Oppdragslinjens detaljer: Veikart for Tainted Grail i 2026 med nye oppdateringer og gratis DLC
Questline, the developer for Tainted Grail: The Fall of Avalon, created an Elder Scrolls-like game during a notable drought for the genre. The Arthurian-themed open-world RPG has now sold over one million copies, confirming the market's appetite for such experiences. Tainted Grail maintained a steady flow of updates throughout 2025, and the studio plans to continue this support into 2026. A recent patch has been released, with more significant content planned for the coming months, signaling a continued commitment to the game's large player base. The game's success has established a new presence in a genre space that has seen few major new entries for over a decade.
With the release of Tainted Grail's latest patch, the developers revealed that a bigger update is coming in February, while a free DLC will be released to all players in March. The February update will focus on the game's third act, providing an extra pass to polish many layers of the experience, including level design and the loot system. This follows a similar effort last year to refine the game's concluding chapter, suggesting Questline is dedicated to improving the final parts of the narrative arc. The current patch, 1.16, offers a small framerate improvement across platforms through technical optimizations. It also introduces new alchemy recipes for existing potions and adjusts enemy behavior, ensuring neutral characters who become hostile revert to their neutral state after combat concludes. The update also addresses various other mechanical and narrative bugs.
Details about the free DLC scheduled for March remain minimal. The developer has only stated that it will contain "cool content that will be a mystery for now". One area not featured in the main game is Kamelot, the in-game spelling of Camelot. This location, central to Arthurian legend, could be a potential setting for a DLC-sized expansion. For now, this remains speculation as the development team has not offered any further hints about what the new content might entail. The developer's strategy appears focused on refining the existing game before expanding its world.
The game has been received positively, establishing the developer as a capable studio in the RPG landscape. In the Tainted Grail: The Fall of Avalon review from last June, critic Sam Desatoff noted the game’s strengths.
"The good outweighs the bad by a fair margin. In a genre largely dominated by Bethesda and Obsidian, it's good to see a new developer making its mark, and Questline is punching above its weight."
— Sam Desatoff
This reception highlights the game’s impact and the successful entry of a new developer into a competitive field, bringing a fresh perspective to a well-loved format. Questline's consistent updates and planned future content demonstrate an ongoing effort to build upon this successful foundation and continue to deliver for its audience.

Tainted Grail: The Fall of Avalon’s patch notes v1.16:
Additional optimizations
- Removed some placeholder texts that were using up memory but were never visible to the player.
- Fixed a leak in Cuanacht that caused performance degradation further into the story for each game save and load in Cuanacht.
Gameplay
- Added some new Alchemy recipes for existing potions (check your alchemy tables, as you can already know some of these from recipe books you have already read).
- Updated generic status icon for statuses applied by hero's talents.
- Fixed and updated visual effects of Severing Ray spell.
- Statuses given to the hero by gems attached to gear should now correctly display in Hero status page.
- Fixed Haste status not showing up correctly in some instances.
- Updated Haste status icon.
- Fixed being able to lose items when trying to interact with things blocked during combat.
- Rebalanced item level stat gains for Arcanist's Breeches: Mana Shield 1 > 0%; Mana Regeneration 0.05 > 0.1
- Killing with a status now properly subscribes this kill to the character applying the status (usually the hero).
- The Strongest Potion no longer leaves residual increased attributes when changing scenes before the effect ends.
- Thunderous Greatbow can no longer be used accidentally as a weapon coating.
- Skills targeting Summons should be more optimized and shouldn't lag while using channeling spells, e.g., Melee Macabre.
- Disable picking up weapons from enemies that are not lootable.
- Neutral enemies that turned hostile should become neutral again after combat ends. There was also a small leak associated with this issue.
Story
- Fixed a character not being under a Menhir during the Menhir Rites quest. He should teleport there directly instead of walking and potentially getting stuck.
- Beherit should no longer be underground.
- Fixed being able to enter Yvain's Mansion before visiting Cuanacht. This caused some story locks later.
- Portal shouldn't be active during the fight with the Queen Bee.
- Turning someone into cheese (and other weird things) shouldn't break kill counters for quests.
- NPCs shouldn't be attacked by player AoE effects during dialogues.
- Fixed an issue where the player could lose the ability to interact with certain objects after reloading the game during the Thing on the Doorstep quest.
- Improved interactions with Foredwellers in the Conquered Scars quest.
- The player can now start the Altars of Madness quest after speaking with Therrov.
- Fixed a dialogue lock when speaking with Heber about alchemists.
- The Rise the Mountain, Face the Storm quest will now correctly mark Darv'hanr's location if the player has progressed the Stonewarden guild questline.
- Thrygve should survive being thrown off a cliff.
- Caradoc should now join the fight immediately after the duel starts.
- Doors to Yngvi the character should always try to reopen for everyone who started their questline.
- Fixed portal in The Pit deactivating after save and load.
- Fixed an issue where the Charm of the Faithful Fae was removed from the player’s inventory upon starting NG+.
- Fixed a quest marker in Price of Healing that did not correctly lead to Bonxie.
- Fixed an incorrect objective being set as active after a character's death in the Abyss Beckons quest.
- Fixed unusual objective behavior after giving Neante herbs in the Hollow Blessings quest.
- Fixed a dialogue option in The Price of Healing Quest where a character would not accept a repeat offer.
Minor
- GOG now also has a mono branch available for modding.
- Fixed UI scale settings not applying correctly after game restart.
- Fixed a leak in Cuanacht that caused performance degradation further into the story for each game save and load.
- Fixed a potential error from Reusable Resources skill, when the number of crafting resources in a recipe was smaller than 1.
- Fixed choice icons in the dialogue with Jolly Skeleton.
- Restored multiple missing keyword links for Critical Hits and Weakspot Hits in skills and item descriptions.
- Fixed clipping clothes on Drowners.
- Fixed the loading of native mods. We are at work to update and improve the native mod support with some better documentation/tutorials.
Expansion
Gameplay
- Upgrade and Weight Reduction for Sarras Items now uses Sarras Resources.
- Fixed Blessing in a Bottle item description displaying wrong duration.
- Rebalanced crafting recipe costs for Frailty and Dousing Arrows.
- Added a new recipe variant for Coral Arrows (found in the same recipe book).
- Changed a duplicated crafting recipe in Druid's Note recipe book of Head Above Water potion for Gills of the Deep potion (only the outcome item of this recipe was changed, so there is no need to re-learn it).
- Rebalanced randomly generated loot in some Vendors, Sarras Chests, Barrels, and Vases to grant more useful items more often, especially if they are locked.
- Increased the value of loot generated in all Diggable Sarras Chests.
- Changed item values of:
- Archivist Eyeballs 75 > 120
- Coral Growth 25 > 220
- Morgen's Claws 10 > 475
- Morgen's Tail 15 > 550
- Scion's Bone Spikes 10 > 500
- Scion's Fangs 10 > 600
- Scion's Neck Frill 10 > 500
- Tidewraith's Illicium 25 > 200
- Wailcap's Skull 25 > 100
- Webbing 10 > 50
- Coral 225 > 150
- Added a Sharpening Stone item drop to the Hallucinated Crawler from Purple Bursting Bulbs.
- Moved some items from a single buy to a restockable Vendor assortment for Leira, Waste, and Bozz.
- Added more fish species in randomly generated loot (this is only a cosmetic change, as looting them will still grant a Fish Fillet).
- Dead bodies that fell down into the abyss should appear in the closest playable area.
- Fall damage absorption and water damage zone in Dungeon Distance Meaning now work correctly.
- An unwanted hole has been covered in Dungeon Hatchery.
- Fixed an issue where mashing the attack button could skip some of Apse’s dialogue.
- Entering and exiting afterimages should:
- correctly swap Skills and King's Powers.
- equip correct weapons and shouldn't change loadouts.
- select the correct active Sarras Skill Tree.
- Starting a New Game + now removes Wraith Spores debuff.
- Added a fade-out during Vosk’s dialogue while he is eating.
- Fixed an issue where some NPCs could appear in Tumbo Village after the player had completed the Archives quest.
- Fixed a bug that allowed the player to stash quest items required for quest progression.
- Fixed some objective issues in the Feast of Mercy quest. The objective to kill a character will now fail if we kill another character.
- Fixed marker in One Against The Tide quest.
- Fixed discovery for Ulcerate which appeared unnecessarily on the compass.
- Fixed objective bug in One Against The Tide quest. In one of the paths, a character should no longer tell us to talk to another if we have already spoken to him.
- A character, as long as she is alive, can be found in a location after completing two specific quests.
- Camera rotation after Fast Travel between scenes has been improved.
- Fixed incorrect appearances of some NPCs.
- Fixed Kraken's Maw item throwing an error when looted from a Proving Grounds chest.
World
Story
Visuals
Minor
Read also about the remake of Morrowind is not likely to happen, according to 17-year Bethesda veteran Bruce Nesmith. The former developer, who departed in 2021, mentioned significant technical and design challenges that would complicate a modern version. He suggested that the company’s resources would be more effectively used to create a new story within the same setting.
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