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Tainted Grail: The Fall of Avalon Atualização v1.1 – Patch Notes & Review

Home » VideoGames » Tainted Grail: The Fall of Avalon Update v1.1 – Patch Notes & Review

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Tainted Grail: The Fall of Avalon Update v1.1 – Patch Notes & Review

Last updated: 9 de September de 2025 22:43
By
Danilo Medeiros
Published: 9 de September de 2025
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Developer Awakened Worlds has just released the long-awaited 1.1 update for its first- and third-person open-world RPG, Tainted Grail: The Fall of Avalon. This is undoubtedly the game’s largest and most comprehensive post-launch content installment to date, directly addressing community feedback and adding a colossal amount of new features, quality of life adjustments and fixes. Immediate highlights include the introduction of New Game+ (NG+) mode, a complete transmog system for visual customization, three new dungeons, six new quests, a variety of legendary equipment and significant performance optimizations, especially for consoles. Get ready to revisit a renewed Avalon, more challenging and full of secrets to discover.

Summary
  • New Game+ and Transmog Customization
  • New Challenges and Content to Explore
  • Rebalancing, Quality of Life and Performance Improvements
  • Renewed Enemies, More Vivid World and Quest Adjustments
  • Technical, Audio and Visual Enhancements
  • Mod support and the future of Tainted Grail
  • Complete Patch Notes
  • Hello, travelers!
  • Now it’s time for the full patch notes!
  • More requests:
  • New items:
  • Gameplay:
  • Quests:
  • World:
  • Technical:
  • Audio:
  • Graphics:
  • UI:
  • Misc:
  • And that’s all for today! We warn you that this update is going to be huge : D

New Game+ and Transmog Customization

The heart of update 1.1 beats with the introduction of New Game+ (NG+) mode. This highly requested feature allows players to restart their journey in Avalon while retaining most of their character progress, but facing a significantly more challenging world. In NG+, you lose the Power of the King, learned recipes, quests and keys, but keep all items, equipment and skills. With each subsequent NG+ cycle, the difficulty scales: the player’s armor is nerfed, enemies become stronger and have greater resistance to negative states, while the reward for defeating them and the quality of the items found improve, encouraging multiple playthroughs to become truly powerful.

Tainted Grail: The Fall of Avalon Update v1.1 - Patch Notes & Review
Tainted Grail: The Fall of Avalon Update v1.1 - Patch Notes & Review 9

Complementing the progression, the new transmog system is here to satisfy the desire for style and customization. Now, at any crafting station in the player’s home (free of charge), it is possible to change the visual appearance of any armor or weapon to that of any style already discovered in the game, as long as it is for the same type of item. This means that you can finally keep the stats of a high-level armor set while sporting the visual aesthetic of a rarer or visually preferred set.

New Challenges and Content to Explore

The Forlorn Swords region (Act 3), which some players considered to be less populated with content, has received a massive injection of new elements. Three new caves have been added to explore: Gunnvaldr Ancestral Cave, Crimson C ave and Remors’ Caves. In addition, the amount of loot has been drastically increased to match the previous two regions, with most items being added retroactively to existing saves.

Six new quests have been integrated into the Sveinn and Úlfr tribes, deepening the lore and stories of these factions. Examples include “Love That Lingers” for the Sveinn tribe and “There Was Light Before” for the Úlfr tribe. The final mission of the Stonewardens has been completely reworked, with new dialogues, choices that impact the outcome and revised rewards.

The expansion of the Forlorn Swords region represents a direct commitment by the developer to respond to community feedback, filling an area previously considered sparse with a density of content on a par with the other regions of Avalon. In addition to the three new caves-Gunnvaldr Ancestral Cave, Crimson Cave and Remors’ Caves-which offer new environments to explore and challenges to overcome, existing dungeons such as Bonemask’s Cave and the Gates of Knowledge have undergone significant redesigns to their layout, with the addition of new tunnels, resting points and the correction of exploits that broke the intended experience of boss encounters. This approach not only extends playing time, but also enriches the sense of coherence and depth in the world.

The narrative enrichment is palpable with the introduction of six new quests linked to the Sveinn and Úlfr tribes, which act as vectors to deepen the lore and local political tensions. Quests such as “Kindred Curse” and “Looming Shadows” have been integrated organically into the tribes’ settlements, requiring the player to immerse themselves in the disputes and personal stories of their inhabitants to unlock significant rewards and insights into the world. The reworking of the Stonewardens’ final mission, with expanded dialog and choices that concretely impact the guild’s outcome, demonstrates an evolution in the game’s narrative, offering greater weight to the player’s decisions and a more tangible sense of consequence.

Rebalancing, Quality of Life and Performance Improvements

Update 1.1 brings a huge set of balancing adjustments to ensure a fairer and more diverse experience:

  • Critical Chance Nerf: To prevent builds that easily reached 100% critical chance and broke the balance of NG+, practically all critical chance bonuses for items have been removed. Affected items have had their upgrade level reset, with the spent resources returned to the player.
  • Potions and Enchantments Enhancement: The effect of coatings (weapon poisons) now scales with the item’s level, not just its duration. Potions such as “Agile Hunter” and “Rabbit Juice” have been rebalanced.
  • Adjustments to Legendary Sets: Sets such as Archdruid, Spellslinger, Nightstalker and Royal have received rebalances to better define their niches of use.
  • Powerful New Items: A variety of new rings, amulets, gems and weapons have been added, offering unique synergies and new build possibilities. Highlights include the “Triskelion Core” amulet, which equalizes Life, Stamina and Mana pools, and the “Ripper’s Jacket”, which specifically benefits the dual-wield combat style.

Quality of Life (QoL) was also a top priority:

  • Unread Items Indicator: Reading items (books, notes) now show a clear marker if they have not yet been read.
  • Alphabetical Sorting and Bulk Options: The inventory can now be sorted alphabetically, and it is possible to sell or store items in bulk in stores and chests.
  • Third-person camera (TPP) improvements: The kinematics of the character’s spine have been improved to reduce stooped posture, and a blend has been added to actions such as pulling the bow to avoid abrupt transitions.
  • Performance optimizations: Significant improvements in RAM usage have been implemented, especially aimed at improving end-game stability on consoles. Further optimization for consoles is on the way in a future patch.

Renewed Enemies, More Vivid World and Quest Adjustments

The Awakened Worlds team has spared no effort to make the world of Avalon more dynamic, challenging and cohesive. The artificial intelligence and behaviors of enemies and NPCs in the open world have been improved, making them feel more organic and reactive to the environment and the player.

Several bosses and special enemies received special attention:

  • New Enemies: A new enemy type, the Skeleton Knight, has been introduced, along with new beasts in the Womb of Máthair and Mountain Ice Cave dungeons.
  • Boss redesign: The Big Corpse Eater miniboss has received a new model, animations and behaviors. The Giant Boss has also had its animations and attack patterns improved for a more epic and fair fight.
  • AI fixes: Enemies such as the Ancient Beholder have been fixed so that they no longer idle during combat and have appropriate attack ranges.

The narrative and the flow of the missions have been greatly polished. Hundreds of adjustments have been made to eliminate progression bugs, improve the logic of the objective markers and ensure that the stories unfold correctly. Problematic quests such as “Blood for Blood”, “The Breach”, “Unholy Matrimony” and “A Pebble in a Pit” have received specific fixes. Characters such as Yvain, Maggot and Perceval have been adjusted to stop disappearing or locking in broken states. In addition, the player’s final journey has had the flow of his dialog choices improved, ensuring a more satisfying climax.

Technical, Audio and Visual Enhancements

This update is also a big step forward in the stability and technical immersion of the game.

  • Performance optimizations: In addition to RAM improvements for consoles, the developers have implemented optimizations for textures and for the main gameplay update loop, aiming for a smoother experience on all platforms.
  • Critical Technical Fixes: One of the more peculiar bugs resolved was one where resting after being stopped by Wyrdness would cause time to advance decades at a time, potentially crashing the game upon reaching the year 9999. Savegames affected by this should now work normally.
  • Sound and Music: The audio layer has been greatly enriched. Enemies such as Wyrdspirit, Red Cap and Zombie now emit locomotion sounds, allowing the player to hear them approaching from behind. The talented composer Dzivia has contributed new licensed tracks to the game. Several characters, including Breandan, Fearghas and Odran, have had their voice-overs re-recorded or re-processed for greater quality and impact.
  • Visual polish: The hero’s life, mana and stamina head-up displays (HUD) have been visually refreshed with new effects. The water in the open world has had its reflection system improved, and the visual effects (VFX) of magic and skills have been adjusted and corrected. Small details, such as the addition of foam and particles at the end of a river, show the care taken with the setting.

Mod support and the future of Tainted Grail

Awakened Worlds has made it clear that it sees Tainted Grail: The Fall of Avalon as an ideal platform for mods. In this update, they have officially started releasing mods created by the community, such as“Custom Difficulty” and“Damage Numbers“, made by modder jondnoj. They encourage players to unleash their imagination using the in-house modding tools they recently made available, promising that jagem offers “tons of varied and strange ways to modify the game”.

The final message from the developers is one of thanks and promise: “this is not the end of the story”. They confirm that they still have “a lot of cool stuff in store” for the game, leaving the community eager for what’s next. The best way to keep up to date is to join the official Discord server and follow the game’s social networks.

Complete Patch Notes

Hello, travelers!

It’s been a while since our last patch, but there’s a good reason for that: we’ve prepared the biggest ever post-launch update for Tainted Grail: The Fall of Avalon, version 1.1. And you know what? The update is already live!

As this update is very special, we have once again teamed up with the one and only WolfheartFPS to bring you a video about the new patch. If you want to see an RPG pro go through all the new features, you’re in for a treat. Enjoy the special behind-the-scenes look!

We’ve also prepared a brand new overview trailer for version 1.1! Watch it here:

And if you prefer the text version, you’ll find it below! But first, let’s start with a quick introduction!

We know that many of you have been waiting for this to arrive, and we want to thank you for your patience and all the incredible support you’ve given us up to this point. We’ve been reading all your comments, reviews and community posts – although we often don’t have time to be very active, you can be more than sure that we’re reading everything very carefully. Our team is also totally dedicated to ensuring that we upgrade the Tainted Grail experience for all of you as much as we can. After all, your support has made all this possible, and we couldn’t be happier with the reception of Tainted Grail!

So, this update is BIG! We’ve packed in pretty much all of the most popular requests/feedbacks and added a bunch on our end. Our team has worked hard on everything, so we really hope you enjoy your visit to Avalon! You can find full patch notes later in the update, but here are some highlights!

  • New Game Plus (NG+),
  • transmog system,
  • several fixes to Forlorn Swords (Act 3) and content additions (including much more loot to find everywhere, and 3 new caves),
  • improvements to the third-person perspective camera,
  • late-game console stability improvements,
  • new Qrko forms (the cute little animal), including a mount and a summon,
  • recipe for making original potions,
  • new weapons and armor sets,
  • 3 new dungeons, 6 new quests. A bunch of other quest corrections, new rewards, dungeon redesign, etc..,
  • a lot of visual and audio updates all around (in-game, UI, etc.),
  • new enemy sound effects and some extra Dzivia tracks,
  • TONS of bug fixes and rebalancing everywhere,
  • and many, many more (see the full list below).
Tainted Grail: The Fall of Avalon Update v1.1 - Patch Notes & Review
Tainted Grail: The Fall of Avalon Update v1.1 - Patch Notes & Review
Tainted Grail: The Fall of Avalon Update v1.1 - Patch Notes & Review
Tainted Grail: The Fall of Avalon Update v1.1 - Patch Notes & Review
Tainted Grail: The Fall of Avalon Update v1.1 - Patch Notes & Review
Tainted Grail: The Fall of Avalon Update v1.1 - Patch Notes & Review
Tainted Grail: The Fall of Avalon Update v1.1 - Patch Notes & Review

Just before we move on to the patch notes, a special feature: community mods!

As you may know, we recently shared our in-house modding tools for Tainted Grail: The Fall of Avalon. Some of you have already started to fall in love with it, and we want to appreciate that! Starting today, from time to time, we’ll be featuring some cool mods made by the community for the game. Today’s duo was made by Jondnoj¡::

  • Custom Difficulty, to adjust the difficulty level of various game features to your liking (Nexus Mods page here here) (S).
  • Damage numbers, to know exactly how hard you hit them (Nexus Mods page here) (S).

Many thanks to everyone who tries to mod our game! We believe that Tainted Grail is THE GAME to mod, and we’re talking about lots of strange ways to twist the game, make it more enjoyable, fun and unusual. Don’t hesitate to let your imagination run wild!

Now it’s time for the full patch notes!

More requests:

  • New Plus game
    • The whole world is reset. You can complete the game with new choices
    • You lose your: Power of the King, learned recipes, quests, keys and readable items. Everything else is kept.
    • Your armor is debuffed for each NG+ level.
    • Enemies are stronger and have higher status resistances.
    • All the items found and crafted are stronger and the rewards are improved.
    • A couple of enemies will drop more loot.
  • Lots of fixes and improvements for Act 3 of the game, along with new content too. Details below.
  • [Transmog] A new transmogrification feature is now available at the crafting station (free of charge at the player’s home). You can now change the visual appearance of your items to any style discovered in the game (for the same types of items).
  • Added origin potion recipe to the Helled shrine of the alchemist quest line.
  • Added an unread status marker to readable items to clearly indicate which ones have not yet been read. (All readables in your inventory will be assumed to be read)
  • The magazine now has more than 120 entries about NPC characters, along with new lore entries. Most of them apply retroactively.
  • Added new dialogs for Kvorr and Black Annis for players whose attempts at a new pet didn’t work out too well for them
  • Qrko – your pet has received a couple of new practical tricks for you to try out.
  • [FPP] Headbobbing has been added. You can enable it in your game settings.
  • [T.P.P] Improved the IK column in TPP so that the player doesn’t bend over so much while traveling. A blend has also been added for actions such as drawing bows to avoid instantaneous pops.
  • Added alphabetical sorting of items and fixed a problem where identical items did not appear next to each other after certain types.
  • Added bulk options for items in stores and stocks.
  • [ Significant RAM optimizations that should improve end-game stability on consoles. We’re also working on another console stability optimization, which will be released as soon as it’s ready.

New items:

[SPOILERS] A sneak peek at some new items. We’ll leave the rest for you to find.

  • Wizard
    • Ring: Reduced Conjuration Ring – Summons the block for 20% less mana.
    • Amulet: Pendant of Endless Study – Increases the Power of Magic by 1% for every character level you have.
    • Amulet: Witch’s glass – All negative status effects are 50% stronger on your enemies. All negative status effects are 50% weaker on you, but last 100% longer.
    • Amulet: Blood Heart – Bleeding you apply has 100% increased duration, but deals 50% less damage.
    • Gem: Smoky Wrath – Critical hits ignite your weapon in flames for 5 seconds, increasing your damage by 15% and burning enemies.
  • Body to body
    • Armor: Ripper Jacket – Increases the parry window when dual-wielding weapons. Blocking costs 80% less stamina when dual-wielding.
    • 1h Axe: Titanium Tonic – Increases physical damage by 1% per missing hit point.
    • Gem: Gambit Scale – Increases your Dash invincibility window by 0.02 seconds. Taking damage has a 25% chance of halving your Movement Speed for 3s.
    • Back: Stoneback Cloak – All damage taken is applied for 4s, instead of instantly.
  • Archers
    • Light Bow: Assassin’s Bow – Attacks have a 10% chance of Blinding. Sneak attacks have an 80% chance of Blinding.
    • Heavy Bow: Harrowbend – Using this bow does not cost any stamina. Missing a target results in maximum Overexertion.
  • Stealth
    • Dagger: Quiet Death – Deals 200% more backstab damage.
    • Armor: Ashwalker Boots – Your footsteps make no sound.
  • Hybrid
    • Back: Reverse Rite Harness – When you hit an enemy with a melee attack, your next ranged attack has 66% increased damage. When you hit an enemy with a ranged attack, your next melee attack has 66% increased damage.
    • Armor: Vambracios Hexgrip – Increases physical damage by 50% of your Magic Power.
    • Amulet: Triskelion Core – Your Max Health is equal to your Max Stamina. Your Max Stamina is equal to your Max Mana. Your Max Mana is equal to your Max Health.
  • Missing recipes for some armors and coatings have been added to your recipe books. These books have also been added to new sources, so that even if you have sold the cookbook, it will still be available to you.

Gameplay:

  • The players’ armor is now 95% covered.
  • [NERF] We’ve removed practically all crit chance gain from items in the game. It was very easy to get to 100% and broke the NG+ balance. The upgrade level of all nerfed items will be reset, and the resources spent will be returned to you.
  • The coating effect must be scaled with an item level (previously, only the duration was increased).
  • New enemies have been introduced in Womb of Máthair.
  • New enemies have been introduced in Mountain Ice Cave.
  • A new enemy, the Skeleton Knight, has been added.
  • Added additional enemies to some Forlorn Dungeons.
  • Improved combat with the same Enter the Void quest.
  • Fixed skill Imbibed by the Alchemy sometimes generating errors and not applying the duration correctly
  • Fixes First description of the Blood skill.
  • Description of the Fixed Carnage skill.
  • Fixed Charged Cantrip skill increasing all Critical Chances.
  • Fixed Unstoppable Rage skill description and increased value 0.5% > 1%.
  • Fixed Clair’s Pen Wand effect not being increased by the Wand Mastery and Wand Overcharge skills.
  • Fixed the Archdruid Amulet incorrectly calculating Max Mana in its description
  • Fixed the spent Sentry Shield effect.
  • Fixed Sunfire Shortsword and Tidepiercer firing multiple projectiles with one attack.
  • Some AoE spells now take an enemy’s height into account for hit or miss calculations.
  • Increased damage dealt by enemies to Forlorn Swords.
  • Increased damage caused by tier 5 and 6 bows.
  • Nerfed the damage and decreased the mana cost of the Scorching Blaze spell.
  • Changed Amberstride, Sapphire Weave and Eternal Guardian Seal Relics to increase stats by a percentage instead of a fixed amount.
  • Lowered Relic Endless Pursuit proc chance 50%>30%, but greatly increased the accuracy of the duplicated arrows, making it more reliable to use.
  • Added spells for Tomb of
  • The movement of the horse in third person has been modified.
  • Rebalanced Agile Hunter and Rabbit Juice potions.
  • Rebalanced the Archdruid Set.
  • Rebalanced Spellslinger set.
  • Rebalanced Nightstalker set.
  • Real Set Rebalanced.
  • Rebalanced Spell Gorger Wand effect gains per Item Level.
  • Increased the damage of The Stag’s Defiance shield 12-16>24-33.
  • Revenant’s Ribcage effect gain lowered by item level 2%>1%.
  • Queen’s Protector Crown effect gain per item level 2%>1% lowered.
  • Fixed Amulet of Luck having an unintended effect on NPCs’ blocking behavior.
  • Fixed some keywords not showing their descriptions.
  • Removed the slight camera shift when drawing an arc in TPP.
  • New model, animations and behaviors for the Big Corpse Eater miniboss.
  • New animations and improved behavior for the giant boss.
  • Fixed the Ancient Beholder enemy so that it has correct attack ranges and doesn’t idle during combat.
  • Arrows should now appear correctly in the equipped Robbie’s Bow.
  • Stagfather must now turn correctly in combat.
  • [Summons] Hero Summons should properly restore the King’s Soul.
  • [Hero Summons must not deal damage to the hero from their ranged attacks.
  • The boss arena in the Stonewarden Vault has been improved.
  • In Giants’ Barrow, an exploit allowing players to attack enemies from an unreachable rock has been fixed.
  • Lowered the weight of the tools.
  • Rebalanced Plague Warden NPCs.
  • Rebalanced Forlorn Corpse Eaters.

Quests:

  • Yvain and Maggot must reappear and stop disappearing.
  • The chat option should not always be available in the fueled campfire, even if no dialog is available.
  • Revamped the Stonewarden completion mission:
    • Added new dialogs and choices that determine the completion of the guild quest.
    • Like a reward,
  • Sveinn Tribe – The player can find these quest givers while exploring the Sveinn fortress:
    • The Love That Remains – Vragi
    • Kindred Curse – H’jarn
    • Forest Meat – Atli
  • Úlfr tribe – These quests can be started by talking to NPCs in the lodgings under the Úlfr tribe’s fortress:
    • There Was Light Before – Kord
    • Looming shadows – Halvor
    • For the silent – Katla (This quest will be blocked if the player has already completed the Úlfr storyline)
  • Added Mission Rewards:
    • Blood for Blood
    • Healing instinct.
    • Drofa will now give the player relics based on the dialog choices they make
    • The Breakdown,
    • Heart Turns to Stone
    • Hollow blessings
  • Fixes interaction with the Necromancer in the Forlorn Swords region.
  • Corrected quest markers and reworked the logic of the Reading of the Light quest.
  • Some mission markers should update (disappear/appear/move) immediately (they required saving and loading or manual updating).
  • Morgen’s chest will now appear in the correct place.
  • Fixed a problem in the Blood for Blood mission where before accepting the mission it didn’t count towards the required total.
  • Fixed a problem in the Blood for Blood quest where the player could complete it without taking any action.
  • The violation – reporting to Barlaam will now complete the mission instead of failing it
  • The Beor store will now be available if the player had previously rejected it.
  • Fixed an issue in the dialog with Cinnamonsage where, if the player was invited inside their house, the dialog would not reflect this.
  • Fae in Unholy Matrimony quest should instead wait for the hero.
  • Fixed portal for the Omen in the Flesh quest.
  • Fixed an issue where Hob gave the player infinite memory fragments when spoken to in the Forlorn sword region.
  • Perceval must be able to talk to the hero even after receiving instant damage, and not remain in an indefinite state until it is recharged.
  • Hunting Wyrddeer shouldn’t complete itself after the night is over.
  • Attacking Stag Father before talking to him no longer corrupts the progress of the quest
  • Chatterblade will no longer speak during dialog with other characters.
  • Fixed the problem of displaying subtitles for some Chatterblade lines.
  • Implemented progression for the Tiernan store.
  • Fixed the incorrect progression of the Shadow of the Horns quest that occurred if the player ignored Odran.
  • Fixed an interaction regarding a ghost residing in a certain piece of armor.

Quest flow corrections:

  • Replaced the placeholder text and improved the flow of objectives in the Restoring Order quest series.
  • Head Hunting Quests in the Horns of the Southern Region.
  • Hollow Blessings Mission.
  • Improved dialog flow for Brother Crispus.
  • Fixed logic for dialog options with Kvorr in the quest A Pebble in a Pit.
  • It improved the flow of the initial conversation with Fearghas.
  • It improved the flow of certain conversations with Eda, located in the Cuanacht Farmlands.
  • Fixed the conversation flow with the Custodian of Sagremor Castle.
  • Corrected the conversation flow with Sine.
  • Improved the flow of choices during the game’s final dialog.
  • He improved the flow of dialog with Deirdre while completing his search.

Minor Quest improvements:

  • Added missing objectives and markers to The Breach quest.
  • Fixed trackers and improved objective descriptions in the God’s Healing quest.
  • Huld will no longer mention the village’s problems if the main search for Sveinn has already been completed.
  • Retroactive completion added for The Long Defeat mission.
  • Denholm will no longer disappear in front of the player when he hands over the Menhir Rites.
  • Fixed quest marker in The Forked Path so it now points the player to the correct NPC.
  • Kedrun will no longer get up after the player leaves.
  • Added an objective to the Heart Turns to Stone quest and moved Olf outdoors, closer to his sleeping brothers.
  • Quest markers improved in Healer Instinct.O.
  • Improved quest markers in A Pebble in a Pit.
  • Improved quest markers for the Unholy Matrimony quest.
  • Claire’s Dream narrator must continue the story after saving and loading.
  • Your Heart Was Greener Than Mine quest progression fix
  • The player can no longer use Beor’s bed while he is injured and lying on it.
  • When visiting the tavern in Fishing Village, the player can find Randell and Noll discussing what constitutes “Excalibur.” Listening to their conversation now grants proficiency gains.
  • Quest markers reworked in the White Stone quest.
  • Made so that it is impossible to fumble the ear necklace quest item.

World:

  • Enemies and NPCs in the open world now feel more alive, with improved behavior.
  • The geometry of the Eira and Frig dungeons has changed and new tunnels have been added.
  • Added three new caves to the Forlorn Swords area.
    • Gunnvaldr Ancestral Cave
    • Crimson Cave
    • Remores Caves
  • The rooms in the Bonemask cave have been improved and enlarged.
  • The Doors of Knowledge dungeon has been reworked.
  • In a clean and well-lit place, an exploit that allowed players to jump into a collider during the boss fight has been fixed and a loot tunnel that unlocks after defeating the boss has been added.
  • In Vigdis & Egill’s House, the basement where Vigdis lives has been reorganized.
  • In the Elevator Pass, a lever has been added in the lower section of the level to call the elevator.
  • In Grotto Of The First Men, the miniboss arena has been expanded and new resting points with a campfire have been added.
  • In Ulfr Village, adjustments have been made to the terrain.
  • In Wretched Hideout, vegetation has been added and some blocking elements on the ground have been removed.
  • Hrafn will now work in the forge alongside Stron’ner.
  • Corrected the geometry of a cliff in Perched Cave and smoothed the terrain near the water.
  • At Mine, non-interactive beds have been replaced by interactive ones, and an exploit near the railing has been removed.
  • In Mine, new enemies have been added, along with additional loot and a new room containing a bed and a crafting station.
  • The boss fight arena in Lands of the Hunt has been altered to create more space.
  • Cave of the First Men, the level entrance has been reworked.
  • Fixed a problem with the crane that could be exploited to break the boss fight in Cave of Remores.O.
  • In Cave by the Cliff, safeguards have been added to prevent enemies from walking on the rocks.
  • Near the village of Theud, small visual improvements have been made to the path.
  • Added alchemy station in the Sanctum of Heledd.
  • A craft table has been added to the Kvorr camp.
  • Blacksmith stations and alchemy stations have been added to some houses in Forlorn Swords.
  • improved landscape texture painting throughout the Forlorn Swords region.
  • Added an alchemy station in the House of Stigr and Dolf’s Hut.

Loot Added:

The Forlorn Swords have been populated with the amount of loot you’ve come to expect from the previous two regions. Most of the added loot will be retroactive.

  • New sets of Tribefolk armor have been dispersed to each of the remaining Dal Riata tribes throughout the region and their villages.
  • Cave of the First Men
  • Dødheimsgard
  • Gawain’s Crypt
  • My Pass
  • Old Wyrdstone Mine
  • Cave through the cliff
  • Perched Cave
  • Cobalt Cave
  • Mountain Ice Cave
  • Frozen Cave
  • Frozen Kingdom
  • Stonewarden safe
  • Máthair’s belly
  • Warrior Grave
  • Gates of Knowledge
  • Sir Gawain’s Tomb, Sir Galahad’s Tomb
  • Giants’ Barrow
  • A Clean, Well-Lit Place
  • The Weaver’s Sanctum
  • The Stonewarden fireplace
  • Stonewarden safe

Environment Art:

Improved environmental art in the following dungeons:

  • A Clean, Well-Lit Place
  • Warrior Grave
  • Sanctuary Caves
  • Elevator pass (both)
  • Barrow Of The Horned Shadow
  • Cooling
  • Picto hideaway
  • Dødheimsgard
  • Cave through the cliff
  • Frozen Kingdom
  • Remores Cave
  • Barrow Giants
  • Old Wyrdstone Mine
  • Stonewarden safe

Minor World Corrections:

  • Fixed a hole in the wall in Coldreach
  • Fixed geometry in King’s Menace could cause the player to get stuck on the stones in the final room.
  • In the Stonewarden Vault, a hole near the stairs has been patched up
  • Cave through the Cliff, collision problems have been fixed
  • In Warrior Grave, a non-interactive shield has been replaced by an interactive one
  • Hostile NPCs will no longer roam Govannon
  • In Stonewarden’s Hearth, collision at the end of the stage has been improved.
  • Fixed terrain holes and navmesh in Shrine Cellars (the enemy should no longer get stuck during combat)
  • Fixed Navmesh in ElevatorPass
  • Fixed navmesh in a clean, well-lit place
  • Navmesh fixed in Captain’s Quarters.
  • Fixed Killer Planes in The Frozen Kingdom.

Technical:

  • Fixed the disappearance of precipitation on the Wyrd barrier.
  • Added a collider to the grail pedestal, changed the lighting.
  • A portal’s render queue has been changed so that it doesn’t render above the VFX.
  • The fires must be properly placed on top of some stones.
  • Enemies shouldn’t sometimes freeze when you run away from them.
  • Invisible enemies must become visible at death if killed in an invisible state.
  • Texture optimization.
  • [T.P.P] Switching player perspective no longer re-equips all items that are currently equipped. This corrects the HP loss when switching perspectives.
  • Performance optimizations for the main gameplay update loop.
  • Fixed a problem where resting after being stopped by wyrdness would advance time by a few decades, which could end up breaking the game when you reached the year 9999. Savings broken in this way should now be available again.
  • Fixed missing corpse loot after loading a save that was created instantly after the fight.
  • [Consoles] Fixed game crashing with controllers constantly vibrating.

Audio:

  • Added additional audio and locomotion sounds for the following enemies: Wyrdspirit, Red Cap, Grindylow, Zombie, Skeleton, Corpse Eater, and Red Death. Enemies should now be audible when approaching the player from behind.
  • Fixed the sound of Frostbitten Warrior’s polearm strike.
  • Added new licensed music tracks – created by Dzivia.
  • Re-recorded voice-overs: Breandan.
  • Changed voices in post-production: Fearghas, Odran, Vrann, Alisa, Duncan.
  • Added missing elevator audio in Forlorn Swords.
  • Introduced new environments in various dungeons in Forlorn Swords.

Graphics:

  • The wrath of Winter Crone, small explosions will no longer cause camera shake.
  • Cool explosions in graphic settings.
  • Refreshed the appearance of the hero HUD bars.
  • Updated icons for item guides to improve visual clarity.
  • Added solid background for making ingredient slots.
  • A problem has been fixed where a corpse in the Forlorn region was missing part of its legs.
  • Fixed an issue where certain elements of the male version of Perceval’s Headpiece were not being displayed correctly.
  • Sir Vast’s texture has been updated to give him a more undead appearance.
  • The Nightstalker Gloves are now visible in the FPP.
  • Fixed idling animations for Wyrdstalker.
  • Tweaks to the position of the magic VFX in the hand.
  • Fixed broken idle animations on some enemies
  • Fixed the waterfall that was cut off in Cuanacht.
  • Added foam and particles to the river end in HoS.
  • Changed the way reflections work on water in the open world for better visuals.
  • Added animations for hero bars and wyrdpower.
  • Fixed flying stone limits in some dungeons
  • Fixed Red Spectral Sword’s appear/disappear effects.
  • Added effects to the player’s hp/mana/stamina/wyrdpower bars.

UI:

  • A large batch of fixes for problems related to rebinding, especially when you use multiple controllers.
  • Mouse and keyboard are now properly supported on consoles.
  • Added immune status icons to indicate which statuses an enemy is immune to.
  • Icons added to indicate whether an enemy is resistant or vulnerable to a status.
  • Refreshed main character HUD bars.
  • Better organization of the buttons in the Title Screen UI for a cleaner layout.
  • Fixed the incorrect position of the Hero Sheet Status UI on the Character.
  • You can now change the default perspective for the mounted offset in the settings.
  • The fixed costs of updating are not adequately updated in terms of sharpness and weight reduction.
  • Fixed 3 D quest marker appearing in the Quest Log UI.
  • Added merging of notifications to reduce the number of messages displayed on the screen.
  • Popups no longer display a separator line if no title is present.
  • Added an information message to the Mod Manager UI when no mods are available.
  • Fixed an issue where some parts of the clock could not be selected in the idle UI.
  • Fixed weapon comparison bug using off-hand instead of main hand.
  • Added a notification when a crafting ingredient is returned to the inventory.
  • [Controllers] It was impossible to remove the chosen ingredient from the cooking.
  • Fixed ingredient quantity not updating correctly when using a talent that returns ingredients after crafting.
  • Unified gamepad controls for tab navigation in all UI panels, excluding tab changes from the item list in the Bag UI.
  • Added pagination to cookbook tooltips to display correct recipe description.
  • Added a missing description for one of the Dueling Knight Capes.
  • Fixed inaccurate display of maximum armature weight in the equipment interface; values now properly reflect scenarios where the Armature Weight Multiplier is 0%.

Misc:

  • The Queen Bee must light her wings correctly during combat.
  • “Paused” label in cutscenes now appears above to avoid confusion in rare cases.
  • Unified the Skip prompt in Credits with the one used in cutscenes.
  • Added Gamma 3 D setting when changing brightness in the game.
  • Fixed the silent elevator in Forlorn Swords.
  • Robbie’s Bow – Fixed problem with animation synchronization.
  • Eyvor – Fixed animation, now Eyvor looks at the hero during the conversation.
  • Added new readables for the Doors of Knowledge dungeon.
  • Minor problems with NPC rotation and target tracking have been resolved.
  • [Consoles] Fixed an issue that prevented saved slot names from being edited again.

And we’ve probably missed a few changes here and there, you’ll find as you play:)

And that’s all for today! We warn you that this update is going to be huge : D

If you’ve managed to get through all the patch notes so far, we sincerely admire your persistence. Now, feel free to download the update, boot up the game, try out the new things, and tell us about your experiences with patch 1.1. Over the next few days, we’ll be taking a closer look at your comments and reports to identify possible problems and fix them as quickly as possible.

As always, many thanks to everyone for sticking with us and supporting us along the way! Rest assured, this is not the end of the story of Tainted Grail: The Fall of Avalon. We’ve still got a lot of cool stuff in store for you, but more on that later, when the time comes… Join our Discord server and follow our social media channels to keep up to date; all links can be found on the game’s Steam page.

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