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Steam News30 April 20262mo ago

0.2.2 Game Balance

Buildings Our goal here has been to move away from extensive stat padding without counterplay. Huge unavoidable increases in AI stats are not particularly fun to play against, especially when it comes to attack damage.

In this update13

Full notes

Full ANIWARS: Call of the Void update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes11 additions17 changes0 removals
  • Balance
  • Gameplay
  • Workshop
  • Maps
  • UI and audio
  • Fixes
changedBuildingsOur goal here has been to move away from extensive stat padding without counterplay. Huge unavoidable increases in AI stats are not particularly fun to play against, especially when it comes to attack damage.
addedFactoryNew effect: "Fortifies all allied units, reducing Frontal and Flank damage by 30%."
changedFactoryThis will remove the feeling of being put on a timer, and also the risk of having an enemy Sniper get 5 stacks and one shot player units. It will now also be possible to play around the buff itself by good positioning that results in Backstab attacks.
changedWorkshopOld effect: "When a unit dies, all allied units gain +7% ATK, +7 Ability Power and +1 Initiative (was triggered by both player and AI unit deaths)"
addedWorkshopNew effect: "Grants all allied units access to Emergency Overclock. Activates below 50% Health, boosting ATK, Ability Power and Initiative."
changedWorkshopSimilar to Factory this resulted in an unavoidable AI stat increase across the board. In worst case scenario the player could be the only one losing units, resulting in the AI snowballing while the player just keeps getting weaker.
Breacher min damage2530Breacher min damage increased, buffSniper health8595Sniper health increased, buff

ANIWARS: Call of the Void changes

changedOur goal here has been to move away from extensive stat padding without counterplay. Huge unavoidable increases in AI stats are not particularly fun to play against, especially when it comes to attack damage.
addedNew effect: "Fortifies all allied units, reducing Frontal and Flank damage by 30%."
changedThis will remove the feeling of being put on a timer, and also the risk of having an enemy Sniper get 5 stacks and one shot player units. It will now also be possible to play around the buff itself by good positioning that results in Backstab attacks.
changedOld effect: "When a unit dies, all allied units gain +7% ATK, +7 Ability Power and +1 Initiative (was triggered by both player and AI unit deaths)"
addedNew effect: "Grants all allied units access to Emergency Overclock. Activates below 50% Health, boosting ATK, Ability Power and Initiative."

Buildings

Our goal here has been to move away from extensive stat padding without counterplay. Huge unavoidable increases in AI stats are not particularly fun to play against, especially when it comes to attack damage.

Factory

Old effect:"On round start, give all allied units +8% ATK, +8 Ability Power and +4 DEF."

New effect:"Fortifies all allied units, reducing Frontal and Flank damage by 30%."

This will remove the feeling of being put on a timer, and also the risk of having an enemy Sniper get 5 stacks and one shot player units. It will now also be possible to play around the buff itself by good positioning that results in Backstab attacks.

There was also a bug in the previous Factory version that could duplicate its stacks, making AI units far more powerful than intended.

Workshop

Old effect:"When a unit dies, all allied units gain +7% ATK, +7 Ability Power and +1 Initiative (was triggered by both player and AI unit deaths)"

New effect:"Grants all allied units access to Emergency Overclock. Activates below 50% Health, boosting ATK, Ability Power and Initiative."

Similar to Factory this resulted in an unavoidable AI stat increase across the board. In worst case scenario the player could be the only one losing units, resulting in the AI snowballing while the player just keeps getting weaker.

The new version is much more predictable and has a clear counterplay, that being focus fire.

Assembler

Old effect:"On round start, give a random allied unit +35% ATK, +35 Ability Power and +15 DEF until the next round."

New effect:"On round start, give a random allied unit +25% ATK, +25 Ability Power and +15 DEF until the next round."

Gameplay-wise Assembler can already be played around, the buffed target can be avoided, crowd controlled or killed but a slight attack and ability power nerf felt appropriate since it also gives +15 DEF.

Boss Maps

General improvements have been made to Nova's and Hellhound's Boss maps with focus on making it harder for the AI to cap a fifth building, which will result in them becoming slightly easier. Together with the above building updates we believe this has put the bosses in a better difficulty position.

Some AI spawns have been moved on Blitz's boss map.

Deadly Battle Maps

We have gone through all the deadly battle maps and nerfed the ones that were too hard, mostly by removing some pre-capped buildings and making it easier to target ones that were previously (basically) inaccessible. There have also been a few capturables that have been moved further away from the AI spawns.

Scenario maps

All scenarios have been updated so that at least one Deadly Battle must be completed before reaching the boss. Deadly Battles are intended to function as mini-boss encounters, introducing players to buildings and increased difficulty. Skipping this step and going straight into the boss fight could feel overwhelming due to the significant difficulty spike compared to a normal battle.

Deadly Battles are also a great source of powerful items and additional funds, both of which improve the player's chances of defeating the boss. Missing out on these rewards can make the boss fight more challenging.

Added a fourth Recruitment Zone to Hydras scenario map to bring it inline with the other scenarios.

Military Buffs

We are generally quite happy with the faction balance but Military have felt a little bit too weak compared to the other factions.

  • Medic ability cost 20 -> 15.

  • Breacher min damage 25 -> 30

  • Sniper health 85 -> 95

Item Changes

  • Ancient Ruler's Jewelry effect:

    Old: "On Turn End: give adjacent allies +10 Initiative. Lasts 1 round." New: "On Turn End: reduce adjacent enemies Initiative by 10. Lasts 1 round."

  • PUNKZERKER Paint capped at 10 stacks.

  • Bloodied Bandana capped at 10 stacks.

  • Metal Axe capped at 10 stacks.

  • Energy Coil Gun: +30% ATK -> +40% ATK.

  • Experimental Substance: T.E.R.R.O.R: +10% ATK -> +10 Base Attack.

  • Canteen: +12% ATK, -5 DEF, +20 Unit Ability Power, -5 Initiative -> +10% ATK, -3 DEF, +15 Unit Ability Power, -2 Initiative

  • Cat Tail: 20% ATK -> 25% ATK.

  • Wilderbeast Skull: +8% ATK, +20 Unit Ability Power, -15 Max Health -> +6% ATK, +15 Unit Ability Power, -10 Max Health

  • Added max cap section to description of already capped items such as Minigun.

UI Updates

  • Unit HUD elements now play a short fade in animation when being enabled instead of just popping in, making them less jarring.

  • Unit HUD item list now works during placement.

  • Added banner image behind the active unit's initiative number to make it easier to spot which unit is currently active.

  • Added small overlay blocker behind item inventory sort dropdowns to avoid misclicking and closing the menu.

Sound

  • Updated Hellhound's Mass Berserk SFX.

Bug Fixes

  • Fixed unit HUD disappearing after a friendly Scrapper grab.

  • Fixed Scrapper getting stuck in ability animation from friendly grab + on end turn effect item.

Misc

  • Renamed "Side Attack" (attacking from above or below) to "Flank".

Note that old saves wont load the new scenario layouts and if your save was mid battle, that battle will restart.

Source

Steam News / 30 April 2026

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