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PATCH1.0.2
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LAST UPDATE2026-07-09
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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

DatePatchHeadline ChangeWho Feels It Most
July 10Metaprogression UpdateRenown replaces deposited gold as the upgrade currencyLong-term account progression and every future unlock
July 14v1.7.13Prestige rework: flat stats halved to +5 per rank, Leadership and Ammunition scaling added, 3-star units pick a bonus traitEvery veteran unit and high-difficulty campaigns
July 15v1.7.15Potions now work on initiative rolls, reserve reordering fixed, Act 1 finale toned downMoment-to-moment battle decisions
July 18v1.7.18Limited Steam Workshop mod support goes liveTinkerers, 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 SourceWhat You EarnWhy It Matters
Each chapter completedA Renown payout for every chapter you clearSteady income that rewards simply pushing deeper into a run.
Completing an ActA large bonus on top of chapter payoutsThe real money is in finishing Acts, not farming early chapters.
Defeat mid-runYou keep the full value of everything accumulated so farYou forfeit the larger bonuses waiting later in the run, but a loss is no longer a wiped deposit.
Higher difficultiesRenown rewards scale up with the difficulty completedHarder campaigns pay meaningfully more per victory.
Full upgrade unlock15 victories on the easiest difficulty, or 5 victories on the hardestIf 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 RankOld Flat BonusNew Flat BonusWhat Else the Rank Gives Now
1-star+10+5Melee units also gain Leadership; ranged and artillery units also gain Ammunition
2-star+20+10Leadership / Ammunition gains continue to scale with rank
3-star+30+15Choose 1 bonus trait from 3 offered options — the new power spike that replaces raw stats
Bar chart comparing Tabletop Tavern prestige flat core-stat bonuses before and after patch v1.7.13: rank 1 drops from +10 to +5, rank 2 from +20 to +10, and rank 3 from +30 to +15, with a note that 3-star prestige now adds a choose-one-of-three bonus trait plus Leadership for melee units and Ammunition for ranged units.
Fig. 1 — Flat core-stat bonus per prestige rank, before and after v1.7.13. The lost stats are partially replaced by Leadership (melee), Ammunition (ranged/artillery), and the new 3-star trait choice.
★ Rank 1+5 core stats+ Leadership (melee)+ Ammunition (ranged/artillery)★★ Rank 2+10 core stats totalLeadership / Ammunitionkeep scaling★★★ Rank 3+15 core stats totalChoose 1 of 3 traitsArmor Piercing · Back StabbersBlood Frenzy · 8 morestandard rankmax rank with trait choiceoffered traits vary per run
Fig. 2 — The post-rework prestige ladder. Power moved out of flat stats and into the 3-star trait pick, which is where unit identities are now defined.

The 3-Star Trait Pool and When to Pick Each

TraitWhat It DoesPick It When
Armor PiercingBypasses half of the target's armor after the June rebalanceYour act is full of armored frontlines that shrug off normal hits
Anti-InfantryBonus damage against infantry-class unitsEnemy rosters are mostly foot soldiers and swarm packs
Anti-LargeBonus damage against large unitsThe campaign keeps fielding monsters, trolls, and cavalry heavies
TerrifyingAdds morale pressure that helps break enemy units fasterYour army already wins the morale war and wants faster routs
StalwartHardens the unit against morale shocksThe unit anchors your line and cannot afford to chain-break
RageRewards aggressive, sustained fighting with escalating offenseThe unit is a dedicated brawler that stays in contact all fight
Armor SunderingDegrades enemy armor through the fight instead of ignoring itYour whole army benefits when one unit softens a tough front
Flaming AmmoRanged-only trait that lights projectiles for extra pressureCore archer or artillery pieces — note melee units cannot be offered it
Back StabbersDouble damage on flanking hits, now fully working for ranged unitsMobile squads you actively reposition for side and rear shots
Monster SlayerSpecialist damage against monstersBoss-heavy acts and monster-dense late campaign nodes
Blood FrenzyAn aggressive trait that pays off as kills pile upDedicated 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