Tainted Grail: The Fall of Avalon

Tainted Grail: The Fall of Avalon

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kpx_ar  [developer] Mar 25 @ 7:16am
0.9 update FEEDBACK DISCUSSION
Please post all your feedback & experiences regarding the 0.9 update in this discussion.
Thank you for the support!
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Showing 46-60 of 270 comments
Mina Mar 26 @ 8:44pm 
I just updated from the last patch and was excited with the things they teased but the best description i have thus far of .9 is disappointing. It feels like a big step backwards. Admittedly I just got out of the tutorial and tooled around a bit but here's why I say disappointment.

Crashes. I crash when loading saves, I crash when slowly turning in a circle. I crash when opening things. I almost always crash when trying to quick load.

I always enjoyed going the healing druid archetype before. It was nice having a solid but not OP heal and the issue being mana management. Now I have more mana than i know what to do with and Blood transfusion which seems mostly useless as either a heal or a damage dealer and even using it constantly doesn't seem to level magic at all. So now I'm either a melee or archer until I get my fire spell. Which is underwhelming. Even with how slowly the zombie enemies shuffle it can still be a pain kiting things around because it just doesn't hit that hard. My mage experience in the last patch felt like I could count on spell damage + something to do damage if i didn't wanna mana pot. This go around it has felt like "How can i snipe or cheese killing this enemy with my two weak spells in the hopes I get skill ups and they become useful.

Miscellaneous weirdness/sloppiness. I walked into the room after the lab in the tutorial and there were two priests in there so i get ready to have to kite and shut the gate to buy a bit of extra time. And the two of them just...stand there. They say their lines, they swing their weapons and at no point do either of them open the door. I killed both of them with blood transfusion (still waiting for that skill-up?) and they just took it. I met our old friend Sirja who's definitely embraced a goth phase but when she speaks her mouth becomes some kind of plastic man/eldritch horror monstrosity thats contorting like she wants to eat my head.

Narrative laziness. Sirja and I finish up our chat and she just...sits there. Guess she is a mole person in the asylum now. Conchur, I saw some subtitles but never really saw what happened to him. Maybe i looted his body and missed the name. I bring all this up because I then get to Caradoc and he's like "I guess the others didn't make it" and I'm like yeah, the Pict decided to become a mole person and wouldn't move out of her tunnel, it was a whole thing, she won't be joining us. There used to be reasons for these two to exist and have a least a bit of narrative. I always held on to Sirja's cloak cause it was hers and I always felt vaguely bad about her fate. My experience with the narrative this go round gives me "meh, they're gonna die anyway, moving on" vibes.

I'll try to give it more of a go once its not quite so crashy because maybe some of it is I need to git gud.
mlc. Mar 26 @ 8:55pm 
建议steam deck 环境下可以做出更好的优化,特别是UI展示方面,这个版本可以称得上完美,但是有很多细节还可以调整,比如菜单页面的顶部UI文字在steamdeck下显得过于小了
Chimbo Mar 27 @ 2:19am 
Melee combat and getting hit still lacking.
Look at Dark messiah of might and magic a good example of weighty combat feel.
Really hope they improve this aspect, everything else is pretty good.
Nyaxx Mar 27 @ 6:28am 
I feel there is a big missed opportunity in the food. I already commented about the lack of stam potions, right now there seem to be only the onion bun that gives you some stam buffs in consumables but over than that, I 'd wish that food could give a variety of effects, maybe a lot locked under skill requirements. Not just passive regen of Health, stamina or mana but there could be buffs to max of these and various resistance or skill buffs. Putting skill in cooking would not only let you get stronger effects or better duration but would allow you to unlock the extra effects of said food. Some special NPC could also sell you one or two speciality dishes with the (basic) extra effect if you choose not to pursue cooking skills.
Hello devs,I generally do not add comments,but, for me, removing healing spells and,as I read now, removing dismantle option is a big downgrade on a game that had all the potential to be amazing...I bought it in early access and I also advised it to friends,but now, honestly, I am not having the same fun I used to have...
As I read somewhere else, it looks like one of the million souls game out there...shame,as the story and general structure is very good...

Hope you will read and put back these two features before 1.0....
Nyaxx Mar 27 @ 7:14am 
Originally posted by marcfranchi:
Hello devs,I generally do not add comments,but, for me, removing healing spells and,as I read now, removing dismantle option is a big downgrade on a game that had all the potential to be amazing...I bought it in early access and I also advised it to friends,but now, honestly, I am not having the same fun I used to have...
As I read somewhere else, it looks like one of the million souls game out there...shame,as the story and general structure is very good...

Hope you will read and put back these two features before 1.0....
There is a lot of new mechanics, especially in the crafting which is way better tho. That said I'm with you on the demantling and would hope to have a use for both broken items from failed crafting and all those broken arrows (maybe there is and I just didn't find or unlocked yet tho).
For the healing magic, we get a drain magic instead. Maybe the heal will come back but it might also be a conscious choice based on their view of the lore.
That said, saying those two points constitute a "big downgrade on a game that had all the potential to be amazing" is a bit much. I mean your entitled to your own opinion and this is just mine but... Have you played the new content? Definitely an upgrade and still an amazing game that has all the potential to be better as development continue.
Nyaxx Mar 27 @ 7:25am 
Really need to do something with the quest pointers. My map is over populated with them and we can't unchecked them or I didn't find the way to. I'd like to chose which quest( with a possible s as in I may choose multiple at once?) I track (like there is an option to anyway) and have ONLY those pointer shown.
Nyaxx Mar 27 @ 7:31am 
Another thing is target pointer or activation pointers, call it what you will on people, workstations, beds, campfire and chests. They are wonky and non-intuitive if you'd ask me. Osbryht for example, I find it often hard to activate him, especially if he has his back to you, the target point only appear if you move and aim at his side. That's when the NPcs doesn't lack any activation in the first place (like berg ;) )
Elldar Mar 27 @ 8:43am 
One thing I miss from the game's previous build is that you can't charge the time slow power by killing enemies anymore. Now that you can only use it once and can only charge it by the campfire, I've basically stopped using it, since it's more of a bother than it's worth.
N.A.T. Mar 27 @ 9:00am 
Originally posted by Nyaxx:
I feel there is a big missed opportunity in the food. I already commented about the lack of stam potions, right now there seem to be only the onion bun that gives you some stam buffs in consumables but over than that, I 'd wish that food could give a variety of effects, maybe a lot locked under skill requirements. Not just passive regen of Health, stamina or mana but there could be buffs to max of these and various resistance or skill buffs. Putting skill in cooking would not only let you get stronger effects or better duration but would allow you to unlock the extra effects of said food. Some special NPC could also sell you one or two speciality dishes with the (basic) extra effect if you choose not to pursue cooking skills.
The potion you are referring is called Mad Dog, and it's in the game... you just need to progress far enough. Lock Stam at 100% for 60s, but greatly lowers HP.
Nyaxx Mar 27 @ 9:03am 
The potion you are referring is called Mad Dog, and it's in the game... you just need to progress far enough. Lock Stam at 100% for 60s, but greatly lowers HP. [/quote]
I'm talking about a stam regen potion. Same as mana and health. And I'm also talking about giving food more utility.
Hi everyone, weren't localizations in languages other than English supposed to be available with version 0.9? I can't find where to change this setting. Can anyone help me?
Originally posted by N.A.T.:
1 Crashes:

Better than it was in 0.7, but still dropping some frame rates especially on Autosave.

I mentioned some very limited stuttering and yeah it was the autosave after further review. Perhaps a suggestion, drop that and just give use a Quick Save hotkey, that way we control it and by doing so we'll do it when we want and not get interrupted otherwise. We'll expect it.
Seems i'm unable to make it to cuanacht after having the quest to head over. Captain didnt give me the token to pass this time. I also went ahead and restored order. All to no avail. Now i will go about faergas's quests normally and see what happens. But, i also went to the graveyard early on and cant tell Faergas whats going on.
Otherwise, im 60ish hours in and its my new favorite game. I can tell the devs care and I see so much improvement and additions from the feb update. Thank yall!
Nameless Mar 27 @ 10:59am 
I really enjoy it, but the amount of bugs, blackscreens, infinite freezing, never loading screens is really huge. I found out that you can't go to the location after screen while having skeletons as necromancer cuz it will not load, and the AI of summonings is very bad.
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