As with everything, I’m open to feedback so if this does not feel like an improvement I will tweak or change it until it does. III Prestige Rework III Prestige bonuses have been re-balanced.
In this update2
Full notes
Full Tabletop Tavern update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix1 addition4 changes0 removals
Gameplay
Balance
UI and audio
Fixes
changedAs with everything, I’m open to feedback so if this does not feel like an improvement I will tweak or change it until it does.
changedIII Prestige Rework IIIPrestige bonuses have been re-balanced. The flat bonus to core combat stats (Melee Attack/Defense, Range/Accuracy) is now +5 per rank instead of +10.
addedIII Prestige Rework IIINew: at max (3-star) prestige, you choose the unit's bonus trait. You'll be shown 3 options to pick from - possible traits include Armor Piercing, Anti-Infantry, Anti-Large, Terrifying, Stalwart, Rage, Armor Sundering, Flaming Ammo (ranged units only), Back Stabbers, Monster Slayer, and Blood Frenzy. This combines a bit of randomness as to which traits are offered so that each play through is not the same while still keeping some player agency in allowing selection of most desired trait. This system can be built upon in the future to allow further upgrades to specific unit
changedEnemy Armies now contain prestige unitsDuke difficulty modifier “Increases the rarity of signature units in recruitment” replaced with “Enemy armies may contain prestige units”. Also replaced Emperor modifier “Reduced gold from sacking settlements” to “Increases the chance and severity of enemy unit prestige.”
fixedUI/UX ImprovementsHealth Bars in battle now show the prestige of a unit, allowing you to better organize your forces and quickly pick out the most threatening enemies. Also added a little gem to the top of legendary units to make them stand out a bit moreSteam post image **v 1.7.13.1 Hotfix**
changedUI/UX ImprovementsPushed a fix for banners being wonky on "enable cloth simulation" and made sure any archers with flaming arrows get the correct projectile
Tabletop Tavern changes
changedAs with everything, I’m open to feedback so if this does not feel like an improvement I will tweak or change it until it does.
changedPrestige bonuses have been re-balanced. The flat bonus to core combat stats (Melee Attack/Defense, Range/Accuracy) is now +5 per rank instead of +10.
addedNew: at max (3-star) prestige, you choose the unit's bonus trait. You'll be shown 3 options to pick from - possible traits include Armor Piercing, Anti-Infantry, Anti-Large, Terrifying, Stalwart, Rage, Armor Sundering, Flaming Ammo (ranged units only), Back Stabbers, Monster Slayer, and Blood Frenzy. This combines a bit of randomness as to which traits are offered so that each play through is not the same while still keeping some player agency in allowing selection of most desired trait. This system can be built upon in the future to allow further upgrades to specific unit
changedDuke difficulty modifier “Increases the rarity of signature units in recruitment” replaced with “Enemy armies may contain prestige units”. Also replaced Emperor modifier “Reduced gold from sacking settlements” to “Increases the chance and severity of enemy unit prestige.”
fixedHealth Bars in battle now show the prestige of a unit, allowing you to better organize your forces and quickly pick out the most threatening enemies. Also added a little gem to the top of legendary units to make them stand out a bit moreSteam post image **v 1.7.13.1 Hotfix**
As with everything, I’m open to feedback so if this does not feel like an improvement I will tweak or change it until it does.
III Prestige Rework III
Prestige bonuses have been re-balanced. The flat bonus to core combat stats (Melee Attack/Defense, Range/Accuracy) is now +5 per rank instead of +10.
To help offset that, prestige now also boosts Leadership (melee units) and Ammunition (ranged & artillery units)
New: at max (3-star) prestige, you choose the unit's bonus trait. You'll be shown 3 options to pick from - possible traits include Armor Piercing, Anti-Infantry, Anti-Large, Terrifying, Stalwart, Rage, Armor Sundering, Flaming Ammo (ranged units only), Back Stabbers, Monster Slayer, and Blood Frenzy. This combines a bit of randomness as to which traits are offered so that each play through is not the same while still keeping some player agency in allowing selection of most desired trait. This system can be built upon in the future to allow further upgrades to specific unit
Enemy Armies now contain prestige units
Duke difficulty modifier “Increases the rarity of signature units in recruitment” replaced with “Enemy armies may contain prestige units”. Also replaced Emperor modifier “Reduced gold from sacking settlements” to “Increases the chance and severity of enemy unit prestige.”
This definitely makes the game a good deal harder, listening to feedback etc etc etc but was able to complete a few runs so still beatable.
UI/UX Improvements
Health Bars in battle now show the prestige of a unit, allowing you to better organize your forces and quickly pick out the most threatening enemies. Also added a little gem to the top of legendary units to make them stand out a bit moreSteam post image **v 1.7.13.1 Hotfix**
Pushed a fix for banners being wonky on "enable cloth simulation" and made sure any archers with flaming arrows get the correct projectile