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Steam News21 May 20261mo ago

Update 5: Splash Damage Fix & Balance Adjustments

Update 5: Splash Damage Fix & Balance Adjustments Update Scale: Minor | ==Small== | Medium | Large | Major --- ## ⚔️ Combat System **Splash Damage Mechanics Rework** **Fixed** an issue where splash damage did not accoun

In this update3

Full notes

Full MoeArmy vs SuArmy update

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What changed

2 fixes0 additions6 changes0 removals
  • Balance
changed## ⚔️ Combat System*Splash Damage Mechanics Rework**
fixed## ⚔️ Combat System*Fixed** an issue where splash damage did not account for target armor types. Each unit within the splash radius now takes damage based on its own armor type (light/medium/heavy), instead of all targets using the same damage value based on the primary target.
fixed## ⚔️ Combat System*Fixed** an issue where ground unit splash damage could hit air units. Units that cannot attack air will no longer deal splash damage to air units.
changed## ⚖️ Balance Changes*Unit Stat Balancing**
changed## ⚖️ Balance ChangesMoe Wind Cannon (T3): Damage adjusted to 18/18/36 (anti-heavy role), attack interval 2.5 seconds.
changed## ⚖️ Balance ChangesMinor numerical balance adjustments have been made to certain units.

MoeArmy vs SuArmy changes

changed*Splash Damage Mechanics Rework**
fixed*Fixed** an issue where splash damage did not account for target armor types. Each unit within the splash radius now takes damage based on its own armor type (light/medium/heavy), instead of all targets using the same damage value based on the primary target.
fixed*Fixed** an issue where ground unit splash damage could hit air units. Units that cannot attack air will no longer deal splash damage to air units.
changed*Unit Stat Balancing**
changedMoe Wind Cannon (T3): Damage adjusted to 18/18/36 (anti-heavy role), attack interval 2.5 seconds.

Update 5: Splash Damage Fix & Balance Adjustments

Update Scale: Minor | ==Small== | Medium | Large | Major

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## ⚔️ Combat System

**Splash Damage Mechanics Rework**

  • **Fixed** an issue where splash damage did not account for target armor types. Each unit within the splash radius now takes damage based on its own armor type (light/medium/heavy), instead of all targets using the same damage value based on the primary target.

  • **Fixed** an issue where ground unit splash damage could hit air units. Units that cannot attack air will no longer deal splash damage to air units.

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## ⚖️ Balance Changes

**Unit Stat Balancing**

  • Moe Wind Cannon (T3)Damage adjusted to 18/18/36 (anti-heavy role), attack interval 2.5 seconds.
  • Minor numerical balance adjustments have been made to certain units.

**Campaign Difficulty**

  • Minor difficulty adjustments have been made to certain campaign missions.

Source

Steam News / 21 May 2026

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