Patch Radar · v1.7.13 – v1.7.18
Tabletop Tavern July 2026 Update Guide
Four updates landed between July 10 and July 18, and two of them quietly rewrote how a run works. The prestige system traded raw stats for chosen traits, the entire metaprogression moved to a new currency called Renown, battle potions became real tactical buttons, and the first mod support arrived. This guide covers what actually changed, the numbers behind it, and which habits from June are now wrong.
The July 2026 Patch Window at a Glance
| Date | Patch | Headline Change | Who Feels It Most |
|---|---|---|---|
| July 10 | Metaprogression Update | Renown replaces deposited gold as the upgrade currency | Long-term account progression and every future unlock |
| July 14 | v1.7.13 | Prestige rework: flat stats halved to +5 per rank, Leadership and Ammunition scaling added, 3-star units pick a bonus trait | Every veteran unit and high-difficulty campaigns |
| July 15 | v1.7.15 | Potions now work on initiative rolls, reserve reordering fixed, Act 1 finale toned down | Moment-to-moment battle decisions |
| July 18 | v1.7.18 | Limited Steam Workshop mod support goes live | Tinkerers, theorycrafters, and future custom content |
Renown: The New Metaprogression Currency (July 10)
The old deposit-gold mechanic is gone. Permanent upgrades are now bought with Renown, a currency paid out for campaign progress rather than for gold you chose not to spend. Existing deposits were converted automatically, so nobody lost progress — and anyone with a maxed tree kept it maxed. The design intent is clear: the old system punished spending gold inside a run; the new one just rewards finishing chapters and Acts.
| Renown Source | What You Earn | Why It Matters |
|---|---|---|
| Each chapter completed | A Renown payout for every chapter you clear | Steady income that rewards simply pushing deeper into a run. |
| Completing an Act | A large bonus on top of chapter payouts | The real money is in finishing Acts, not farming early chapters. |
| Defeat mid-run | You keep the full value of everything accumulated so far | You forfeit the larger bonuses waiting later in the run, but a loss is no longer a wiped deposit. |
| Higher difficulties | Renown rewards scale up with the difficulty completed | Harder campaigns pay meaningfully more per victory. |
| Full upgrade unlock | 15 victories on the easiest difficulty, or 5 victories on the hardest | If you can reliably clear a harder setting, the whole meta tree unlocks three times faster. |
The practical shift: greed inside a run is no longer taxed by the meta system. Spend gold on winning the campaign in front of you — Renown arrives on its own when chapters fall. If your economy build order still hoards gold for deposits, that habit is now pure downside.
Prestige Rework: The Numbers (v1.7.13, July 14)
Flat bonuses to core combat stats — Melee Attack, Melee Defense, Range, and Accuracy — were cut in half, from +10 per rank to +5 per rank. Two new scaling paths took their place: melee units gain Leadership with each rank, and ranged and artillery units gain Ammunition. The headline change sits at the top: a 3-star unit now offers a choice of one bonus trait from three options, with the offered traits varying from run to run.
| Prestige Rank | Old Flat Bonus | New Flat Bonus | What Else the Rank Gives Now |
|---|---|---|---|
| 1-star | +10 | +5 | Melee units also gain Leadership; ranged and artillery units also gain Ammunition |
| 2-star | +20 | +10 | Leadership / Ammunition gains continue to scale with rank |
| 3-star | +30 | +15 | Choose 1 bonus trait from 3 offered options — the new power spike that replaces raw stats |

The 3-Star Trait Pool and When to Pick Each
| Trait | What It Does | Pick It When |
|---|---|---|
| Armor Piercing | Bypasses half of the target's armor after the June rebalance | Your act is full of armored frontlines that shrug off normal hits |
| Anti-Infantry | Bonus damage against infantry-class units | Enemy rosters are mostly foot soldiers and swarm packs |
| Anti-Large | Bonus damage against large units | The campaign keeps fielding monsters, trolls, and cavalry heavies |
| Terrifying | Adds morale pressure that helps break enemy units faster | Your army already wins the morale war and wants faster routs |
| Stalwart | Hardens the unit against morale shocks | The unit anchors your line and cannot afford to chain-break |
| Rage | Rewards aggressive, sustained fighting with escalating offense | The unit is a dedicated brawler that stays in contact all fight |
| Armor Sundering | Degrades enemy armor through the fight instead of ignoring it | Your whole army benefits when one unit softens a tough front |
| Flaming Ammo | Ranged-only trait that lights projectiles for extra pressure | Core archer or artillery pieces — note melee units cannot be offered it |
| Back Stabbers | Double damage on flanking hits, now fully working for ranged units | Mobile squads you actively reposition for side and rear shots |
| Monster Slayer | Specialist damage against monsters | Boss-heavy acts and monster-dense late campaign nodes |
| Blood Frenzy | An aggressive trait that pays off as kills pile up | Dedicated damage dealers in armies built to snowball fights |
Two traps to avoid: ranged units can no longer be offered Emblazing, since it only functions in melee, and Back Stabbers is no longer a melee-only consideration — ranged units now deal double damage on flanking hits, which makes mobile shooters some of the best trait carriers in the pool. Plan your 3-star projects around the role described in our prestige system guide and the unit stats in the units database.
Enemies Prestige Back: Duke and Emperor Modifiers
High difficulties changed shape. The Duke modifier no longer increases the rarity of signature units in recruitment — instead, enemy armies may contain prestige units. The Emperor modifier no longer reduces gold from sacking settlements — it now increases the chance and the severity of enemy unit prestige. Combined with the new prestige pips on battle health bars and the gem marker on legendary units, target selection is the skill being tested: delete enemy prestige units before their traits take over the fight, and expect auto-resolve to treat your own prestige ranged units more honestly after the overperformance fix.
v1.7.15 QoL: Potions on Initiative, Painless Reserves (July 15)
Battle potions got real
Fateshine Elixir forces a maximum initiative roll and Rewind Potion grants a reroll. A spend button appears at the roll whenever you carry one — it shows up even with autoroll enabled, so you never lose the chance to use it. Treat Fateshine as a siege and Act-finale tool, not a field-fight habit.
Reserves reorder the sane way
Dragging a unit into reserves now swaps positions instead of shifting the whole row left. Reordering your bench between battles is finally a two-second job, which matters more now that prestige planning makes slot order worth thinking about.
Act 1 finale reined in
The first Act's final fight was overtuned relative to everything around it and has been brought down. Bertha's faction effect was also raised from +4 to +10, which is a genuine buff for artillery-heavy armies rather than a cosmetic one.
Collections track history
Every unit now tracks its historical kills, shown in the collection screen. Faction effects were also renamed from the old "campaign bonus" label and now display the faction name directly.
v1.7.18: Limited Mod Support (July 18)
Steam Workshop support is live as a deliberate integration test. In its current scope, mods can override unit stats, heroes, and faction bonuses; you browse and subscribe through the Workshop, enable mods from the main menu, and upload your own from local files. Fully custom units are not possible yet — the blocker is third-party animation tooling — but if this first wave works, the override surface is expected to grow. For players, the immediate value is balance experiments and community-tuned variants without touching save data.
What Is Next: Spell Casting in 1.1
The 1.1 update is being built around spell casting, and it is not in the game yet. The work-in-progress build casts through a configurable hotkey, a dedicated button, or a quick-cast menu, with a mix of direct-damage spells and area buffs or debuffs. Shown examples so far: a lesser weapon-strength spell that buffs friendly units, a lesser wind spell that cuts enemy accuracy, and a lesser damage spell. Expect the prestige trait choices above to matter even more once spells start interacting with unit roles.
What to Change in Your Next Run
Prestige is a build decision now, not a stat stick
A 3-star unit lost 15 flat points of core stats compared to the old system, but gained Leadership or Ammunition scaling plus a trait you actually choose. Stop evaluating prestige by the raw numbers and start evaluating it by which trait completes the unit's job.
Melee lines hold longer, ranged lines shoot longer
Leadership on prestiged melee units means fewer morale breaks in grindy fights, and Ammunition on prestiged shooters means fewer battles where your best damage dealers run dry. Ranged-heavy armies quietly gained the most from this rework.
Read enemy health bars before committing
Prestige pips now show on health bars, and on Duke and Emperor difficulties enemy armies can field prestige units of their own. Focus-fire enemy prestige units first — a 3-star enemy with a trait is the new priority target.
Push the hardest difficulty you can actually clear
Renown scaling means 5 victories on the hardest difficulty unlocks every meta upgrade — the same tree takes 15 victories on the easiest. One clean hard campaign is worth three easy ones for account progression.
Save Fateshine Elixir for initiative rolls that decide battles
A guaranteed maximum initiative roll is worth far more in a siege assault or Act finale than in a random field fight. Keep Rewind Potion as insurance against a catastrophic opener, and remember the button appears even with autoroll on.
FAQ
Did I lose my deposited gold in the Renown update?
No. Deposited gold was automatically converted into Renown, and if your upgrades were already maxed out they remain maxed. The only thing that changed is that new upgrades are now purchased with Renown instead of deposited gold.
How many wins does it take to unlock every upgrade now?
Fifteen victories on the easiest difficulty, or five victories on the hardest. Renown pays out per chapter completed with large bonuses for finishing Acts, and the payouts scale up on higher difficulties — so clearing a harder setting unlocks the tree roughly three times faster.
What exactly changed about prestige in v1.7.13?
The flat bonus to core combat stats (Melee Attack, Melee Defense, Range, Accuracy) dropped from +10 per rank to +5 per rank. In exchange, prestige now also boosts Leadership on melee units and Ammunition on ranged and artillery units, and at 3-star prestige you pick one bonus trait from three offered options.
Can enemy armies really have prestige units now?
Yes. The Duke difficulty modifier now allows enemy armies to contain prestige units, and the Emperor modifier increases both the chance and the severity of enemy prestige. Battle health bars display prestige rank, so scan the enemy line before committing your own veterans.
How do the new battle potions work?
Fateshine Elixir forces a maximum initiative roll and Rewind Potion lets you reroll a bad one. If you carry either potion into battle, a button appears at the initiative roll — it shows up even when autoroll is toggled on, so you always get the chance to spend it.
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Last updated: July 19, 2026