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Tabletop TavernNewsUpdate 1.9.15 - Bug Fixes, and btw I quit my day job for Tabletop Tavern
In-game event

Update 1.9.15 - Bug Fixes, and btw I quit my day job for Tabletop Tavern

Tabletop Tavern · published 15 Sep 2026, 18:11 UTC

All newsPlayers around this dateRead on Steam

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 <3

BATTLE

• Fixed a crash when one of your artillery squads was destroyed by enemy artillery.

• Fixed an enemy unit freezing, taking no damage and stopping the battle from ending after an artillery hit.

• Fixed a battle ending in an instant defeat or victory when a small squad took a volley far bigger than its health while the rest of the army stood untouched.

• Fixed battle controls getting stuck after alt-tabbing or opening the Steam overlay. Units could not be selected, rotated or spread, and right-click orders were ignored until you restarted.

• Fixed the unit move preview staying on screen after opening and closing the menu mid-drag.

• Fixed a saved formation leaving part of a squad behind at battle start, with the banner away from the unit, when the squad had healed or grown since you saved it.

• Fixed enemy artillery going quiet for the rest of the battle after its target moved out of range. Most visible in fog, where every range is halved.

• Fixed enemy archers doing nothing for the rest of the battle after giving up a chase.

• Fixed the enemy army sometimes never moving when it had an outrider unit.

• Forest treetops no longer change color as you zoom in and out.

• Squads no longer die automatically at 5% health. A squad now fights until its last model falls, breaks or withdraws.

• Enemy armies with artillery hold position and fire from range instead of charging. The first time you meet one, a tip on the engagement panel explains this. There is a matching loading-screen tip.

• The Rage, Blood Frenzy, Emblazing and On Fire badges on the battle panel now show a tooltip when hovered. A Monster Slayer trigger is labelled Monster Slayer instead of Rage.

• Clicking a unit while paused no longer selects every squad of that type.

CAMPAIGN AND MAP

• Squire and Knight enemy armies are now the strength their difficulty card promises. The "Stronger enemy armies" step starts at Baron, where the card lists it.

• The final battle of Act 3 on Knight and above now fields the stronger army the difficulty promises.

• Skrix the Swarmcaller's hero tooltip now shows your Kobold count towards the Kobold prestige bonus (for example 4/5).

• Right-click now returns you to the main menu from any of the submenus.

• Fixed the wager options at the Games table disappearing when your gold changed, for example after selling an item. They now grey out when you cannot afford them.

• Fixed an error on the run-end screen when you left it before the stats finished appearing.

ACHIEVEMENTS AND MENUS

• All new relevantly themed icons for all achievements instead of the placeholder gems

• The achievement "A Snack for Later" is now "Talk of the Tavern", reworded to be renown focused instead of the old depositing gold mechanic

• New icons for the swamp, forest, snow, rain and fog battlefield conditions.

• Bug reports sent from the game now include recent crash logs, so a crash can be fixed a lot faster

Thanks again, Go Birds

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In-game event29 Aug 2026v1.8.29 QoL Improvements, Artillery Cooldowns, & Bug FixesQoL improvements I took a stab at a few items that you guys have been suggesting over the past few weeks · New options in settings to default units to Cease Fire or Fire At Will on battle load · Artillery 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 Fixes ·…In-game event25 Aug 2026v 1.8.25 Hybrid Units RebalanceBack 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 Infiltrators · They open with thrown weapons, then close and fight · Enemy hybrids hold their ground instead of falling…Game update10 Aug 2026v 1.8.9 Bug FixesSmall update with some bug fixes! · Fixed issue with units leaving swamps never having their debuff removed · Abandoning 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 fr…