HomeGamesUpdatesPricingMethodology
Steam News25 June 20268d ago

Patch Notes v1.6.24 Melee Rebalance + Controls Changes

Melee Hit Chance Formula Change Melee units have been underperforming relative to ranged and artillery for a while now. The core issue was that stat disparities in melee combat compounded too harshly.

Full notes

Full Tabletop Tavern update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

4 fixes1 addition3 changes0 removals
  • Balance
  • Gameplay
  • Fixes
  • UI and audio
changedMelee Hit Chance Formula ChangeMelee units have been underperforming relative to ranged and artillery for a while now. The core issue was that stat disparities in melee combat compounded too harshly. A defender with even a moderate Melee Defense advantage could reduce an attacker to near-useless hit rates, making melee engagements feel punishing and swingy compared to the more consistent output of bows and cannons.
changedMelee Hit Chance Formula ChangeTo address this, I've softened how much each point of Melee Attack vs. Melee Defense affects your chance to hit. Evenly-matched fights play out about the same, but extreme mismatches are less punishing. Will be watching player feedback on Discord and Forums and will update accordingly.
addedNew FormulaChanged difference to add/subtract 2% per level instead of 4%
changedKensei's EyeBonus reduced to +5 from +10 Fighting enemy armies and required cheesing, which made fighting them miserable
fixedBug FixesFixed Archers shooting while in melee combat after being charged
fixedBug FixesFixed bug where units could become unkillable if they charged while entering a forest or swamp
Bonus+10+5Bonus decreased, nerf

Melee Hit Chance Formula Change

Melee units have been underperforming relative to ranged and artillery for a while now. The core issue was that stat disparities in melee combat compounded too harshly. A defender with even a moderate Melee Defense advantage could reduce an attacker to near-useless hit rates, making melee engagements feel punishing and swingy compared to the more consistent output of bows and cannons.

To address this, I've softened how much each point of Melee Attack vs. Melee Defense affects your chance to hit. Evenly-matched fights play out about the same, but extreme mismatches are less punishing. Will be watching player feedback on Discord and Forums and will update accordingly.

New Formula

Changed difference to add/subtract 2% per level instead of 4%

//The base chance to hit is 35%. // For every point of Melee Attack above the defender's Melee Defense, the hit chance increases by +2% (up to a maximum of 90%). // For every point below, the hit chance decreases by -2% (to a minimum of 10%). int hitChance = 35 + (meleeAttackValue - meleeDefense) * 4 -> 2 hitChance = math.clamp(hitChance, 10, 90);

Kensei's Eye

Bonus reduced to +5 from +10 Fighting enemy armies and required cheesing, which made fighting them miserable

In prolonged combat, every gap in the enemy's guard is found and exploited. +5 [Melee Attack] every 10 seconds, up to +15

Controls Changes

Remapped controls to be more inline with what players expect. I apologize if this messes up your muscle memory but was needed and as a reminder All controls can be remapped in Settings

Ctrl+Click now adds units to selection, or if already selected removes them Shift+Click is now used to queue movement orders

Bug Fixes

Fixed Archers shooting while in melee combat after being charged

Fixed bug where units could become unkillable if they charged while entering a forest or swamp

Fixed bug with bogmaw trolls not being slowed by rain

Fixed bug with attack audio not playing until game is unpaused @unknown-role

Source

Steam News / 25 June 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.