Tabletop Tavern · published
Right-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 and in the Collection.
Charges were confusing af, so I reworked them. Squads sprint the last stretch of an attack, and the sprint is the charge.
Anti-Large: blocks a charge only from the front, was from every side.
Charges per battle: changed from 2 to no limit, with a 15 second cooldown after each.
Side and rear charges: Charge Bonus and impact damage x1.5.
Weary: a squad rests for 15 seconds after a charge, then can charge again. The icon on the flag counts down the bonus.
Feedback on reducing difficulty levels from 10 → 4 has been super mixed. Some like it, some feel it takes away too much content. I think wildly increasing the content and keeping the difficulty levels at 4 is the path forward. Thus, Im happy to announce that an endless mode and 75 new achievements are coming soon, more details when the date for the mages update is announced.
Difficulty levels are renamed Squire, Knight, Lord and Godking, as Easy, Medium and Hard were pretty boring.
Reaction to the new UI has been a bit split. Going to try to keep the new cleaner style while bringing back some of the old art assets so it looks less flat and boring. Thanks as always.
Lots of feedback around the game being too easy. Fortunately the new difficulty system makes the data a lot clearer. The first thing to look at is going to be the Drakosaurs.
Drakosaur kinda Drakosuck. Here’s a graph from the new analytics that shows player win rate by enemy in campaign. Drakosaur were by far a cakewalk. As I increase the analytics tracking the balance will improve substantially.
Second graph showing that by hero, everyone mogs drakosaurs
Venomtail Archers: Accuracy 50 to 75, Missile Strength 10 to 13, now Armor Piercing.
Redhorns: Melee Attack 32 to 38, Weapon Strength 29 to 34.
Stegoplate Guards: Melee Attack 33 to 38, Weapon Strength 34 to 40.
Tricera Platform: Missile Strength 195 to 320.
Leviathans: Weapon Strength 50 to 62.
Black Dragon and Blood Carnos: one attack every 2 seconds instead of 2.5.
Audio - Mute in Background.
Controls - Lock Cursor to Window.
Click or drag on the battle minimap to move the camera there.
A quick click can no longer pick a Prestige trait or treasure before its cards have appeared.
On the Prestige III screen, units now stand in the right spot on their card, and the trait you learn shows in gold.
Prestige III no longer offers traits your hero already gives the squad (like Stalwart under Freya), or traits artillery can't use.
Enemy cavalry no longer stands still under fire while waiting to flank. It now rides out as soon as it is hit, or once the battle lines meet.
Infantry no longer knock back braced squads, or knock anyone back without charging.
Rally the Banners now says it adds Charge Bonus, which is what it always did.
Enemy artillery crews no longer stay behind at the map edge when you deploy first. They now stand with their guns.
Unique blood colors.
As always, keep the feedback coming. No change is permanent.