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Steam News · 5d
I wanted to do a gear rework now so that I can collect feedback before the spells and mages update. Been playing a lot of other indie games lately (9kings, balatro, sts2, combolands) and trying to understand what made gear in those games more interesting than Tabletop Tavern. I think the current issue with TT's gear system was that the best items were all focused around ranged units, leading to mo...
Steam News · Oct 17
Bug fixesRewrote collision system to check smaller areas so battles now run smoother, especially on slower PCs.The Shop Armory is now a gear shelf behind the counter, so it's easier to find.Fixed issue with the new enemy logic breaking garrison fightsFixed issue with lighting in the event sceneFixed issue with materials for mist wraiths and veilkin being brokenEnemy cavalry no longer rides through...
Steam News · Oct 15
The first major content update to Tabletop Tavern is here! Until now every battle in Tabletop Tavern has been decided by steel, arrows, and gunpowder. On October 27, The Rift of Magic opens and changes the battlefield forever.SpellcastingBring up to 3 spells into every battle. They all draw on one mana pool so cast wisely.MagesEvery faction gets its own mage unit to recruit. Mages cast with their ...
Steam News · Oct 14
Hotfix 1.10.14.3 is liveFixed issue with the new enemy logic breaking garrison fightsFixed issue with enemy units being unstoppable when charging through your linesEnemy AI RewriteThe enemy AI was pretty mid so I ripped out most of the old logic and rewrote it to behave more like a skilled player. They now have a “General” that plans out their battles instead of just running at the nearest squad. ...
Steam News · Oct 8
Fixed achievements not unlocking and the Quests page saying Steam is not connected. Achievements you earned since 1.10.1 unlock the next time you launch the game. Sorry :( Campaign TraitsAdded what Im calling campaign traits to a handful of units. Lot of feedback over the past few months in regards to the factions feeling too similar so I wanted to add some more flair to a few units with unique tr...
Steam News · Oct 5
TownsTLDR Sacking towns is sub primal, so I made it much more rewardingSacking a town pays more. Bounty: Village 4-6 to 8-12 gold, Castle 9-11 to 16-20, City 14-16 to 26-30. The bonus for each act after the first: 5 to 10 gold.Smaller garrisons: Act 1 Castle 6 squads to 5, Act 1 City 6 to 5 (8 to 7 on Lord and Godking), Act 3 City 9 to 8 (on Lord and Godking still 9, with one Rare squad swapped fo...
Steam News · Oct 3
BalancePrestige III: Drakosaur Brood units can now pick Thick Scales, Sanguine Court units Ethereal, and Taelindor Forest units Forest Dweller.Boblin: Goblin Rabble, Goblin Scrap Shooters and Goblin Enforcers gain Backstabbers.Serendael: starting gold 13 to 12.Iltharion: starting gold 12 to 11.Draven: starting gold 14 to 16, and he starts with an extra squad of Undead Levies.Draven: Thirst for Blo...
Steam News · Oct 1
New featuresRight-click on map nodes to mark your path.Color can be picked from free cam mode (Tab).New Detailed stats at the end of battle showcasing damage breakdown for different units.Fateshine Elixir can now reroll your trait choices when a squad reaches Prestige III.Compare squads: with a squad selected, point at another to see its stats with the difference on each one, in battle, on the map...
Steam News · Sep 27
ACCESSIBILITY• New Colorblind Mode in Settings > Game: your army and good results show in blue, enemies and bad results in orange.• In Colorblind Mode, enemy health bars and minimap dots get a diamond marker.• Event outcomes show + and - signs, and gear cards name their rarity.• New settings in Settings > Game: Pause at Battle Start, Pause When a Squad Breaks, and Tap Instead of Hold for the Add t...
Steam News · Sep 25
Hey All, now that I have the luxury of working on the game full time (thanks to you) I've been able to fix a bunch of things that have been bothering me for weeks but I haven't had the time until now to look into. PERFORMANCE• First and foremost was a continuation of the performance deep dive that I started last week. On my 3080 I saw a 52% increase in fps on the campaign map and the main menu up ...
Steam News · Sep 20
Locked formations, faster battles, and a battlefield you can read at a glance.PERFORMANCE• Battles run up to 43% faster at 4K and around 12% faster at 1080p.• The stutter during melee is gone.• New Anti-Aliasing and FPS Limit options in Graphics settings.• Ultra looks very slightly softer at long range as part of the performance work.BATTLE• Groups can lock their formation. Click the padlock on th...
Steam News · Sep 15
This week I was able to quit my day job. Tabletop Tavern is my full time job as of today. I got to make that call because you all showed up for this game, bought it, posted about it, and told me what you wanted from it. That is the whole reason this is possible. Everything goes into the Rift of Magic update this fall. Locking in.Thank you. Truly
Steam News · Sep 9
Primarily working on the first major update for Tabletop Tavern that will include player spell casting and new mage units, Here’s some new units! Can’t wait to share more info on when it’s coming but know it’s on the way. For now though, here are a few Quality of Life improvements and bug fixesCollections page can now be viewed at anytime! Open it in settingsNew warning confirmation popup appears ...
Steam News · Aug 29
QoL improvementsI took a stab at a few items that you guys have been suggesting over the past few weeksNew options in settings to default units to Cease Fire or Fire At Will on battle loadArtillery now has a visible cooldown! There is a new bar underneath their health bar and a timer on the detailed unit side menu showing how many seconds remain before the next shot is fired Bug FixesFixed Gear fr...
Steam News · Aug 25
Back from vacation and back on the grind! First rework needed was to hybrid units who were being unruly in autoresolve! Three units now fight as a proper Hybrid class rather than being treated as archers who happen to be good in a scrap:Berserkers, Cragflayers and Kunoichi InfiltratorsThey open with thrown weapons, then close and fightEnemy hybrids hold their ground instead of falling back when yo...
Steam News · Aug 10
Small update with some bug fixes!Fixed issue with units leaving swamps never having their debuff removedAbandoning a run during a battle no longer carries your battle speed over into the menus. Previously, quitting a run while on fast speed left the main menu and campaign map running fast-forward until you started another battle.Abandoning a run while the battle was paused no longer freezes the ga...
Steam News · Aug 2
Hey all! Wanted to give a little preview of the Spell Casting Update coming this fall. Also wanted to communicate that I will be taking a brief vacation for the first 3 weeks of August to take my wife on a Honeymoon! I apologize in advance if I am not responding to comments as frequently or pushing patches as often as I have been this summer, but rest assured I'm not abandoning the game, just need...
Steam News · Jul 27
⚔️ 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.Shot Discipline - Reloads 20% faster between shots. (Ranged and artillery)Overdraw - Increases att...
Steam News · Jul 24
Lots of work on spells this week. Going to be focused on the 1.1 update for a bit but will still push updates for any bugfixes or minor improvements I make Enemy AI: Smarter Target Priority- Enemy squads will no longer chase a single fast unit around the battlefield forever- This applies to melee, archers, and artillery alike. You can no longer "leash" an entire enemy army with one lone skirmisher...
Steam News · Jul 21
Performance 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...