1. Update v1.0.34370:
  2. Features
  3. The tavern is an establishment managed by your troop. It allows you to earn krowns, discover new cooking and brewing recipes, obtain some unique and powerful dishes on a daily basis, help your companions gain job experience, and increase the number of bounties you can accept simultaneously. It also provides exclusive rewards.
  4. The tavern can be accessed at any time from your camp, regardless of the troop’s location.
  5. Its progression and benefits are calculated after each rest.
  6. The tavern will grow alongside your troop, through daily improvements and fine-tuning.
  7. The content & features are best enjoyed as an addition to your routine.
  8.  
  9. This DLC is designed to be played both with your current playthrough as well as a new one. Although a long-term commitment will be rewarded, it is also possible to visit the tavern less frequently, or to focus solely on it if you’re already in late game.
  10.  
  11. Housing
  12. Just like in the camp, you can arrange tools & furniture on the tavern’s floor, as well as hang decorations on the walls.
  13. As your tavern gets more clients and manages to keep them satisfied, you will earn prestige. And having sufficient prestige will allow you to unlock new tools for your tavern and the ability to upgrade them.
  14. You’ll even have the opportunity to move to a bigger tavern. Twice. Going from a humble shed in Tiltren to a huge establishment in Gosenberg.
  15. Each of these taverns can be customized, with several types of walls and floor that can be adapted separately. You can also change the color of your tavern’s draperies.
  16. Finally, some special events will allow you to unlock exclusive equipment, furniture & decorations.
  17.  
  18. Staffing
  19. You can either transfer companions from your troop to the tavern or recruit civilians. These two options can be combined or used exclusively depending on your preference.
  20. The tavern relies on a variety of workers:
  21. The Tavern Keeper is the obvious one. You can’t welcome any patrons if you don’t have a Tavern Keeper.
  22. Cooks are assigned to the stove to produce food. Some recipes can be sent to the troop daily
  23. Brewers are assigned to barrels in the cellar to produce and age alcohol.
  24. Bards increase comfort, sales odds and prestige by performing in your tavern.
  25. Bouncers maintain security. You’ll need more of them as the number of clients increases.
  26. Thieves can blend in amongst clients and help generate profits, but they’ll decrease your security in the process.
  27.  
  28. For Cooks, Brewers, Bards and Thieves, performance and salary are determined by the worker’s level. But don’t worry about preparing your companions before assigning them: working in the tavern grants experience.
  29. In your tavern, each unit has base traits depending on their stats, and acquired traits that will add up as they keep working.
  30.  
  31. Customers & Factions
  32. 14 different factions can visit your tavern if you know how to entice them. Each one has its own requirements, which must be met before they set foot in your establishment.
  33. They also have preferences: food, drinks, music and decoration determine the proportion of each faction in your tavern.
  34. If you manage to attract 100 clients from a faction, they’ll reward you with a special tool that can be used in your tavern.
  35. But attracting clients is not enough: they must buy something if you don’t want to go bankrupt. This is why matching your menu with your clients’ preferences will be key to making a profit.
  36. Depending on your decoration and staffing choices, your customer base can also vary between working-class and upscale. A working-class customer base can accept a less strict security, while an upscale customer base can accept higher prices.
  37.  
  38. Rivals & Infiltration
  39. All the taverns in the continent have a prestige score which determines their place in the Tavern’s ranking.
  40. As you get higher in this ranking, you will be rewarded with stars from the Taverners’ Guild. Each star is accompanied by an exclusive gift.
  41. You can send your workers to infiltrate rival taverns. Depending on their role, their missions will vary:
  42. Cooks and Brewers steal your rivals’ secret recipes. Once a recipe has been stolen, an infiltrated Cook or Brewer will simply attract more clients.
  43. Bards bring more prestige to your tavern.
  44. Bouncers cause fights that decrease your rivals’ prestige.
  45. Thieves steal money from your rivals’ clients.
  46.  
  47. Cooking
  48. Depending on the tavern’s level, an increasing number of scullions can work together on the stove, and each of them can cook several dishes. You can manually set the price of everything on your menu.
  49. Depending on their job level and traits, each cook can be assigned a number of different recipes, and the quantity they’re able to produce will increase.
  50. But they’ll only prepare the food if there’s someone to buy it! Sales odds depend on many factors, including your clients’ preferences, satisfaction, and the item’s pricing.
  51. No need to worry about providing each ingredient separately. You’ll be able to get everything from the Supplier. But their prices may vary: each week, there will be discounts and shortages on a selection of resources.
  52.  
  53. Specialities
  54. These exclusive recipes can only be unlocked and prepared in the tavern. They are a tavern’s trademark.
  55. When a speciality is on your menu, 1 serving will be sent from the tavern to the troop daily, granting powerful combat bonuses.
  56.  
  57. Seasonings
  58. Seasonings can now be found in combat or looted.
  59. You can bring these resources to your tavern to increase profits.
  60.  
  61. Brewing
  62. As you upgrade your tavern, you’ll be able to fit more and more barrels of increasing size into your cellar.
  63. When a brewer is assigned to a barrel, they start filling it with alcohol, producing a certain quantity of it during each rest depending on their level and traits. A large variety of recipes can be unlocked as you progress through the new content. They have different values and brewing time, and appeal to different types of clients.
  64. A barrel can also be stored in the stock and monitored by a brewer so that its content ages and becomes more valuable. This is a long-term, costly process, but it can become extremely lucrative.
  65. Once again, all prices can be set manually, but being too greedy could hurt your bottom line!
  66.  
  67. Content
  68. New features & systems
  69. 11 new cooking recipes
  70. 5 cooking specialities
  71. 11 new brewing recipes
  72. 35+ new tavern-specific tools
  73. 2 new tavern-specific pets
  74. 50+ new tavern-specific traits
  75. 1 new bard song
  76. 1 new light helmet with an associated skill
  77. 1 new troop title
  78. 20 new achievements
  79.  
  80. Free Update
  81. Brewer profession
  82. Brewing alcohol is now a regular job! This means your brewer can level up, become more effective, get attribute boosts and grant bonuses to the troop.
  83. It is now possible for a brewer to age alcohol and enhance its effects, without consuming additional resources.
  84. The brewing barrel can now be upgraded, twice.
  85.  
  86. Adjustments to the camp
  87. The new Reserve feature allows you to manage companions when they’re too numerous for your camp.
  88. Companions no longer occupy a slot outside the tent when they’re inside.
  89.  
  90. Other
  91. The models and descriptions for the Inquisition’s weapons have been replaced.
  92.  
  93. Update v1.0.32970:
  94. Base Game
  95.  
  96. Bug Fixes
  97. Battle
  98. Fixed issues with some skills
  99. Fixed crash in Smot’s Arena
  100.  
  101. World
  102. Fixed ambient and combat music after using Bard song in taverns or tombs
  103. Fixed issue when leaving caves
  104. Fixed several issues with ropes and pitons
  105. Fixed interactive barrel in Mermant's Fishery
  106. Fixed crash after animal units were sent to prison
  107.  
  108. Quest
  109. Fixed Abbot Theocene staying in troop after his quest (only for affected saves), we're currently working on a permenant fix
  110.  
  111. Rouste
  112. Fixed several issues with Rouste
  113.  
  114. Tomb
  115. Fixed issue where it was possible to be stuck after running out of torches
  116.  
  117. Belerion
  118. Battle
  119. Duels aren’t mandatory anymore:
  120. Duels are triggered with a contextual skill named “Start a Duel”
  121. The skill can be used by a unit in closed combat with a Captain without shield
  122. A captain can be killed without using the Duel feature
  123.  
  124. Ship battle map improvement:
  125. Less ropes on boats
  126. Ropes don’t respawn after being used in combat
  127. Ropes aren't used as often by AI
  128. Units spawn closer to each other
  129.  
  130. Bug Fixes
  131. Battle
  132. Fixed COOP issue in Duel
  133. Fixed Belerion Spear staying in the inventory after the Sea Serpent battle
  134.  
  135. World
  136. Fixed crash while docking
  137. Fixed issue with Sea Lord that could attack players right after Sea Serpent battle