TUXDB - LINUX GAMING AGGREGATE
 NEWS TOP_PLAYED GAMES ITCH.IO CALENDAR CHAT WINE SteamDeck
 STREAMERS CREATORS CROWDFUNDING DEALS WEBSITES ABOUT
 PODCASTS REDDIT 

 

SUPPORT TUXDB ON KO-FI

MENU

ON SALE

New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Tainted Grail: Conquest 

 

Developer

 Awaken Realms Digital 

 

Publisher

 Awaken Realms Digital 

 

Tags

 Indie 

 

RPG 

 

Singleplayer 

Release

 2021-05-27 

 

Steam

News

 25 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/1199030 

 
Public Linux depots

 Tainted Grail Linux + SteamOS [5.41 G] 



Linux is not in the OS list.


LINUX STREAMERS (0)




DRAGON ECLIPSE - New deck-builder from Awaken Realms!


Hi Everyone!

Today we come to you with something completely new, Avalon veterans! It's not a game from the Tainted Grail universe, but given that many of the mechanics you enjoyed in Conquest are also present here, we hope that you will like this title just as much.


Moreover, due to the STEAM NEXT FEBRUARY starting today, we have prepared a demo so that everyone can try their hand in this new world completely for free. We warmly invite you to check it out for yourself.

[h2]We're talking about Dragon Eclipse.[/h2]



Choose your Tamer and fight dangerous creatures with the help of your companions - powerful Mystlings! Travel the mysterious world of Dragon Eclipse. Catch and train Mystlings to create your own team! Build a strong card deck and make efficient synergies of three Mystlings to fight your enemies.

[previewyoutube=7riY7ASdR3U;full][/previewyoutube]

This is another game based on one of our board games with the same title, similar to what happened with Tainted Grail. You will experience a new, unique deck-builder roguelike with quite a twist! Discover and collect magical Mystlings, creatures you can befriend and then use in battle. You will not only craft your deck of cards - but also choose a team of 3 mystlings. Each with unique stats, active and passive abilities as well as a dedicated card. Battle enemies, get extra cards and other rewards. Your Mystlings will grow stronger too! Choose your team of Mystlings, utilize their passive / active abilities in deckbuilding, and create some great and fun combos with every run you play!

[h2]Unique take on great formula[/h2]
Combining teambattler and deckbuilder brings tons of fun strategies and combinations. After every run, you will be rewarded with a new gameplay content like new Mystlings, cards and difficulty levels, making the game enjoyable for a very long time! And most importantly, create amazing combos, cross your skills, boost your statistics, engage each team member in their unique way to achieve the impossible!

[h2]Choose a tamer[/h2]
Tamers will dictate your starting deck and pool of cards. Each tamer will have a very distinct, unique playstyle. Choose wisely and face the destiny that lurks around the corner.



[h2]Choose your Mystlings[/h2]
Every Mystling has a unique statistics, abilities and starting card added to your deck. You need to be very strategic in balancing your team. Make them your loyal friends, travel companions to jointly free the world from the increasingly audacious evil spreading.

[h2]Train and evolve your Mystlings[/h2]
Every Mystling can level up during combat and evolve - gaining new, powerful ability. Discover them and use their amazing potential. They may look overly sweet, but in the hands of the right trainer, they can become a deadly weapon and lead you to many victories.



[h3]Create your deck[/h3]
As with classic cardbuilders, throughout your run you will construct a powerful deck full of great combos. Acquire new cards in various ways, engage in battles, complete side quests, encounter amazing characters on your journeyall to ensure that your deck is individualized, tailored to your needs and preferences in combat.

[h2]Explore the incredible world of Dragon Eclipse[/h2]
Enter the magical world of mythical beasts and ancient dragons in Dragon Eclipse! Discover the secrets of the eclipse that changed everything, and explore the dangerous and treacherous world that awaits you from the very threshold, enticing you to delve deeper. The mysteries it holds practically beg to be unraveled.

https://store.steampowered.com/app/2626860/Dragon_Eclipse/











[ 2024-02-05 18:00:42 CET ] [ Original post ]

Tainted Grail: The Fall of Avalon with HUGE patch!

Hello Adventurers!
You are already seasoned veterans of Avalon and excel in the world overrun by Wyrdness. However, the world of Tainted Grail still holds immense secrets! If you'd like to uncover them, check out our greatest and most ambitious game - Tainted Grail: The Fall of Avalon.

[previewyoutube=QPcl86HGPhw;full][/previewyoutube]
Tainted Grail: The Fall of Avalon is a first-person open-world RPG deeply rooted in the dark myths of Arthurian legends. The world is shrouded in eternal autumn, legends are falling, and our decisions will have a crucial impact on the future of the Avalon world!
Today, we are releasing the largest patch in the game's history! It's the perfect opportunity to experience our biggest game and immerse yourself in this captivating universe.


You can think of this patch as the almost-final version of the first chapter - the next patches will focus much more on adding the next parts of the adventures ahead!
This update brings a lot of changes to the game, and here are some of the changes:


[h2]NEW LANGUAGES[/h2]
First, in addition to English and Polish, we have 4 new language translations added to the game: German, French, Chinese Simplified, and Traditional. We are really excited to share our game with more people!


[h2]NEW CONTENT [/h2]
We have added quite a lot of new content to find in the area of the Horns of the South. From wired, traveling merchants, to Red Priest representatives and even a whole new section with Galahad or hidden garden of the druids.


But there is much more to find - whole new areas and dungeons, items, and a lot of awesome secrets to discover. A lot of new loot too!
Our team has hidden a lot of smaller and bigger things to find, too ;)


[h2]BIG PERFORMANCE BOOST[/h2]
We have worked hard on the technological backend of the game and we are happy to report that the game looks better, has better terrain, more NPCs and AI improvements optimization should be visibly better. It will greatly vary depending on your exact PC specs, from a few extra frames to even 30-40% better performance.


[h2]COMBAT REWORK & DUAL WIELDING[/h2]
We have vastly improved combat. From visual and audio feedback, through new sets of animation up to enhancing Enemies' AI and move sets. Right now combat is challenging, but much more enjoyable!


We have also added dual wielding options in the game and it is really fun to play it this way! You can either use two 1-handed weapons or for example two spells. Or two shields :D


[h2]DUNGEONS RE-DESIGN[/h2]
We have also redesigned almost all dungeons in the game so that all playstyles will be more viable. Now, you can very effectively play stealthy or at a distance.
Also, they look cooler and have a better placement of enemies and loot ;)


[h2]STEALTH / THEFT [/h2]
As previously mentioned, we have increased the viability of the stealth playstyle. Want to rain some havoc as a sneaky archer or stab some enemies in the back? Now you can do it in style!
On top of that, we have introduced the first iteration of the theft system. While definitely not the final form - it changes the interactions and brings more realism to the game (no more stealing items in front of NPCs with no consequences :D)

[h2]REBALANCE OF ITEMS AND SKILLS[/h2]
We have also worked through rebalancing the game. Some items got nerfed, some were upgraded and a lot was added. Generally, our target was to increase the number of different playstyles that you can enjoy and give us the ingredients that we could use to create some amazing combinations!



and least, but most importantly:

[h2]ADDED FISHING [/h2]
Yes, you heard it correctly! Now you can start your fishing adventure in Tainted Grail! There also MIGHT be some horse that you can find and ride :D


Of course, the list of changes is much bigger, and here we're only giving you a taste of it! We deeply encourage you to play this refined version of Tainted Grail: The Fall of Avalon. Patch 0.6: Judgement of the Excalibur is OFFICIALLY OUT!




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


[ 2023-10-04 19:00:47 CET ] [ Original post ]

Tainted Grail: Fall of Avalon is now live!



Hello everyone,

We have an exciting update about another game set in the world of Tainted Grail that we just launched in Early Access. To celebrate its release, we are offering a 70% discount on Conquest!

Some of you may remember that Tainted Grail was originally supposed to be a story-driven RPG. However, we switched gears and created both Conquest (a Rougelike-RPG experience) and The Fall of Avalon (an RPG campaign). If you purchased the early, early version of Early Access, you actually got two games in one!

If you were one of those early purchasers, you should now have Tainted Grail: Fall of Avalon available in your Steam library. We invite you to install the game and have a blast!

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

Tainted Grail: Fall of Avalon has evolved into a full-scope Open World FPP RPG. Although it is still an "Indie" game, you can expect an excellent story and tons of fun during exploration. It follows a different storyline than Conquest, but it is set in the same world inspired by the Tainted Grail board game lore.

We had a fantastic time working with you all during the Early Access of Conquest, and you are an amazing community! We would be thrilled if you joined us on this new journey to create an unforgettable RPG game together.

Check out some screenshots and the launch trailer below!

[previewyoutube=CllmMoFGff4;full][/previewyoutube]












[ 2023-03-30 18:00:31 CET ] [ Original post ]

The Kings of Ruin are here and Tainted Grail: Conquest is 50% off to celebrate!



Stop for a moment and listen, fellow travelers.

It's not possible for us to share this information with you every day! We, as Awaken Realms, have a lot to celebrate, so we've decided to include you in the celebration as well. Now you can play Tainted Grail Conquest for lowest price ever! We hope you enjoy it and share your gameplay experience with us! But what about all this celebration?

Some of you might know that already - but Tainted Grail originated as a Board Game. In 2018 we have run biggest crowdfunding campaign that funded Tainted Grail: Fall of Avalon, alongside 3 extra campaigns: Age of Legends, Last Knight and Red Death. Game was well received by critics and players alike (currently 85 best Board Game in the world!). Today, board games adventures are coming back in new campaign - Kings of Ruin! And to celebrate, we have made a special 50% discount on Tainted Grail: Conquest ;)

YOU CAN SEE CAMPAIGN HERE!

[previewyoutube=a9XMJIlY6uc;full][/previewyoutube]


As creators, Tainted Grail's always had a special place in our hearts. Back when the original Kickastarter campaign for Tainted Grail: Fall of Avalon launched, way back in the old times of 2018, we hadn't dreamed of what would eventually happen. The game became an overwhelming success, was played by players all around the world and further established Awaken Realms' place on the board game publisher map.




It was a project filled with heart and passion and we wanted to give more players the opportunity to enjoy Avalon's vast and dangerous world. This prompted the creation of Tainted Grail: Conquest, a digial re-imagining of the board game. Now, 5 years after Fall of Avalon's campaign launched, it's time to introduce the next board game entry to the Tainted Grail franchise:

We're excited to announce that the campaign for Tainted Grail: Kings of Ruin is live now on Gamefound!



Kings of Ruin is a brand new, stand-alone adventure by the creators of original Tainted Grail. In this new entry, you'll discover the secrets of Claudyne the Unknighted, Amberqueen Vendeda and Nonus, Bishop of the Deep!

To learn more about it and to pledge, please head over to https://gamefound.com/projects/awaken-realms/tainted-grail-kings-of-ruin?refcode=dfCFCYKaf0aJwmzhEpv7iw]LINK TO GAMEFOUND CAMPAIGN



But that's not all, travelers. To celebrate the campaign's launch, Tainted Grail: Conquest is now 50% off until 30th of September! Get it for yourself if you haven't yet or tell your friends. It's always easier on the road when you have a trusted party by your side, after all.

As some of you probably know, we are still working on another title from the world of Tainted Grail, which is the open world RPG Tainted Grail: Fall of Avalon. Soon we will share with you more information from this production, so stay tuned!
Link is right here: FALL OF AVALON



Thank you all for the continued support,

Awaken Realms


[ 2022-09-27 18:38:55 CET ] [ Original post ]

Patch 1.3b is live!

Hello!

We've now updated the game to version 1.3b! The patch is available on Steam and GOG, while it should hit Xbox next week.

[h3]The following improvements have been added with this patch:[/h3]


  • Added missing polish localizations
  • Fixed rare serialization problem for some settings
  • Added currency gain scaling with Corruption to all "passive progress" currencies that required it.

Have a great week!


[ 2022-09-06 15:30:10 CET ] [ Original post ]

v1.3a - Patch Notes

Hey folks!

We've just updated the game with some small (but quite important fixes). Steam and GOG are updated now, and we hope to be able to push this update to Xbox tomorrow :)

### PATCH NOTES:


  • Terms of Service buttons changed to single press, instead of hold.
  • We've introduced "Press Any Button" screen after launching the game to make it easier to catch a controller's focus on the game (this should resolve various issues such as "I can't accept TOS after starting the game".
  • We've fixed a broken Seamstress passive skill (the one that was impossible to unlock on a gamepad)
  • We've adjusted controller settings to better handle situations in which multiple controllers try to provide input to the game.
  • We've fixed a bug that sometimes killed bosses when players left the game and returned to it with 'Continue' button


We also want to push a patch later next week - it will contain fixes to various translations of the game (it will include proper translations of missing texts and other things like that).


[ 2022-04-29 17:08:11 CET ] [ Original post ]

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!

[h3]Consoles![/h3]
This is a huge achievement for us cause its the first time weve been porting our game so weve had to learn A LOT about how to approach this and actually get it done. Weve also had to do a lot of digging through our games code and other low level things that are pretty complex to explain (and arent very exciting to read about when youre not a programmer :D).

But, yeah, weve won this battle and as of today, the games 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, weve improved the games 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 couldve been unreadable on various TVs, especially when youre playing on your couch, so weve added the possibility to increase the font size in the game.

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

As you can imagine, weve 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 youve reported over the past few months. Were really sorry it took so long but well, you cant estimate certain things when youre doing them for the first time!

Moreover, with this patch were also adding Linux support please let us know if it works as well as youd 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 were currently in the process of waiting for our testing machine to arrive. And Apple estimates its going to take a few weeks, maybe even months But, yeah, when we get a Mac, were going to do our best to port the game to work on some of Apple machines as well! :)

[h3]Plans for the foreseeable future[/h3]
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!


[ 2022-03-22 18:02:29 CET ] [ Original post ]

ANNOUNCING TAINTED GRAIL: THE FALL OF AVALON (AGAIN :D)

Hello everyone! You already know what's coming in today's update, right? ;)

Yes, we're finally ready to show you bits and pieces of what we've been working on since we've wrapped up most of the development related to Conquest!

But before we get to the main part of today's update, let us say this: thank you from the bottom of our hearts for your faith and support. It's absolutely mind-blowing that so many of you played and enjoyed Conquest! That our first game as a studio was able to grab your attention and that you've been so kind that we're staying between 90-92% positive reviews on Steam. And, let's be honest here, YOUR opinions are the only ones that matter.

That said, we're sorry to say that we won't be able to bring more content to Conquest this year we're planning a patch for Q1 2022 (and at least one big surprise related to the game). Still, we hope that you'll understand why we couldn't work on more stuff related to Conquest when you check out the things we've prepared for you today...

And what we prepared is the very first look at Tainted Grail: The Fall of Avalon.

Some of you were pretty impatient. Some even called it abandonware but we'd like to tell you that... Well, certain things take time. If we were a "normal" game development studio, we wouldn't say a word about this game for at least another six months. We'd work on scheduling the announcement for some big event and whatnot.

But we just feel that we owe it to you, the players, to say what's happening after all, it's your passion and support that makes it all possible. Here's our winter holiday gift for y'all :)

So, without further ado, we're really excited and terrified now... but here goes the teaser

[previewyoutube=9ts1Bp7Y4Pg;full][/previewyoutube]

So... Yes! Everything about the game's presentation has changed.

At the same time: no, we're not changing the game's core. Tainted Grail will be a dark fantasy epic full of meaningful choices. Only now we're able to make it even bigger and better than ever before.

Our goals for Tainted Grail: The Fall of Avalon were always pretty simple: we want to honor the choices of our players and give them as much freedom as we possibly can.



We want you to be able to customize your character, live with the consequences of your in-game choices, and let you play the game any way you want. We want this game to be a proper RPG at least our first foray into this territory. We're pretty sure we're not going to succeed with everything we want to do! :D

This means that we're not following the storyline of the board game, and we're not making you play as characters from the board game. It's up to you who you want to be in the world of Tainted Grail and how you will decide to handle the problems you'll face.

And yes, what you see now is precisely the game we always dreamt about making but its scope made us wonder whether we can make it.



But right now... we're really optimistic that we will. So what you see in this teaser and we're going to show longer shots here and on our Discord is just the start of our journey and we want to put so much more love into this game!

This means that we're currently in the really early stages of development: we have first versions of plenty of mechanics and systems, but not many of them "feel right" yet. That's going to take a while. But we just couldn't wait to show you bits and pieces of what we already have so that you know what's happening with the game!

And yes, even though the game's changed a lot and is a much bigger project than anybody anticipated, we're not changing the deal we've had with you. So all who bought Conquest before the cut-off date (27th of November 2020 on Steam and a bit later on GOG.com) are still getting The Fall of Avalon for free.



One last thing every screenshot you see here was taken straight from the editor, we didnt touch any single one with Photoshop. The only lie is that they were taken in 4K resolution (but if someone has a monstrous machine theyd be able to get this quality). Obviously, though, were still so early in development that things may change! Were doing all we can in order not to downgrade the quality of the visuals :)

In the upcoming months, we will be talking more about the game, what will be unique about it, and we'll try to prepare you for (hopefully) an amazing, epic adventure in the dark world of Tainted Grail.

Our whole team is EXTREMELY hyped to create an unforgettable adventure and we hope you'd like to join us!

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


[ 2021-12-21 19:05:31 CET ] [ Original post ]

Patch 1.2b is live

Hi y'all! We've fixed a couple of issues this week, here's the list of what's been changed :)



[h3]General:[/h3]


  • Fixed buggy "Continue" button on Runestones Loot screen while using Gamepad
  • Switching save slots will no longer reset unlocked characters and a few other things
  • Necromancer should be able to get Wyrdness Breach card after using Ultimate in the first turn.
  • Fixed Red Death cards behavior when playing Necromancer and activating Red Death in Lich Form
  • Maneuver cards with Exile keyword should properly go to Grave after the first Exile.


[h3]Cards and Passives:[/h3]

  • Desperate Measures (Children of Morrigan's card) should properly give Armor.
  • Explosive Force (Wyrdhunter's mastery) heals the correct amount of HP.
  • Corpse Shield (Berserker's passive) should always give Armor.
  • Rapid Growth (Summoner's passive) correctly grants 2 Activations.
  • Mercy (Blood Mage's passive) should give Energy bonus in the correct turn after an automatic overcharge.
  • Path of Death (Blood Mage's mastery) shouldn't trigger another Path of Death into an infinite loop.
  • Need for Abomination/Fae/Golem/Wyrm (Necromancer's cards) will no longer summon Summoner's version of summons instead of Necromancer's
  • Future Shot (Watchers of Tuathan's card) now works correctly when used with Multishot
  • Concussion (Zealot's passive) should work even if the threshold is overflowing.


[h3]Localizations:[/h3]

  • All runestones should display the correct rarity name.
  • Red Death and Scab descriptions tweaked.
  • Tier 2 Enemies renamed to new distinct names: Bounty Hunter to Head Hunter, and Mind-Bender to Spirit-Bender.
  • Many minor localization fixes and consistency tweaks.


[h3]Enemies:[/h3]

  • Bounty Hunter (Tier 1 Enemy) has a distinct new model and icon again.
  • Sick Man (Tier 1 Enemy) interactions with Lich tweaked.
  • Sick Man (Tier 1 Enemy) minor tweaks to ease the higher difficulties:
  • 1. Difficulty doesn't change the amount of Red Death cards given per Hit received.
  • 2. On higher difficulties gives additional 1-2 Scab cards per Hit received.
  • 3. Scab cost changed from 0 to 1 Energy.
  • Suffering Lady (Tier 2 Enemy) shouldn't hide the ghost before attack is performed.


[ 2021-10-29 11:16:27 CET ] [ Original post ]

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

Hello everyone! It took us a while but were 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 were bringing today


  • new translations of the game
  • new content and balancing
  • official soundtrack!

So, lets dive into the contents of this gigantic patch :)

THREE NEW TRANSLATIONS

Youve been asking for this for a while now and were 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!




OVER 100 NEW CARDS & PASSIVES

Well, who doesnt 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!



Weve been working on giving all the classes the same possibilities some of them had more cards and passives than others. Now theyre all mostly equal. This means that weve 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 ;)



OFFICIAL SOUNDTRACK

And, in addition to that, weve finally wrapped up work on something youve been asking for since the game was released:



You can check out the soundtrack in various places:


  • on Steam (and if youre still buying music, then this is the full release it contains tracks weve licensed for the game from Danheim.)
  • on Bandcamp
  • on Spotify
  • on Youtube

    The soundtrack in various forms should be available everywhere else, too, so its 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)!





    Ok! Thats it! We hope that yall will be happy with all the new stuff and good luck out there in the Wyrdness!

    And heres the rest of the patch notes:



    [h2]Additions / Quality of Life / Requests:[/h2]

    • 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


    [h2]Changes, Fixes:[/h2]

    • 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.


    [h2]Gamepass:[/h2]

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


    [h2]Items:[/h2]

    • 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.


    [h2]Runestones:[/h2]

    • 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


    [h2]Children of Morrigan[/h2]
    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.


    [h2]Moonring[/h2]
    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%.


    [h2]Watchers of Tuathan[/h2]
    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


  • [ 2021-10-21 19:03:35 CET ] [ Original post ]

    Patch 1.1a is live!

    Hi everyone! We have a fresh patch for y'all!

    We've finally had some time to work on a couple of issues you've been reporting for a while now. Including the full-screen mode! :D

    Here are the entire patch notes for version 1.1:



    [h3]ART[/h3]
    - Removed unnecessary black screen in the endless loop of Endless Power.
    - Treasure Guardian and Legendary Encounters in the Endless Modes have new graphics.
    - Ethereal minions stopped emitting a blinding light.
    - Warped Lightseeker and Deranged Red Priest have their VFXes restored.

    [h3]GAMEPLAY[/h3]
    - Left and Right Hand Path Reforges should show correct hands xD
    - Death Magic card should be better at protecting minions from very high damage.
    - Vantage Point passive should correctly work when the enemy is killed via a Maneuver card.
    - Sentinel's Phantom will no longer break from its oath to Sentinel and stop helping him in battle after using Ultimate with certain passive skills
    - Sentinel's Path of the Assassin should provide Ultimate Charges for each killed enemy.
    - Mark of Blood visual duration fixed.
    - Fixed issue with Calc Runestone and Haste passive, where cost reduction would persist between fights
    - Fixed issue with Gravewalker's Protection where it wouldn't have Return after being brought back to hand

    [h3]QUALITY OF LIFE[/h3]
    - Added the Fullscreen option
    - Added upgrade level indicators in Blacksmith, Master at Arms, Seamstress, and Candlemaker Trade windows
    - Restock and "Add 1 more item" options in Scientist moved to top bar as tabs

    [h3]BUGS[/h3]
    - Disabled notifications on the intro video
    - Fixed rare Endless mode freeze on black screen problem
    - Fixed Provider's non-rising item cost
    - Statistics changes in the story should now display real values with stat gain modifiers (like +25% wealth gain)
    - Fixed bug where restoring Woolsey in a fight and then petting him on gamepad during story would block the game (?!!)
    - Fixed transmute exploit in Blacksmith's shop
    - Fixed necromancer bug, where after entering lich, you would get your normal cards instead of lich ones
    - Can't pick 2 items for 1 in the Provider's story anymore
    - Fixed health resetting to a lower value after loading Endless mode
    - You can opt-out of data collection in the Steam version of the game now

    [h3]TEXT[/h3]
    - Added missing translations for difficulty above 32.
    - Minor localization fixes.
    - Added missing Polish translation in the tutorial


    [ 2021-09-07 14:37:22 CET ] [ Original post ]

    Patch 1.1: Shattered Reality is LIVE!

    Hey!

    After a safe beta-testing period (huge thanks to everyone who participated and shared feedback with us!), we are ready to post our very first MAJOR patch after launch.

    Welcome to Patch 1.1 - Shattered Reality!



    We are super excited to bring quite a big chunk of extra content to Tainted Grail. Before we will get to the meat of the patch that will bring you many hours of extra playtime - let us start with some of the things that might not be instantly visible.

    First of all - our team worked on extra optimization of the game and we were able to get the game working better, especially at the lower-end specification. Nothing really groundbreaking, but hopefully a noticeable change ;)

    Secondly - we did a lot of (really small) balancing tweaks, fixed quite a lot of bugs, and added some visual improvements here and there. Again, nothing groundbreaking, but the devil is in the details! ;)

    NOW! Let's go to the big things!

    Number 1: Weekly events!



    We are extremely happy to invite you to take part in the weekly events. From now on, every week you will have a new challenge with some really crazy modifiers that will take a normal Conquest game to a new level.

    We really hope that it will give you tons of extra fun for months to come - especially since events will be quite different from each other.

    We are not talking about some small modifiers - we are talking some crazy stuff like "you start the game with 1HP, every card you play gets duplicated, monsters have doubled health", and so on!

    So in general - there will be TONS of extremely WYRD interactions and some memorable moments ;)

    For some of you, who like to compete for the highest score, we have also added a dedicated leaderboard for every event, so that you can compete for 1st place worldwide! ;)

    Number 2: Endless Misery



    Also, we have prepared 2 Endless modes for those of you who are interseted only in PURE GAMEPLAY without the story / exploration bits. In those modes, you are just fighting with enemies one by one until Well, it is endless, so there is no end :D

    After every combat you get some small rewards and choices to make, so you can quickly test a lot of different strategies. Now, why Misery? Mostly because this mode is the most hardcore one ;) There is no forgiveness on the enemy's side and surviving every fight can be quite a challenge!

    Number 3: Endless Power

    This is our chill mode. Is it raining outside and you just want to chill a bit with some silly combos and crazy fights? Endless Powers is here for you! In this mode, fights you are going to face are not your usual ones - so be prepared to face 3 golems at once or some other crazy combinations ;)

    In this mode, your power level will grow to pretty absurd levels and you can do some quite crazy combos ending up in 1-shooting some extremely strong enemies ;D

    Overall, we are quite proud of this patch and we really hope you will enjoy the new modes! If you will enjoy it - remember that spreading the word about the game or leaving us a positive review can go a loooooong way and we will really appreciate it! :)



    QUICK INFO ABOUT NEW TRANSLATIONS

    Now, time for another piece of news, that we hope some of you will be really excited about!
    Weve officially started translating the game to Russian, Spanish, and Simplified Chinese :)

    This will be a professionally prepared translation with high quality - done by the same company that translated the game to German, French, and Polish (and we've heard a lot of good comments about our current translations!).

    We hope these three new languages will be available within the next two months so we ask for your patience! :)

    (And wed kindly ask you not to use fan-made translations for pirated copies over the past month weve received 49 million automated error reports (some are sent after every frame, meaning pretty much all the time when the games played) from these and our storage space for crash logs got pretty cluttered :D)

    And here are some Patch Notes for those of you who like to see details ;)



    The patch notes for this release are available in our last post (but this patch contains fixes to a lot of beta bugs and also some new fixes) so we're pasting them again here, with these new additions included:

    MAJOR ADDITIONS:


    • Three new game modes
    • Optimization


    OTHER FIXES AND ADDITIONS:

    UI / UX / GAMEPAD

    • A nice surprise in the Title Screen ;)
    • Moonring minions have new models
    • 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 the first and the last card with a gamepad, when you had more than 10 cards in hand
    • While playing with a 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 the 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
    • Runestone 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 a 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 a 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
    • Candlemaker's milestone buffs should be applied correctly.
    • Candlemaker's reveal NPCs/Locations mechanic improved.
    • User Reports failures should happen less often now


    ACHIEVEMENTS:

    • "It's Mine" Achievement fixed the 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
    • New Beginning should properly reduce cost of additional cards


    OK! Thats it! Hope y'all are going to enjoy our newest patch and in order to celebrate our first major update after launch, we're also offering the game with a 20% discount for a few days :)

    See you soon, that's not the end of good news we have for Conquest! :)


    [ 2021-08-19 19:10:13 CET ] [ Original post ]

    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.
    [h2]This patch brings 3 totally new ways to play the game! [/h2]

    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.

    [h3]Endless Misery[/h3]
    This is our hardcore climb created for all of ye power gamers wanting to get some proper challenge.

    [h3]Endless Power[/h3]
    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

    [h3]Weekly Events[/h3]
    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)

    [h2]HOW TO JOIN?[/h2]
    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:



    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


    [ 2021-08-05 14:36:33 CET ] [ Original post ]

    Patch 1.01a is live (and it restores the All-mother's Altars!)

    Patch 1.01a is live and - among other things - it restores the All-mother's Altars.



    Changes in 1.01a:
    - All-mother's Altar should be finally available for everyone.
    - Altars should be visible on the minimap.
    - All balance changes listed in the main update should be in place now
    - Apostate's Ancestral Knowledge should really work only once per turn.
    - Apostate should put to grave Maneuvers that discard all Manuvers (or hand).
    - Apostate's Glimpse of Possibility second side reworked.
    - Eternal Return (card) is named Eternal Control (previously Passive Skill and Card shared a name).
    - Minor localization tweaks and fixes.


    [ 2021-07-02 09:54:57 CET ] [ Original post ]

    German, Polish, and French - now available! Version 1.01 is live :)

    Hello everyone! Today we have a really big patch for you, and - if you're in a hurry, here's a tl;dr!

    It contains


    • The pre-final version of Translations
    • A lot of fixes and improvements
    • Plenty of balancing-related changes

    But before we get to that: we'd like to THANK YOU once again for your support. We've passed 2000 reviews on Steam this week and we're still at Very Positive... We honestly couldn't be more thankful! Thank you all for supporting us and being here with us - it means A LOT. And we hope that even a brief look at the changelog of today's patch will show it that we take your feedback seriously!

    (And even if sometimes we might seem slow with addressing reported issues - well, that's probably because the issues are harder to tackle than it might seem.)

    Also, we'd like to take this opportunity to send our thanks to all the YouTubers and Streamers who decided to cover our game. We really appreciate your willingness to cover less known titles and actually play indie games together with your audiences.

    THANK YOU FOR YOUR SUPPORT!



    The biggest news: three language editions are now available.

    Please note that German, French, and Polish are still NOT FINAL and we're still working on them. Please report any issues on our Discord on appropriate channels - we're monitoring them every day and we're quickly changing things that don't work.

    We're making these translations public, though, because many of you are asking for them and are afraid of moving to a beta branch so - here they are on the public branch :)

    Just change the game's language in the game's Properties on Steam.

    Our translators are also doing a Localization QA run this week so expect some fixes to translations soon :)




    • Optimization in combat - skills execution should run smoother now
    • Overhaul of Intent icons
    • Improved card playing experience (especially with a lot of cards in hand)
    • Triggering range of an encounter should slowly appear when hero approaches the enemy
    • Added setting to scale hovered card in fights
    • Burning Follower should properly burn



    Major Issues

    • Fixed problems with unlocking Journal Entries (If you were triggering location interactions with gamepad or keyboard, entries weren't unlocked)
    • Fixed starting game for players without Media Foundation Pack on theirs PCs
    • There's always 1 altar (of various kinds) at each Tier.
    • Multishots should be smarter at selecting targets for their effects.
    • Apostate should be less likely to reduce Maneuvers Energy cost forever.


    Other Fixes

    • Stun should no longer be applied to the player
    • Ultimate in fights now shines brighter and brighter when gaining charges
    • Summons Base Damage is now properly displayed
    • Added indicator for quest items in inventory
    • Many cards and passive skills now have clearer descriptions


    Minor Fixes

    • Seamstress HP upgrades provide the correct amount of starting HP (not only maximum HP).
    • Fixed runestone trade with a Shadowy Presence
    • Retreating from a fight in Lich form doesn't add lich cards to your deck anymore
    • FIxed a bug that caused Wooden Flute to increase Armor until the end of the fight instead of until the end of the turn.
    • Pride cards should provide Armor one last time before being transformed.
    • Fixed a bug that prevented proper resolving of the last use of Quest cards
    • Fixed Arrows of the Past behavior
    • Wrath now shows what Wrathful Edge does
    • Magic Wind should take correct (displayed) amount of HP
    • Exhausting Shot card should properly apply debuff
    • Spiritual Blows card should no longer consume incorrect amount of ultimate charges
    • Apostate's Full House fixed and restored!
    • Sentinel's Shattershot should update Ultimate tooltip
    • Sentinel's Path of Assassin should always trigger its effect
    • Accelerate now correctly grants Ultimate Charges
    • Devastating precision will no longer unlock one of Zealot's Ultimate cards
    • One Man Army fixed issue where Armor bonus would trigger on different
    • Devastating Precision now correctly grants Ultimate Charges
    • Path of the Keeper now works correctly after Sentinel's Ultimate Ability
    • Wyrdcandles passive now works correctly
    • Special passives from Tainted Altar should work and be visible correctly
    • Stunning Performance's counter should reset properly at the end of turn
    • Loaded Weapons passive should work properly
    • Faceless Hunter and Reaver now really deal a maximum of 10 Hits.
    • Fixed Undead Spawn's too many attacks issue
    • Fore-Dweller Overlord fixed issue with missing special card
    • Dullahan's poison is no longer considered a Hit (doesnt trigger your modifiers)
    • Insane Worshippers should no longer lose their intents
    • Soul Shifter now has correct color on his buff intent
    • Runestone Ur now works correctly with Moonring classes



    Children of Morrigan
    [h2]Cards[/h2]

    • Chain Attack damage increased from 100% to 125%
    • Inhuman Utterings cost reduced from 2 to 1
    • Draw card draw increased from 3 to 4
    • Protections from Evil duration increased from 2 to 3 turns
    • Short Pause Armor gain increased from 35 to 40
    • Stronghold Armor gain increased from 10 to 15
    • Sacrificial Dagger cost reduced from 1 to 0
    • Eternal Control cost reduced from 2 to 1
    • Degrading Armor Armor debuff increased from 5 to 10
    • Distancing Blow damage reduced from 80% to 75%
    • Disruption cost reduced from 3 to 2
    • Hot Iron damage increased from 350% to 400%
    • Lopsided Pairing blocks gain increased from 2 to 3
    • Mark of Blood Armor reduction increased from 50 to 100
    • Pure Luck cost increased from 1 to 3 Energy
    • Pure Luck damage increased from 100% to 300%
    • Pure Luck block gain increased from 1 to 2
    • Raw Power damage buff increased from 50% to 100%
    • Desperate Measures heal reduced from 5 to 2.
    • Desperate Measures Armor change reduced from +1 to -5.


    [h2]Wyrdhunter[/h2]

    • Explosive Force heal increased from 7% to 10%
    • Physical Training cards countdown reduced from 7 to 6
    • Haste cost reduction increased from 1 to 2
    • Armor Crusher Armor debuff increased from 2 to 3
    • Killing Spree starting Ultimate Charges increased from 6 to 10


    [h2]Pathfinder[/h2]

    • Combat Sequencing cards countdown increased from 5 to 6
    • Delayed Punishment damage bonus increased from 300% to 400%
    • Precision damage buff increased from 100% to 200%
    • Slayer card draw increased from 2 to 3
    • Tactics damage buff increased from 5% to 10%


    [h2]Berserker[/h2]

    • Power of Sacrifice HP threshold decreased from 50% to 25%
    • Trembling Clash Armor debuff decreased from 50 to 25
    • Soul Trap HP gain increased from 2 to 3
    • Remorseless Assault cards count reduced from 3 to 2
    • Rampage base damage reduced from 125% to 50%
    • Rampage bonus damage increased from 25% to 50%
    • Division Cleave damage increased from 15% to 20%
    • Bloodoath damage buff increased from 100% to 200%
    • Chant of Doom Armor buff increased from 5 to 10


    Moonring
    [h2]Cards[/h2]

    • Druids Bane duration increased from 2 to 3 turns
    • Enraged Flailing damage buff increased from 200% to 300%
    • Two Pillars cost reduced from 2 to 1
    • Oversaturation cost increased from 1 to 2
    • Grim Fae HP Offered increased from 2% to 5% max HP
    • Grim Golem HP Offered increased from 2% to 5% max HP
    • Grim Wyrm HP Offered increased from 2% to 5% max HP
    • Grim Abomination HP Offered increased from 2% to 5% max HP
    • Animated Fae summon level decreased from 5 to 4
    • Animated Golem summon level decreased from 5 to 4
    • Animated Wyrm summon level decreased from 5 to 4
    • Animated Abomination summon level decreased from 5 to 4
    • Resurrected Fae summon level decreased from 3 to 2
    • Resurrected Golem summon level decreased from 3 to 2
    • Resurrected Wyrm summon level decreased from 3 to 2
    • Resurrected Abomination summon level decreased from 3 to 2


    [h2]Summoner[/h2]

    • Alchemist wealth gain reduced from 20 to 10
    • Surprise Attacks damage buff increased from 100% to 200%
    • Golems Aura starting Barrier reduced from 20 to 15
    • Hindsight card draw increased from 3 to 4
    • Last Layer Barrier reduced from 10 to 5
    • Protective Spells Barrier increased from 10 to 20
    • Whispering Stones Golem Barrier reduced from 10 to 5
    • Glyphs of Shielding Retaliate reduced from 100% to 75%


    [h2]Blood Mage[/h2]

    • Greater Key of Chaining Overcharge magnitude increased from 800% to 1200%
    • Spectral Shield Barrier gain reduced from 5 times its rank to 3 times
    • Lifesaver minions max Hp increase increased from 12 to 15


    [h2]Necromancer[/h2]

    • Senile Bones tier threshold lowered from 2 to 1
    • Dream Army minions bonus HP reduced from 100% to 50%
    • Deadly Protection Barrier reduced from 20 to 10
    • Recharge Barrier increased from 5 to 10
    • Leech Form Barrier increased from 10 to 20


    Watchers of Tuathan
    [h2]Cards[/h2]

    • Sharp Shot damage reduced from 150% to 125%
    • Piercing Shot damage reduced from 125% to 75%
    • Shot of Hope damage reduced from 125% to 50%
    • Future Shot cost increased from 0 to 1
    • Acid Shot damage reduced from 150% to 50%
    • Blind Fury damage reduced from 100% to 75%
    • Agile Draft Energy cost reduced from 1 to 0
    • Wyrdfiber Shots Barrier gain nerfed from 20 to 10


    [h2]Sentinel[/h2]

    • Constant Motion Barrier gain reduced from 25% of Armor to 10%
    • Deadly Force damage buff reduced from 10% to 5%
    • Terrifying Presence Armor debuff reduced from 5 to 2
    • Keeping Distance Barrier lost increased from 75% to 90%
    • Target Practice hits required increased from 4 to 6
    • Target Practice Armor debuff duration reduced from 3 to 2
    • Walking Fortress Barrier gain reduced from 50% of Armor to 20%
    • Path of the Protector now instead of Barriers being 100% Stronger, they are 50% weaker


    [h2]Apostate[/h2]

    • Showtime Maneuvers threshold increased from 3 to 4
    • Showtime Maneuvers cards draw reduced from 3 to 2
    • Damning Momentum Maneuvers threshold increased from 5 to 6
    • Reluctant Hero cards used threshold increased from 5 to 6
    • Cant Stop Flipped card threshold increased from 10th to 13th
    • Flimsy Hands Maneuvers threshold increased from 6th to 11th
    • Back to the Origins now works only once per turn
    • Ancestral Strength damage buff reduced from 100% to 25%
    • Ancestral Resilience Armor buff reduced from 25 to 10
    • Root of All Might Barrier gain reduced from 50% of Armor to 20%
    • Pleasant Surprise flipped threshold increased from 4 to 7
    • Call Maneuver card draw increased from 1 to 2


    [h2]Zealot[/h2]

    • Shot to Forget bonus damage increased from 20% to 25%
    • Shot to Remember bonus damage increased from 200% to 300%
    • Delayed Punishment damage buff changed from 10% for 2 turns to 5% for 3 turns
    • Unarmed Defense Armor buff changed from 2 for 2 turns to 1 for 3 turns
    • Herald of heavens: Energy Shot Barrier gain reduced from 25 to 15
    • Harbringer of Darkness: Dark shot damage reduced from 200% to 150%
    • Ultimate Survivor Barrier granted reduced from 10 to 3


    Neutral

    • Wyrdness Discharge Energy cost increased from 0 to 1
    • Wyrdness Discharge HP lose increased from 5 to 10 HP
    • Looter bonus Wealth reduced from 100% to 25%


    Locations & NPCs

    • Witch discard 5 cards cost changed from HP to maximum HP (now it reduces your max HP by 75%)
    • Blood Altar discard 1 card cost changed from 20% to 33% of full HP


    Fights

    • Easy Difficulty, Tier 1: 2 fights changed
    • Easy Difficulty, Tier 2: 1 fight changed
    • Difficulty 1-2, Tier 1: 2 fights nerfed
    • Difficulty 1-2, Tier 2: 1 fight nerfed
    • Difficulty 1-2, Tier 3: 1 fight buffed, 2 fights nerfed
    • Difficulty 3-5, Tier 2: 1 fight changed
    • Difficulty 3-5, Tier 2: 1 fight nerfed
    • Difficulty 3-5, Tier 3: 5 fights buffed
    • Difficulty 6+, Tier 3: 1 fight changed


    Enemies
    [h2]Tier 1[/h2]

    • Perverted Lifeforce damage nerfed from 8-10 to 6-8
    • Perverted Lifeforce buff changed from 100%/125%/150% damage to 50%/75%/100% damage and 10/15/20 Armor
    • Infected Human HP buffed from 60 to 80
    • Forest Sentinel damage buffed from 6-8 to 7-9
    • Forest Sentinel Armor gain per Ally buffed from 5/10/10 to 10/15/20
    • Soul Harvester (Tier 1) damage nerfed from 14-17 to 14-16
    • Harvested Soul (Tier 1) damage nerfed from 5-7 to 4-4
    • Ravenous Rat HP buffed from 60 to 70
    • Ravenous Rat damage buffed from 4-4 to 5-5
    • Rat Queen damage buffed from 10-10 to 12-12
    • Rat King damage buffed from 12-14 to 14-16
    • Vran's Magical Buffing Axe should last only 1 turn (instead of lasting till the Barrier is broken)
    • Vran's Unbridled Frenzy strength source changed from Magical Buffing Axe lifetime to Magical Buffing Axe count (not how long the buff stays on character, but how many buffs were placed in a combat)


    [h2]Tier 2[/h2]

    • Phase Shifter HP nerfed from 200 to 150
    • Phase Shifter damage nerfed from 16-19 to 15-18
    • Soul Harvester (Tier 2) damage nerfed from 14-17 to 12-15
    • Harvested Soul (Tier 2) damage nerfed from 10-10 to 6-6
    • Bone Idol buffed from 10-10 to 15-15
    • Blood Carver damage buffed from 10-13 to 12-15
    • Bloodstone healing buffed from 10% max HP to 20% max HP
    • Bounty Hunter Armor buffed from 0 to 20
    • Bounty Hunter damage buffed from 14-17 to 15-18
    • Dullahan damage buffed from 18-22 to 20-24
    • Other Being HP buffed from 50 to 75
    • Other Being damage buffed from 10-10 to 12-12
    • Yawning Portal Armor buffed from 0 to 20


    [h2]Tier 3[/h2]

    • Juggernaut HP nerfed from 300 to 200
    • Blooddrunk HP buffed from 210 to 240
    • Blooddrunk damage nerfed from 10-14 to 8-12
    • Tormented Shaman Armor nerfed from 20 to 15
    • Tormented Shaman's Totems HP changed from 80 to 60
    • Stalker HP buffed from 300 to 400
    • Stalker damage nerfed from 23-27 to 20-24
    • Wyrd-Bear HP buffed from 280 to 400
    • The Preacher HP changed from 500 to 600
    • The Preacher damage changed from 18-22 to 20-24
    • Burning Follower Armor buffed from -25 to 50
    • Burning Follower damage increase on death buffed from 20% to 25%
    • Bone Abscess HP buffed from 200 to 250
    • Bone Abscess damage buffed from 26-30 to 33-37
    • Fore-Dweller on Stun inserts Wyrdness Discharge into your hand


    Foredwellers

    • Fore-Dweller Overlord Corporeal Form everyturn Armor bonus buffed from 20 to 50
    • Fore-Dweller Overlord Spectral Form Barrier HP buffed from 25 to 100
    • Fore-Dweller Overlord Spectral Form everyturn Barrier bonus buffed from 0% to 100%


    Items

    • Gnawed Foot price reduced from 120 to 80
    • Stagfather's Charm price reduced from 120 to 60
    • Berserker Potion price reduced from 150 to 70
    • Sharpening Stone price reduced from 90 to 50
    • Unstable Powder price reduced from 120 to 60
    • Bloodcandle price reduced from 120 to 50
    • Wyrdness Mushroom price reduced from 90 to 60


    [ 2021-06-29 16:59:35 CET ] [ Original post ]

    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.

    https://www.youtube.com/watch?v=i7d0Hl3S7VU
    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

    https://www.youtube.com/watch?v=zBEyFqf4qT4
    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.

    https://www.youtube.com/watch?v=gontIzASDp8
    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!

    [h2]Seriously! It's full of amazing data, memories, anecdotes and some really old screenshots :D[/h2]



    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!


    [ 2021-06-18 17:31:30 CET ] [ Original post ]

    Quick Hotfix - Performance on High-End PCs & Small Fixes

    Hi everyone! We're pushing a small hotfix today containing a couple of things -- but one of them may be really important for some of you. We'd really appreciate your feedback about one particular change we've made.



    So the most important thing in this small patch is:


    • We've been looking hard at the issues you've reported with the game's bad performance on high-end PCs - especially the "hiccups" / small, constant framerate drops / lack of smoothness during gameplay. We think we came up with a solution and after today's patch the game should run better - and the "hiccups" shouldn't be noticable anymore.

    Please let us know if this helped, though!

    Also:

    • It shouldn't be possible to "overwrite" a runestone instead of switching it for another one.
    • Legendary cards now properly lose charges again
    • Sound effects of buffs and debuffs were tweaked a bit
    • Stagfather's charm icon was updated to remove the Warding Lore imposter.
    • Oversaturated Stone can't be used and wasted outside of combat.


    [ 2021-06-10 16:51:43 CET ] [ Original post ]

    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




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

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



    [h2]MAJOR FIXES[/h2]


    • 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.


    [h2]Quality of Life[/h2]

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

    [h2]Bugfixes[/h2]

    • 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.

    [h2]Gamepad fixes[/h2]

    • Reworked using an Ultimate with a gamepad.

    [h2]Locations and Story[/h2]

    • 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.

    [h2]Items[/h2]

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

    [h2]Cards[/h2]

    • 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.

    [h2]Passive Skills[/h2]

    • 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.

    [h2]Enemies[/h2]

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




    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! :)


    [ 2021-06-09 15:33:54 CET ] [ Original post ]

    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!!!



    [h2]Quality of Life:[/h2]


    • 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.

    [h2]Passive Skills:[/h2]

    • 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.

    [h2]Cards:[/h2]

    • 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.

    [h2]Items:[/h2]

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

    [h2]Enemies and Allies:[/h2]

    • 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.




    [h2]Our current plan for the next few weeks is:[/h2]

    - 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!


    [ 2021-06-03 12:02:25 CET ] [ Original post ]

    First Hotfix! [v1.00a]

    Hey everyone!
    Thank you SO MUCH for your support, trust, and for giving our game a chance!
    We're soooo happy to see you all playing, writing about the game, and we really hope you enjoy it!

    Today we have a hotfix for some of the outstanding issues you've been reporting so far!



    [h2]Major Fixes[/h2]


    • Fixed the bug which prevented you from continuing after winning a fight - staying stuck on the loot screen after the fight. Now the loot screen should properly let you drag the rewarded item and continue the game.
    • Dullahan boss fight should always properly end after defeating the Boss.
    • The Preacher shouldn't crash the game anymore.


    [h2]Passive Skills[/h2]

    • Natural Block should activate properly.
    • Fixed descriptions of some passive skills and masteries.


    [h2]Items[/h2]

    • Empty Bottle shouldn't be offered at the shops and as story rewards.
    • Unlocking Rare and Mythical runestone drop shouldn't reduce the drop of the common runestones.


    [h2]Enemies[/h2]

    • Undying Subject shouldn't lose its leash at the start of combat.
    • Lifeforces should properly count Hits.
    • Stalker enemy shouldnt lose its intent after being Stunned.


    [h2]Map[/h2]

    • Ruined Home should be always enterable.
    • Windmill fight should be harder and gives no XP.


    [h2]Quality of Life & UI fixes[/h2]

    • Added Disable Screen Shakes option.
    • Fixed Ribbon at the postgame - It now shows 'defeat' if you lost the run, instead of always showing 'victory'.
    • Double-clicking items should no longer use 2 of them instead of 1.
    • Removed "Fast Move" from key bindings b/c there's no fast movement in the game.
    • WyrdCards are properly greying out now when they're not available.
    • Added description when unlocking a new class at the rewards screen (so that it actually says what you've unlocked)
    • Fixed some descriptions in village shops to properly display current upgrade values


    [ 2021-05-28 16:46:39 CET ] [ Original post ]

    LAUNCHING... NOW!



    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:

    [previewyoutube=5AfcAlH2aNI;full][/previewyoutube]

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

    [previewyoutube=t7Lfek5fhVY;full][/previewyoutube]

    [h2]So, what can you expect from the full release?[/h2]

    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! ;)

    [h2]What about the language editions?[/h2]
    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 steep 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


    [ 2021-05-27 15:58:00 CET ] [ Original post ]

    IMPORTANT: LANGUAGE EDITIONS AVAILABILITY AT LAUNCH

    Hi everyone! We have a quick & very important note to share with you before our launch which is scheduled for the 27th of May.

    So, as we've said in one of our recent posts, we wanted to make three translations of the game available for launch - Polish, German, and French.

    Unfortunately, we won't be able to get these translations working on time. We estimate that we will be able to add them within two weeks after the game's released.

    There are a lot of reasons for that, but mostly


    • it's the first time we're doing translations and this meant that we had to create tools that allow for proper exporting, importing, and all those other things which are necessary to get various language editions working in-game. Unfortunately, this was a bit more complicated than we estimated and because of that translators hit some serious roadblocks (waiting for us to deliver features that will allow them to do their job properly).
    • Also, the game is really big in terms of written content - and since we've been constantly changing and tweaking things there are still some places that require new translations or edits to existing translations.
    • Last, but not least, we want to have some time to do a QA run of these translations before we make them available - we don't want to risk publishing publically things that weren't seen & checked first by people who know the languages :)


    So, please forgive us for this delay -- but, well, lessons learned and thanks to this experience we'll be able to work more efficiently with translations in the future & creating more language editions will be easier for everyone involved!


    [ 2021-05-25 13:48:44 CET ] [ Original post ]

    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


    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.




    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.



    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!



    [h2]Sentinel[/h2]
    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.

    [h2]Zealot[/h2]
    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.

    [h2]Apostate[/h2]
    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.



    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!



    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!


    [ 2021-05-20 16:16:09 CET ] [ Original post ]

    Patch 0.99a Fixing & Balancing

    Hello! We're back with a new patch brining a lot of fixes and balancing-related changes :)



    Quality of Life


    • All in-game texts were updated to the newest versions. We expect some typos, errors, and other problems with that but we needed to do that now. Please let us know if you find something wrong, we'd really appreciate it!
    • NPCs you can recruit to your village can now be found on Tier 1, too.
    • Added subtitles to the game's intro.
    • Items usable in combat (like starting healing mixtures) should now be automatically placed in your inventory combat slots the moment you get them.
    • Changed impact of combat hits, they should have more "punch" now. Still working on that!

    Bugfixes

    • Secret end fight now should have a correct boss (expect further tweaks)
    • You can't boost a milestone and then use its other bonuses anymore.
    • Fixed another one of the reasons for 'stuck in combat' type of issues.
    • Fixed Tainted Altar's missing passives.
    • Fixed missing localizations from the Scientist's shop.
    • Fixed 'New Card' option price error in Master at Arms.
    • Fixed the missing cards Lich should've been getting from its Ult upgrade
    • Fixed counter of items in inventory for two-digit values
    • Fixed Wyrdstone dropping from fights outside of Wyrdness
    • Fixed missing female footsteps sound
    • Spikes Throw now has a proper slashing effect
    • Restored description for unavailable classes in the tutorial.
    • Fixed some missing/wrong Intents on enemies

    Cards & Passives - Bugfixes

    • Haste passive now activates minions spawned at the beginning of combat
    • Death Mark now correctly decreases enemy armor instead of increasing it (but it still shows an incorrect reduction value on the enemy stat, sorry about that)
    • Eerie Look displays proper values
    • Protection no longer has a doubled effect.

    Village Balancing

    • Seamstress Passive cost is rising much faster.




    Enemies:

    T1 Balance:

    • Warped Lightseeker damage changed from 4-5 to 3-4
    • Faceless Hunter damage changed from 6-8 to 5-6
    • Deformed Peasant XP reward changed from 100 to 125.
    • Shaman Armor changed from 25 to 0.
    • Shaman's Totems HP changed from 40 to 20.
    • Corrupted Lifeforce Hits needed to disable Negation changed from 4 to 3.
    • Corrupted Liferece Negation is disabled on Stun.
    • 1 Fight composition changed.
    • Renegade Cutthroat behaviour fixed (he actually does things now).

    T2 Balance:

    • Disease Spreader damage changed from 12-15 to 10-13
    • Soulblade damage changed from 12-15 to 6-9.
    • Soulblade now deals a maximum of 10 attacks, but he will attack immediately if he gets that angry.
    • Harvested Soul damage change from 10-10 to 6-6
    • Corrupted Lifeforce Damage threshold for Negation changed from 50 to 30.
    • Deranged Lifeforce Negation is disabled on Stun.
    • Mindbender will no longer summon enemy summons

    Also, 5 Fight compositions changed.

    T3 Balance:

    • Blooddrunk damage changed from 28-32 to 10-14
    • Juggernaut damage changed from 22-26 to 12-16.
    • Juggernaut will now deal maximum of 10 hits, hits will double if none of them hit, and if at least 1 does hit, he will deal 2 hits less.
    • Reaver damage changed from 22-26 to 16-20
    • Tormented Shaman's Totems HP changed from 120 to 80

    Also, 1 Fight composition changed.

    T3 Miniboss Preacher:

    • Loses 50 Armor instead of 20 when you kill one of his Burning Followers.
    • Base Armor changed from 50 to 0.
    • Burning Follower base Armor changed from 0 to -25.
    • Divine Oil damage changed from 100% to 200%.



    Changes to Moonring's minions:

    Summoner:

    • Abomination HP gain changed from +5 to +2.
    • Abomination Armor changed from 50% to 25%.
    • Wyrm HP gain changed from +5 to +2.
    • Totem HP gain changed from +5 to +2.
    • Totem Armor changed from 25% to 10%.

    Blood Mage:

    • Blood Abomination HP changed from 40 to 30.
    • Blood Abomination Armor changed from 50% to 25%.
    • Blood Wyrm HP changed from 50 to 40.
    • Blood Totem HP Changed from 25 to 20.
    • Blood Totem Armor changed from 20% to 10%.

    Necromancer:

    • Necro Golem HP changed from 35 to 60.
    • Necro Abomination HP changed from 25 to 20.
    • Necro Abomination Armor changed from 50% to 25%.
    • Necro Wyrm HP changed from 30 to 25.
    • Necro Totem HP Changed from 20 to 15.
    • Necro Totem Armor changed from 20% to 10%.


    Changes to Moonring's Cards and Passives

    Moonring cards

    • Barrier and Arcane Shield Barrier changed from 15 to 10.
    • Force Field, Battle Enchantments and Living Shield Barrier changed from 20 to 10.
    • Conversion Armor reduction changed from 10 to 20.
    • Protection, Fury, Existence, Acid Blood, Acid Saliva, Conversion, Overdose, Sign of Revenge and Sign of the Rat cost changed from 1 to 0.
    • Battle Enchantments, Oversaturation, Mystical Blood and Enraged Flailing cost changed from 2 to 1.

    Summoner's passives:

    • Precautionary Measures Barrier changed from 25 to 20.
    • Last Layer, Protective Spells and Whispering Stones Barrier changed from 15 to 10.

    Blood Mage's passives:

    • Eternal Leash Barrier changed from 15 to 10.
    • Nullification Armor reduction changed from 20 to 10.

    Necromancer's passives:

    • Another Try restored HP changed from 25 to 10.
    • Deadly Mark Armor reduction changed from 50 to 20.
    • Fearsome Reaper Armor reduction changed from 25 to 20.
    • Cessation and Leech Form Barrier changed from 25 to 10.
    • Deadly Protection Barrier changed from 30 to 20.
    • Inner Growth Barrier changed from 5 to 3.
    • Inner Growth bonus damage changed from 5% to 7%.
    • Archgolem Barrier changed from 15 to 10.


    [ 2021-05-05 17:40:01 CET ] [ Original post ]

    Hot(probably)fix for Patch 0.99!

    Hi everyone! First things first - thank you for checking out the game in its still unpolished form, it means a lot to us! We've seen a huge amount of new players starting the game over the weekend and we want to thank you all for joining us and helping out with making Conquest the best game it can possibly be :)

    We've been carefully reading and checking all of your bug reports (sent in-game, reported on our Discord, and here on Steam) and we think we've been able to fix a couple of issues some of you have encountered!



    MAJOR ISSUES:


    • Fixed one of the bugs that made some of you get stuck in combat after winning/dying. We're still investigating a couple of additional things that could've caused that.
    • Fixed the Blacksmith's runestone drop upgrade - it should work properly now and be saved throughout all of your runs.
    • HOPEFULLY fixed the can't-return-to-base issue that's plagued some of you.

    This last one needs a bit of explanation:
    We say that we hope we've fixed it because we're unable to reproduce this bug (quick explanation: saving and loading the same game file fixes the issue -- and because we're testing such bug reports through playing your saved games, well, you see the problem - we can't quite reproduce this bug). But we've reworked a couple of things related to portals so it might be OK now.

    PLEASE let us know if this problem still persists after this hotfix!

    OTHER ISSUES:

    • Fixed chain animations after 0 chains
    • Added missing VFX


    [ 2021-05-03 15:37:03 CET ] [ Original post ]