In this update9
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Full Tabletop Tavern update
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Repeated intro
Hey everyone, it's been a busy month at the Tavern. We're closing in on the final Steam build, which means we’re finally shifting from "what's still missing" to "what makes the game feel right." We’ve been reworking units, building garrison battles, improving UI/UX, working on localization, and fixing a number of bugs (most of them found by you).
What changed
- UI and audio
- Gameplay
- Balance
- Fixes
- Maps
- Store
Tabletop Tavern changes
Let’s get into it!
Faction Overhaul
Up until now, most unit types would have the same number of units despite their faction or cost. This was tidy on the backend, but it meant a unit of common goblins felt the same as a unit of elite dwarves. Instead we generally want to go for Quality over Quantity when you acquire higher tier units, so unit counts are now diversified across the roster:
Cheap infantry (goblins, skeletons, etc.) → 84 models, lower individual stats
Elite infantry (dwarves, Kriegesguard, etc.) → 36 models, much stronger stats
Some cavalry → 16 models with stronger charge bonuses
Some monsters → adjusted to 4 or 12 depending on the unit
This allows us to be more flexible with things like melee defense and health without having to keep all units similar across races and rarities.
We’ve also made the following changes to units:
Armor has been added to all units
Stalwart removed from Kaiju and Leviathans (redundant with Terror)
Artillery is no longer classified as a large unit
- Unit icons corrected to actually match weaponsDuskspears (spears), Glyphstone Phalanx (shield+spear), Bloodsworn (halberd), Abyssal Delveknights (axe), and the new Elarion Sentinels (glaives).
Stat rebalances on Ashigaru Spearmen, Ronin Wanderers, and the two uncommon elf units (now in line with Aerindel Guard)
Blood Frenzy on Fleshshredder Fanatics actually triggers now, plus a small health buff.
NEW unit merging allows you to combine selected unit's health if they are the same unit type and prestige
Garrison Battles Now Have Walls
You asked and we delivered! Garrison battles now feel like exactly that, battles inside garrisons.
Three garrison models depending on town size: villages, castles, and cities all look distinct
Gates shoot projectiles at your troops while you assault
Enemies take army losses & morale penalties when a gate falls
Artillery and melee are best for breaking gates, while small projectiles will struggle, so build accordingly.
Camera Controls
The camera now behaves much closer to what you’d expect if you’re an experienced Total War player:
Edge movement: top of screen pans forward, bottom pans backward
Edge rotation on left and right edges
Edge panning in battle: lower 25% of the screen pans the camera (toggleable in Settings, off by default)
Mouse scroll only works when the cursor is over the game window.
Raise/lower camera speed slowed down to match directional movement.
Map text now fully rotate to match position of camera Added parallax effect to shop scene
Auto Resolve Improvements
Auto resolve now factors in much more of what makes each battle unique:
Squad attributes like flaming ammo, armor sundering, and terror are accounted for
Unit leadership matters, units can randomly rout based on it.
When you lose an auto-resolve, troop health sets to zero to avoid confusion around why you lost.
Treasure Nodes Reworked
Treasure nodes now give you a choice between three gear items instead of a single drop. Lets you start thinking about your build immediately instead of waiting on RNG. New treasure node added on node one. Shop chests are still RNG.
New Stuff!
Tavern Themes: unlocked by completing Godking difficulty on each race. Models, flags, and tablecloths for now, more decorations coming
Unit Position Previews: toggle with spacebar
Third reserves slot that unlocks via upgrades
Weather and biomes now visible on the campaign map before picking a battle, so you can plan ahead.
Unit count override in custom battles
All units unlocked in custom battles
Second crossing point added to river battles
Hero Difficulty buttons show Roman numerals for max difficulty completed
New tooltip on the map showing the active faction effect
All in-game tips translated, plus a major localization pass on Chinese & Korean! We are currently working on having Japanese, German, French, Russian, and Spanish improved.
Battle Polish: SFX, Visuals, Performance
A meaningful overhaul of how battles sound and feel:
- SFX overhaulnew charging shouts, marching sounds, better range and volume on everything. Whole system rebuilt as object-pooled which helps improve performance and memory
Total rework of unit rotation: directional facing in combat looks dramatically better
Idle animations: back-line units now play idles when not in melee; large units skip idles when in melee
Dust clouds now appear at randomized positions across a squad instead of one rectangle in the middle
Flags fade out when the camera gets close
Volumetric fireplace light disabled during battle
Rain particles reduced ~60% with no visual loss
Charging SFX properly fades out; marching SFX pauses when battle is paused
Hover SFX improved across unit cards, map nodes, and the legend (and toned down a few that were way too loud)
Quality-of-Life & UI
Major rewrite of unit grouping: group UIs darken when not selected, you can rearrange units inside a group, groups display in proper order (1 → 2 → 3)
Army losses morale penalty increased so battles end a bit faster
Duplicate keybind notification explaining why it won’t work
Ironhide description corrected: Melee Infantry gain +4 Melee Defense and +10 Armor
“The Rogue Company” event reduced from 5 → 4 options to fit on screen
Difficulty of the first battle on board 2 increased
Changes to generation of map tiles, increased randomization of treasure and shop map nodes adding player decision making autonomy
Ctrl+A selects all units
Camera shake now stops when battles end
Polished end game panel, upgrades panel, and credits page
Parallax effect added to the event screen with improved overhead die view
Meta progression upgrades reworked for the full game
Second hero per faction unlocks after a victory on the first hero
Polish to map camera positioning Map Flags now match position of camera on y axis
New Click out of squad cards deselects them all
Added the ability to multi select units on the map
Polished hover highlight feedback
Prestige button now only shows if prestige is available
Huge thanks to everyone in Discord who keeps reporting bugs, suggesting changes, and keeping TJ motivated to bring Tabletop Tavern to the finish line. Half the changes in this update exist because someone took the time to submit a bug report or provide feedback, so please keep it up!
See you in the tavern. 🍻
Bug Fixes
Fixed game-breaking bug when moving units around
Fixed crash from Bloodsworn debuffing an enemy that charged them but wasn’t yet in combat
Fixed crash from multiple units being destroyed on the exact same frame
Fixed crash from enemy archer reprioritization infinite loop
Fixed crash from enemy archers reprioritizing while in melee
Fixed crash when prestiging units (multiple culprits)
Fixed crash from a listener not unsubscribing properly
Fixed possible crash on localization
Fixed crash on pause
Fixed Sakura Dynasty campaign battles being unplayable
Fixed first node always being treasure
Fixed first node always rolling the same random number
Fixed Bogmaw Trolls, Necrotic Chimeras, and Treants not playing animations
Fixed literally all monstrous units (Giants, Trolls, Corpse Claws, etc.) rarely playing attack animations
Fixed monstrous units not attacking each other
Fixed units jittering during in-combat rotation
Fixed direwolves flanking and then standing still
Fixed enemy archers not re-engaging when their target moves out of range
Fixed flanking units not attacking (for real this time)
Fixed cavalry flanking not being intercepted by player units
Fixed cavalry not playing animations
Fixed Banryu Bombardiers firing all their ammo at once
Fixed horses doing flying animations on Nightriders, Blood Knights, Dragon Tachi, and Starstriders
Fixed Dragon Tachi and Borderland Riders not holding their weapons properly
Fixed Sylvan Archers using Sunspire Bladelord models
Fixed Banryu Bombardier recruit card clipping
Fixed Tokugawa description (now correctly references Emperor’s Arquebusiers); old reroll bonus disabled, will return on a future hero
Fixed floating sword above the battlefield
Fixed triangles under units rendering through flags
Fixed selected/hovered triangles fading correctly on pause
Fixed attack arrows appearing correctly on pause
Fixed missing background image on final battle gear rewards
Fixed dragging a unit to a full reserves bench (first reserve now goes to deployed)
Fixed buttons on the rewards panel staying highlighted after click
Fixed battlefield camera not rotating when switching to enemy spawn in custom battles
Fixed group UI not updating on squad destruction
Fixed Gear name in loot battlefields being overwritten with “Collect Loot”
Fixed unit renaming not working
Fixed camera moving while renaming units
Fixed unit card position bug from rapidly dragging units between deployed/reserves
Fixed Supply Lines appearing to apply to all stats instead of just ammo
Fixed Omen of Famine not accounting for gear slots locked by meta progression
Fixed starting gold not being reduced by units bought before campaign start
Fixed unshielded units being placeable in defensive stance
Fixed town sack options running off the card
Fixed hotkeys triggering when game wasn’t focused (i.e. while typing in Discord)
Fixed stat coloring inconsistencies
Fixed UI strings using “arrows” instead of “projectiles”
Fixed missing armor sundering translations
Fixed misspelling of “Forest” in city tooltips
Fixed text scaling on the Starting Gear button
Fixed UI scaling on the new reserves slot at ultrawide resolutions
Fixed faction music not loading on resumed campaigns
Fixed alert for available upgrades appearing when none existed
Fixed Godking difficulty not triggering on 4 completions
Fixed health bar numbers appearing inside reordered units
Fixed map node outlines only showing on flags
Fixed double-reserve healing upgrade setting healing to zero
Fixed prestige credit infinite exploit
Fixed prestige crash when army was full
Fixed inability to add troops to starting army
Fixed enemy strength scaling 2x as fast on manual battles
Fixed enemy scaling on garrison battles
Fixed Treasure chests panel showing during gear claim
Fixed outriders’ saved spawns appearing behind castle walls
Fixed tower shields not applying against heavily shielded enemies
Fixed Gates appearing under “Special” in custom battles
Fixed custom battles breaking when entered multiple times
Fixed attack SFX playing when a unit was commanded to attack
Fixed SFX spam when reordering units
Fixed tablecloth textures
Fixed bushes/trees missing read/write access for scaling
Fixed units getting stuck in trees in forests and swamps (navmeshes removed)
Fixed saved formations spawning new units in a pile to the left (now spawn back row)
Fixed bug where holding alt, repositioning, right-clicking to cancel, then left-clicking would move units outside the allowed zone (genuinely don’t know how this was found)
Fixed bug going from move command → attack command
Sanitized usernames from log files
Fixed exploit of returning to menu before selecting units to recruit/conscript
Fix for reordering units while enemies are spawning in
Fix Ronin wanderers recruit too rotated
Fix bug with prestiging units causing errors
Fixed archer attack arrow not hiding when units run out of ammo
Added clearer notification to archer cards when out of ammo
Buffed sanguine court starting armies
Fixed archer range not toggling the same way unit position triangles and attack arrows were
Fixed some backend dev tools
Fix for recruiting from cities not filtering out signature units
Slightly reduced difficulty of later boards
Changes to generation of map tiles, increased randomization of treasure and shop map nodes adding player decision making autonomy
Fixed a bunch of map textures that were rendering in low res
Fix bug with unit not being available in collections
Fix prestige text for artillery
Source
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