 0.9 update + the full game afterward, at no extra cost.
Before we jump into the new content, just a quick recap of the last development update, featuring new combat changes and a massive Prologue + Act 1 revamp. We’re really happy with the evolution of the game; hope you like it too:
We’re now done with this prolonged intro, so: to the point we go!
Since our last update and beta test, we’ve mostly been fixing what was broken and considered weak by the community. As a result, we don’t have many flashy things to show. However, there are still some major cool things that we’ve managed to add or improve in the game!
Summoning is (almost) back!
You hear that right. We’ve listened, and we’re trying to bring it back. We’re quite happy with the progress, but there’s still a lot left to do. However, we already feel it’s better than before, and that is because…
- … you can now command your minions: After summoning, you can click on an enemy, and your summons will attack whoever you’ve chosen;
- … it’s been simplified: Each summon temporarily holds a flat value of your mana; the more max mana you have, the more you can summon. This prevents summon spamming while still allowing the use of other spells. We might change this mechanic in the future, but that’s where we are at the moment.
First iterations of housing and farming
Everybody dreams of their own place, right? Thankfully, developing a game allows us to tease ourselves a bit and get a house, even if it’s only a bunch of in-engine rendered pixels. I mean, better a bare foot than none.
- Housing: The current in-house version of the game allows you to buy a (prototype) house in the Fishing Village. You still have to be a millionaire to afford the property, but getting there is less harsh than IRL. You can also add and replace various furniture and homeware in the special Decor Mode!
- Farming: Works pretty much like Housing, and will also see similar improvements in the future.
Shrines
Shrines are our new “point-of-interest” type of open-world activities. There are different kinds of shrines you can find:
- Shrine of the Wilds: These depict various animals and offer certain items related to these animals in order to get a one-time boost to your XP, proficiencies, etc. It also offers a new gameplay-related twist!
- Druidic Shrines: These will allow you to constantly “feed them” with animal-based crafting components in exchange for a tiny XP boost.
- Stagfather Shrines: These start a special event: you get a timer and you need to hunt down animals within the time limit to receive a reward (such as a skill point, etc.).
- Memorials: You can find statues of various legendary warriors all over the open world, interacting with them will boost certain proficiencies.
NPC improvements
Being a vital part of every RPG, NPCs also deserved our attention. After some adjustments, they feel more natural and are a more integral part of the world.
- Better looks: We’ve improved NPC faces, hair, and beards across the board. Most should look better now (though some surprises may arise due to global changes, we’ll be fixing them later).
- More natural movement: NPCs now turn more naturally when you approach them.
(This one is subtle and may go unnoticed unless you're aware of it. You might just feel something is better without being able to pinpoint exactly what. Previously, you couldn’t talk to NPCs unless you approached them head-on, and even then, they would rotate toward you like robots. This has been improved so their movement appears more natural. We plan to refine this further, but the first iteration of this system is now working.)- Dynamic reactions: Enemies now respond faster when interrupted during “simple interactions” (e.g., sitting).
(This change addresses enemy interactions. Previously, if enemies were in a “simple interaction” (for example, sitting) and you attacked them, it took them ages to stand up, draw their weapons, notice you, and get into combat. We’ve now implemented a system that handles interruptions and uses prototype animations to make their reactions more dynamic. This is just the first iteration, but we’re pleased with the progress we’ve made.)- Coming Soon™: Enemies will move their lips and show facial reactions in combat. You’ll almost be able to measure their level of hate for you, just by looking at their faces when they bash you down.
Further balancing changes
Balance, balance, balance… While it’s hard to explain, be sure that balancing the whole experience is still one of our top priorities. The feedback from the recent playtests has been super helpful in that matter (thank you, beta testers!). For example, we’ve fixed some issues with bows since the tests showed we’d nerfed them too much.
We’re now surely moving on to balancing the mid-to-late game areas, starting with Cuanacht.
Fashion Grail continues
Let’s be honest: in RPGs, armor is all about fashion. Well, not really, but you get the point. So more not-so-shiny stuff to wear is always welcome.
- New enemy armor sets.
- New player armor sets: Over 18 new armor variants, including the Plaguewraith and Children of Morrigan sets. Take a peek:
UI improvements
We hope you like the recently shown new version of the game’s UI! We’re polishing it and adding more options to make the navigation easier and more intuitive.
- Equipment grid categories: This is a huge deal, as we’ve always wanted to implement this feature. Items in your bag are now categorized, e.g. when you select “weapons”, they’ll be sorted into categories like one-handed, two-handed, shields, etc. This system will soon be applied to all other inventory screens, not just your bag, and will be further refined.
- Equipment display: The “body” equipment slots are now presented more intuitively.
- Character progression & handcrafting menu: We added category artworks for character progression and handcrafting.
New content in Cuanacht
Cuanacht is perpetually getting expanded and polished, and the whole area is now even more vast in terms of content.
- Quests: We’ve added 15+ new quests so far. All of them are at various stages of being done (or broken).
- Dungeons: A 7+ new ones of those.
- New interiors: Previously unavailable areas are now accessible (or will be soon). The work in this field continues.
- Something for later: A new huge dungeon, the Abyss of Sagremor, is in progress. Want a peek?
Smaller & misc changes
- New lockpicking minigame models: Simple as that, lockpicking looks better now.
- Enemy variants: Some of the old bad guys and their models received new variants that will differ between regions. Also, some completely new bad guys have been added, too. Remember Bonemasks from a few updates before? Their shaman version will be resurrecting the enemies you fell. Ready to get annoyed?
- Enemy animations: We’ve smoothened up some enemy animations, including their idle versions. Some of them are just adorable:
And that’s it for now!
The comments section is yours. Tell us what you think about the newest changes.
We can’t wait enough for March to share the 0.9 update with you! Join the Discord if you want to get in touch more directly: https://discord.com/invite/Hn5zJYV
Stay tuned, stay safe, and good travels!