Epic Tavern

Epic Tavern

Not enough ratings
Tavern Owner's Compendium
By SwissArmyKnife
A compendium of tutorials, questions, tips and tricks to managing your tavern successfully
   
Award
Favorite
Favorited
Unfavorite
Introduction
Note: This guide is very much a work-in-progress and I am still writing up, adding and cleaning up all of the sections. Questions are primarily produced from the Epic Tavern Discord https://discord.gg/epictavern

The general idea of this guide is to cover all of the various topics that are questionable about the tavern, whether that is because they lack tool tips or are simply unclear even with tool tips and inferences.
Prologue Unlocks
The following characters are unlocked only through the prologue quests:
  • Carver (Assassin) - successfully save the trapped prisoners at the local prison
  • Miriam Graymore (Merchant) - failed to save the family at Graymore Farms
  • Bengar Skullsplitter (Weaponmaster) - successfully reinforced the Royal Cavalry
  • Odessa Dauntless (Knight) - successfully save the lead squire
  • Karnath Scragglebeard (Loremaster) - successfully save the dwarven loremasters
  • Marlee Nightfall (Bard) - successfully meet up with the elite Raven Guard
  • Klegor Stonemaw (Doctor) - successfully save the medics

The following goods/drinks can be unlocked only through the Prologue quests:
  • Netherwine - successfully protect the Tangled Vine winery
  • Everflowing Honey Mead (Bugged) - failed to save the Stonemaw Claw orcs
  • Everflowing Vessel of Mead (Corrected item) - failed to save the Stonemaw Claw orcs
  • Filet of Grumkin - failed to save the squires
  • Potato Soup - failed to save dozens of children at the orphanage
  • Aged Elven Wine - failed to save Lieutenant Nightsmane's archers

The following weapons/armor can be unlocked only through the Prologue quests:
  • Axe of Bifurcation - failed to save the Royal Cavalry from eradication
  • Sanctified Breastplate - successfully save Father Edgington and the villagers
  • Ring of Persuasion - successfully raise a zombie at Merchant Row
  • Orcish Repeating Crossbow - successfully backup the Stonemaw Claw orcs
  • Mace of Hammering - successfully save a young noblewoman mage and her young son
  • Wand of Dancing Flames - failed to save a young noblewoman mage
  • Elven Trueshot Bow - successfully save a young girl with Lieutenant Nightsmane
Tavern Facilities
Live and Suggested Tavern Upgrades
  • Infirmary Level 1 - While staying in the Infirmary, injured adventurers recover from wounds at a faster rate.
  • Infirmary Level 2 - Injured adventurers recover wounds at a 50% (suggested) faster rate.
  • Infirmary Level 3 - Injured adventurers recover wounds at a 75% (suggested)faster rate.
  • Infirmary Level 4 - Injured adventurers recover wounds at a 100% (suggested) faster rate.
  • Infirmary Level 5 - Injured adventurers recover wounds at a 125% (suggested) faster rate.
  • Brewery Level 1 - "A better selection of brew entices patrons to drink and spend more."
  • Brewery Level 2 - Upgraded brewing equipment and ingredients have improved the quality of the House Ale
  • Brewery Level 3 - (Suggested level) Upgraded brewing equipment and ingredients have perfected the brewing process of House Ale
  • Brewery Level 4 - (Suggested level) Upgraded brewing equipment and ingredients have improved the quality of House Wine
  • Brewery Level 5 - (Suggested level) Upgraded brewing equipment and ingredients have perfected the brewing process of House Wine
  • Bathhouse Level 1 - Weary adventurers recover stamina at a faster rate while resting in the Bathhouse.
  • Bathhouse Level 2 - The Bathhouse allows adventurers to recover from fatigue 25% (suggested, not confirmed) faster
  • Bathhouse Level 3 - (Suggested level) The Bathhouse allows adventurers to recover from fatigue 50% faster
  • Bathhouse Level 4 - (Suggested level) The Bathhouse allows adventurers to recover from fatigue 75% faster
  • Bathhouse Level 5 - (Suggested level) The Bathhouse allows adventurers to recover from fatigue 100% faster
  • Wine Cellar Level 1 - Extra wine racks and increased storage space allows for greater variety in your drink menu.
  • Wine Cellar Level 2 - The level two wine cellar allows for 5 types of drink to be carried.
  • Wine Cellar Level 3 - The level three wine cellar allows for 7 types of drink to be carried.
  • Wine Cellar Level 4 - The level four wine cellar allows for 9 types of drink to be carried.
  • Wine Cellar Level 5 - The level four wine cellar allows for 14 types of drink to be carried.
  • Kitchen Level 1 - Increased storage and a better equipped kitchen allows the tavern to offer a wider choice of meals.
  • Kitchen Level 2 - Expanding your kitchen allows you to carry more types of food. Allows 5 types of food to be carried.
  • Kitchen Level 3 - (Suggested level) Expanding your kitchen allows you to carry more types of food. Allows 7 types of food to be carried.
  • Kitchen Level 4 - (Suggested level) Expanding your kitchen allows you to carry more types of food. Allows 9 types of food to be carried.
  • Kitchen Level 5 - (Suggested level) Expanding your kitchen allows you to carry more types of food. Allows 14 types of food to be carried.
  • Temple Level 1 - The Temple priest is able to lift curses from afflicted heroes. Unfortunately these things can take some time.
  • Temple Level 2 - (Suggested level) An additional Temple priest has been hired on, allowing for more heroes to be treated for curses.
  • Temple Level 3 - (Suggested level) A Temple bishop is now available, enabling curses to be removed at a faster rate.
  • Temple Level 4 - (Suggested level) The Temple now attracts Inquisitors. (Inquisitor class now unlocked)
  • Temple Level 5 - (Suggested level) Temple bishop has been authorized to attempt resurrection spells. 5% chance to revive killed adventurers once a week
  • Stables Level 1 - Patrons now have a place to stable their four-legged mounts, for a fee of course. Increases daily income
  • Stables Level 2 - (Implemented but may be broken) Upgraded Stables brings in more income and attracts Cavaliers (Cavalier class unlocked)

Future Tavern Upgrades
  • Hookah Lounge - A cozy room where heroes can relax and enjoy the finest herbs and tobacco from around Beor, perhaps gaining a bit of insight as a... side effect.
  • Blacksmith - In addition to creating custom gear for heroes, the blacksmith provides is a nice boost to the tavern's income.
  • Distillery - Unknown results, possibly to generate new drinks instead of ordering in
  • Garnish Garden - Unknown results, possibly to generate new goods instead of ordering in
  • Alchemy Lab - Unknown, may be able to concoct potions for instant healing. Increases daily income
Adventurer Classes
Classes determine the skill set of your adventurers. Some classes are locked by default and can only be unlocked through quests or tavern upgrades.
  • Acrobat
  • Assassin
  • Barbarian
  • Bard
  • Cavalier (unlocked by Stables Level 2)
  • Cleric
  • Con-Artist
  • Cutpurse
  • Defender
  • Diplomat
  • Diviner
  • Doctor
  • Druid
  • Fire Mage
  • Hunter
  • Knight
  • Land Pirate
  • Loremaster
  • Merchant
  • Mountaineer
  • Necromancer
  • Night Stalker
  • Paladin
  • Pathfinder
  • Performer
  • Politician
  • Priest
  • Ranger
  • Sapper
  • Scout
  • Shaman
  • Squire
  • Survivalist
  • Tactician
  • Thief
  • Weaponmaster
General Questions & Answers
Q: What does "front" and "back" do? How are characters positioned on the line?
A: Currently front and back positions are in a preparatory stage for future features. For quests with debuffs and damage, the placement can be strategic. Front row characters are filled first when selecting adventurers for a quest. On quest assignment, Slots 1-4 represent Front, Front, Back, Back.

Q: What does "aggressive/defensive/neutral" do, other than change base power by 10-15% or so?
A: From Tomo (dev): Aggressive gives you 20% more skill power but doubles the damage you take (if you take any). Balanced has no modifiers. Defensive subtracts 20% of a character's skill power but cuts the damage they take in half.

Q: Where are the quests to upgrade your tavern for the ones marked as Unknown?
A: These quests are not yet implemented into the game.

Does getting your patrons drunk or sleeping have any effect?
Not currently, it only takes them out of availability to serve so ensure you aren't locking yourself into a corner with drunks.

Q: What does splitting gold with your adventurers do at the end of quests?
A: Currently, this has no effect. Previously, adventurers were only as trustworthy as their pay and failure to pay them or pay them enough meant adventurers would leave your tavern (temporarily or permanently).

Q: What does the bathhouse do?
A: The bathhouse allows for faster fatigue recovery.

Q: What is the difference between rolling each member individually vs all at once? Why would you roll individually vs all at once?
A: From Tomo (dev): Rolling each member one at a time offers a number of strategies which will expand as more options become available. As it stands right now you can roll your highest power character first, if you succeed you're often close to overall encounter success. At which point you can choose to roll the rest of the party defensively. Additionally you could roll characters who have lower values and see if they can pull their part of the load, leaving your high power character for the end. If you need to then you can switch to aggressive to get more power if you're gong to fall short.

Q: Is there (or will there be in the final product) a monetary, XP, or reward benefit to completing quests with less than the max party size?
A: More XP is given to short-manned parties that successfully complete their quests.

Q: Where is the trophy earned from the Rats Return quest?
A: Trophies are an incoming feature and will be displayed on your tavern walls.

Q: Where are the tool tips for literally just about any ability?
A: Abilities are purely cosmetic right now, but will represent strategies available to players later on. The following is the abilities/skills chart changes that are incoming.
Q&As from Dev Chat Tues/Thurs Sessions
Q: Will there be buildings within the tavern that could provide a temporary boost to any stat/skill?
A: The goal is more to drive it towards character specific abilities and make the selection of the character more significant for the adventures

Q: (Referencing Characters abilities) So specialities basically, and they'd be automatic during travel?
A: Yes. If a character has a specific ability that can benefit the quest it could result in better rolls or even faster travel.

Q: (Referencing upkeep/maintenance)So it's like upgrades for your tavern? or upkeep? or both?
A: The tavern will degrade in areas and require expenditure of gold to maintain. As more 'dirty' points accumulate you will get penalties in that area. It maybe dirty taps/kegs in a brewery. Needing to clean the tavern. Wipe tables etc.

Q: How far would you go? Would this be like where we also have to monitor number of glasses Which could greatly diminish in result of a bar fight
A: How far is still being thought about. It may not get down to the individual glasses, but there needs to be some risk/reward. The more buildings you put on your tavern, the more upkeep they will require.

Q: So if I don't pay my rent can I hire a crew of adventurers to "handle" my landlord? XD Because that's something I have seen in DnD games. Would you be able to hire someone to help or do all upkeep?
A: Design decisions still happening. There will be consequences if you can't pay the upkeep. There will be hiring of staff.

Q: How do you guys do your testing?
A: 1 dedicated tester with other staff testing when they can.

Q: Will the model of the non-Kickstarter bathhouse and the Kickstarter bathhouse be different? Will there be differences in fatigue loss? Will non-Kickstarters see the Kickstarter bathhouse as an optional facility or will they only see the non-KS version?
A: Currently a theoretical answer: Bathhouse and Sauna, difference between KS and non-KS. KS version may be available at the start of the game, while non-KS version will be unlocked later. KS version may also allow for small friendship gain.

Q: What is the fatigue about?
A: A Fatigue system may be incoming to the game. Quests will generate fatigue, magic casting will generate extra fatigue. Character fatigue will be a new factor in questicution.

Q: What is the status of Bar Fights?
A: Their status is still pending other systems and questlines coming into play first. No ETA available currently.

Q: Will the Dev team be streamlining the process for modding the data files
A: From Memige (dev): A full suite of modding tools is unlikely to happen anytime soon. However, I am actively developing the systems to expose as much to the mod community as possible. We streamline particular systems when we can and of course any improvement we make for the design team will propagate out to the modders as well. In particular I would like to put together a bit of a system map to give a brief walk through on how to add new data without needing to overwrite existing content.

Q: Will more textures or data files be added back to the StreamingAssets folder or are the existing character options going to be the only files available from there?
A: Monster files is pending addition. There is an optimization issue when offloading assets into the StreamingAssets folder so it may be very limited. Binary data may be baked into the exe file. A theoretical system change may be to allow adding new files, outside of the base game files; game would load base files first and then pull additional files from mods separately.

Q: How does skill point assignment affect characters?
A: Current path on skills: Skill specialization vs generalization: 10 points into a skill will grant a feat (extra action in Adventure phase or passive effect in tavern). 20 points and above grants a bonus to it. Players will be pointed towards specialized skills with feats without being forced down the path.

Skills checks will be used to roll against specialized skills to get the win/fail chance for it. Skill events may occur during minor encounters in Adventure Phase, skill checks in these instances will be pulled against the party's available skills, not all skills available to character builds.