Update log
Full Tainted Grail: The Fall of Avalon update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Gameplay
- Store
- UI and audio
- Performance
- Compatibility
Hey everyone!
It took us a bit longer than expected, but here we are – Tainted Grail: The Fall of Avalon version 1.20 is now live! And yes, this update is BIG (you’ll see that in a minute), so we believe the direct jump to v1.20 is justified :D
As per usual, we’ll get to the full patch notes in a second. But first, let’s quickly break down this update. The most important features going live with version 1.20 are:
several balance changes (some of them being optional),
new content & Act 3 improvements,
various fixes and quality-of-life improvements (including per-character save filtering & marking items as favorites),
a ton of audio improvements,
console improvements (40 FPS support & fixed PlayStation’s saving failed issue)*.
*Please note that consoles, as per usual, will need a few more days to approve the update and go live. But the wait will be worth it, as both consoles just got a huge upgrade: we introduced 40 FPS mode support! If your screen supports 40 FPS, we recommend enabling this mode along with VSync for a smoother gameplay experience.
We had quite a lot of work with this update, as we needed to ensure all the design/balance changes were proper and didn’t completely break “numbers” in the game. That said, thank you so much to our amazing Discord playtesters who participated in the open beta tests and helped make sure that nothing wyrd happens in Avalon! As always, the best community delivered! We hereby grant each one of you a PhD in balance testing ;)
Before we proceed, let’s watch our update trailer for a quick overview of version 1.20!
Balance update
Based on your repeated feedback and our internal observations, we found that the game becomes significantly easier during the second half of Act 2 (Cuanacht) and in Act 3 (Forlorn Swords). Players tended to get insanely strong easily, even if they didn’t actually want to; that’s why we decided to address this!
At the same time, we know that a lot of you love creating overpowered characters and running around with a shovel, one-hitting every encountered NPC, so some of the balance changes are optional and can be mitigated!
Select items rebalance
We’ve rebalanced more than 20 items that were just a tiny bit too strong, mostly crit chance-wise. We know most people don’t like getting their characters nerfed, so fear not – you will keep your current items and receive rebalanced duplicates. That way, you can still use your broken builds if you wish to! :D
The full list of rebalanced items can be found in the patch notes below, and here are some examples:
Optional soft cap for stats
This feature makes leveling up attributes past certain thresholds (soft caps) have diminishing returns. Let’s take Strength (STR) as an example:
from 1 to 20, each point of STR gives 2% melee damage, 3 max stamina and reduces armor weight by 1%;
from 21 to 40, each point of STR gives 1% melee damage, 2 max stamina and reduces armor weight by 1%;
from 41 and above, each point of STR gives only 0,5% melee damage, 1 max stamina and reduces armor weight by 1%.
That said, if you want to be very efficient, 20 and 40 are the levels you should have in mind when distributing attributes. The thresholds are the same for each attribute, and the diminishing returns work similarly to the example above. See the full patch notes for details.
Source
