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Steam News27 July 202623d ago

v 1.7.27 New Prestige Traits, Analytics, and Bug Fixes

⚔️ New Prestige Traits When a unit reaches max prestige it picks a trait to carry for the rest of the run.

In this update3

Full notes

Full Tabletop Tavern update

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

What changed

8 fixes2 additions3 changes0 removals
  • Gameplay
  • Balance
  • Fixes
  • Workshop
  • Events
  • UI and audio
added⚔️ New Prestige TraitsWhen a unit reaches max prestige it picks a trait to carry for the rest of the run. Ranged and artillery units had noticeably fewer meaningful choices than melee units did, so there are now five new traits built specifically for them. All new traits can be added via mods as well.
changed⚔️ New Prestige TraitsSteady Aim - No accuracy penalty while in Rapid Firing Mode. (Ranged only)
changed⚔️ New Prestige TraitsDemolisher - Explosions deal 30% more damage in a 30% larger radius. (Artillery only)
changed📈 New AnalyticsI have reworked analytics for game tracking to improve balance in the game based on raw data as opposed to currently just going off feedback and vibes. Data is fully anonymized and cant be tied back to individual players, not even by me. Current feedback has been that the difficulty drops off after Act I, and the data reflects that.
fixed🪲 Bug FixesFixed Third Reserve slot sometimes containing an invisible unit
fixed🪲 Bug FixesFixed camera freaking out when you would look straight down

Tabletop Tavern changes

addedWhen a unit reaches max prestige it picks a trait to carry for the rest of the run. Ranged and artillery units had noticeably fewer meaningful choices than melee units did, so there are now five new traits built specifically for them. All new traits can be added via mods as well.
changedSteady Aim - No accuracy penalty while in Rapid Firing Mode. (Ranged only)
changedDemolisher - Explosions deal 30% more damage in a 30% larger radius. (Artillery only)
changedI have reworked analytics for game tracking to improve balance in the game based on raw data as opposed to currently just going off feedback and vibes. Data is fully anonymized and cant be tied back to individual players, not even by me. Current feedback has been that the difficulty drops off after Act I, and the data reflects that.
fixedFixed Third Reserve slot sometimes containing an invisible unit

⚔️ New Prestige Traits

When a unit reaches max prestige it picks a trait to carry for the rest of the run. Ranged and artillery units had noticeably fewer meaningful choices than melee units did, so there are now five new traits built specifically for them. All new traits can be added via mods as well.

Shot Discipline - Reloads 20% faster between shots. (Ranged and artillery)

Overdraw - Increases attack range by 15%. (Ranged and artillery)

Steady Aim - No accuracy penalty while in Rapid Firing Mode. (Ranged only)

Demolisher - Explosions deal 30% more damage in a 30% larger radius. (Artillery only)

Powder Reserves - Carries 50% more ammunition. (Artillery only)

Deep Quivers — Carries 500 more ammunition. (Ranged only)

📈 New Analytics

I have reworked analytics for game tracking to improve balance in the game based on raw data as opposed to currently just going off feedback and vibes. Data is fully anonymized and cant be tied back to individual players, not even by me. Current feedback has been that the difficulty drops off after Act I, and the data reflects that.

Here’s a little graph from yesterday showing which turns result in the biggest L’s. The boss battles are pretty easy to infer the turn number from. You can expect some slightly more difficult battles on the second and third boards in the future.

And here’s another little graph showing win/loss based on difficulty.

🪲 Bug Fixes

Fixed Third Reserve slot sometimes containing an invisible unit

Fixed camera freaking out when you would look straight down

Fixed workshop mods not being removed when unsubscribed to them on steam

Fixed some errors caused by the new battle unloading system, didn't break anything but were junking up the logs

Fixed Fateshine Elixir to now stick with you until you actually use it (used to get canceled out when going into battle or main menu), whether that's an event, a gamble at the tables, or your battle initiative roll.

Fix for garrisons losing a unit when playing as Gruntkin on act 1

Fixed unstoppable not working for certain units

Fixed Forgewrath Hammerers not prestiging twice if you got +100 kills in a battle with them

You can now mouse over gear to see it’s tooltip when choosing a max prestige trait

Source

Steam News / 27 July 2026

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