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Steam News21 July 20261mo ago

v1.7.20 Improved Performance, QoL, and Bug Fixes

Performance Changes Reworked a lot of the scene loading logic to go a little easier on user’s PCs and not preload the battle scene at all times.

In this update5

Full notes

Full Tabletop Tavern update

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

What changed

6 fixes6 additions5 changes1 removal
  • Store
  • UI and audio
  • Maps
  • Gameplay
  • Fixes
  • Balance
changedPerformance ChangesReworked a lot of the scene loading logic to go a little easier on user’s PCs and not preload the battle scene at all times. The only real noticeable difference is going from main menu → custom battle. Originally the battle was being preloaded to allow snappier load times, but it would max out your GPU in main menu and on the map, which just really doesn't make sense. The battle scene was also being reloaded when exiting battle, so although there is a slight delay now when entering, that delay was previously happening when exiting a battle, so there is no cumulative increase in load times. I’m really thankful for everyone that purchased the game so if this change is not welcome, feel free to lmk in the comments as I will be reading all of them and willing to switch it back.
addedQoL ImprovementsCease Fire button now has a gold outline indicating when it is active, along with a new little popup above the squad card indicating that it is in cease fire mode
fixedBug FixesFixed an issue where your squads could appear in the wrong order at the start of a battle. Your army now lines up in the deployment UI in the same order you organized it in the campaign
fixedBug FixesFixed an issue where alt tabbing while your character token was hopping on the map would cause it to never fire the event where you would make it to the next node
fixedBug FixesFixed an issue where selling a gear item could let that same item show up again from a newly purchased gear pack (or other loot sources). Sold gear is now excluded from future rolls for the rest of the run.
removedBug FixesSince only Melee Units benefit from [Weapon Strength] I removed BloodFrenzy and Rage from appearing as a prestige option for ranged units. Will make a ranged alternative in the future

Tabletop Tavern changes

changedReworked a lot of the scene loading logic to go a little easier on user’s PCs and not preload the battle scene at all times. The only real noticeable difference is going from main menu → custom battle. Originally the battle was being preloaded to allow snappier load times, but it would max out your GPU in main menu and on the map, which just really doesn't make sense. The battle scene was also being reloaded when exiting battle, so although there is a slight delay now when entering, that delay was previously happening when exiting a battle, so there is no cumulative increase in load times. I’m really thankful for everyone that purchased the game so if this change is not welcome, feel free to lmk in the comments as I will be reading all of them and willing to switch it back.
addedCease Fire button now has a gold outline indicating when it is active, along with a new little popup above the squad card indicating that it is in cease fire mode
fixedFixed an issue where your squads could appear in the wrong order at the start of a battle. Your army now lines up in the deployment UI in the same order you organized it in the campaign
fixedFixed an issue where alt tabbing while your character token was hopping on the map would cause it to never fire the event where you would make it to the next node
fixedFixed an issue where selling a gear item could let that same item show up again from a newly purchased gear pack (or other loot sources). Sold gear is now excluded from future rolls for the rest of the run.

Performance Changes

Reworked a lot of the scene loading logic to go a little easier on user’s PCs and not preload the battle scene at all times. The only real noticeable difference is going from main menu → custom battle. Originally the battle was being preloaded to allow snappier load times, but it would max out your GPU in main menu and on the map, which just really doesn't make sense. The battle scene was also being reloaded when exiting battle, so although there is a slight delay now when entering, that delay was previously happening when exiting a battle, so there is no cumulative increase in load times. I’m really thankful for everyone that purchased the game so if this change is not welcome, feel free to lmk in the comments as I will be reading all of them and willing to switch it back.

QoL Improvements

  • Unit losses are now shown on your unit cards after a battle

  • Cease Fire button now has a gold outline indicating when it is active, along with a new little popup above the squad card indicating that it is in cease fire mode

Bug Fixes

  • Fixed an issue where your squads could appear in the wrong order at the start of a battle. Your army now lines up in the deployment UI in the same order you organized it in the campaign

  • Fixed an issue where alt tabbing while your character token was hopping on the map would cause it to never fire the event where you would make it to the next node

  • Fixed an issue where selling a gear item could let that same item show up again from a newly purchased gear pack (or other loot sources). Sold gear is now excluded from future rolls for the rest of the run.

  • Since only Melee Units benefit from [Weapon Strength] I removed BloodFrenzy and Rage from appearing as a prestige option for ranged units. Will make a ranged alternative in the future

  • Fixed a bug at Campfire nodes where rapidly clicking an option (like Train) could trigger it twice, sometimes granting a unit two prestige levels at once instead of one.

  • Fixed bug with new flag posts not being hidden on “Hide UI”

  • Fixed bug with units unable to be rearranged if you disbanded the 10th unit ( I seriously don’t know why this was happening thanks for the detailed bug report )

Trait Rebalance

All traits really need to be rebalanced due to the new prestige mechanics so will be looking at them this week to make them more interesting and unique. And as always lmk what you like and what you don’t!

  • Blood Frenzy- Now also grants a +20 movement speed bonus while active

Modding Update

Nothing changes for regular gameplay - this update is entirely new tools for mod creators:

  • **Unit race reassignment** - mods can now move a unit into a different faction's roster

  • **Gear power tuning** - the numeric bonus each piece of gear grants (Arming Swords' Melee Attack bonus, Longbows' Range bonus, etc.) can now be adjusted by mods

  • **Enemy army & garrison customization** - mods can now change how strong enemy armies and town garrisons are throughout the campaign, including how often enemies show up already prestiged

  • **Economy**:

  • Unit recruiting costs, by rarity and by town size

  • Gear and consumable prices in the shop

  • Card pack prices

  • How often each consumable shows up in shops and rewards

  • Gold looted from towns

  • Bank interest rates

  • Gold earned from winning battles and ransoming captives

Source

Steam News / 21 July 2026

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