
Steam news
Full Steam announcements and update articles for this title.
Nova's passive no longer stacks.
Fixed dialogue error in Hellhound vs Whizz.
Fixed Old Seer event choice 2 not rewarding 300 credits.
Fixed Whizz's Reposition not working on crowd controlled targets.
Removed Rage commander Ability Power scaling. No Stratagems should scale with Commander Ability Power, this was an error due to reusing the same code as Hellhound's Mass Berserk.
Fixed "Enemy Commander passive enabled warning" not matching actual activation. In hardmode the warning would show after completing the first battle but the passive would not be enabled until after three battles. We intended it to be enabled after the first battle in hardmode but have since decided that it's working well as it is, and have therefore just moved the warning.
Fixed Dirty Sweatband name missing space.
Fixed Military Aiguillette spelling.
Added proper description to Rage Stratagem.
Clarified Shield Generator and Unstable Shield Generator descriptions.
Currently working on Localization!
Bounty Hunter can now dash over water using Lacerate.
Bombardment Protocol causing softlock if the target dies before all hits are done.
Hopefully fixed a softlock triggered by using an ability or consumable together with movement.
Player units now face the closest enemy during placement.
Stratagems not getting unlocked.
Whizz - Hellhound defeat dialogue missing causing a crash.
On launch, the game now checks for any missing Steam achievements and unlocks them.
Updated Bloodletting and Bloodbath descriptions.
Updated Disruption Module description.
Updated Whizz's Grand Strategy and Scheme descriptions.
Escape menu is now blocked during Stratagem selection, to avoid players exiting without making a choice.
Major - Grand Strategy: All Allied units gain -50% Ability Cost for 2 rounds. After their first ability cast during this effect, they gain +75 Ability Power and +15 Initiative for 1 round.
Minor - Reposition : Swap the position of 2 adjacent units.
Passive - Strategic Genius: When an allied unit uses an ability, give adjacent allies +1 Movement and +30 Ability Power. Lasts 1 round.
Unlocked as a Boss by defeating Blitz.
Unlocked as a Playable Commander by winning a run as Blitz.
Stratagems are extra commander abilities with a wide range of functionality to aid you in battle.
At the start of each run you get to choose one out of three random Stratagems and after that you get one more after each completed Deadly Battle. A maximum of three Stratagems can be equipped at once.
There are currently 16 stratagems, 10 of them are unlocked by default and the other 6 are unlocked by completing achievements.
Elite units are AI units equipped with items. Each unit type has a Commander specific and Faction specific item preset that is picked at random when the battle starts. Using items to boost the AI has been a fun way to increase the difficulty without simply slapping more stats onto its units.
Elite units also have a 33% chance to drop one of their three items when killed.
Hardmode is for everyone who wants a real challenge and contains the following changes:
Recruited units spawn without Medkit.
Random elite unit spawn rate is greatly increased.
Enemy Commander passive enabled after first battle.
Ambush Encounters always contain two elite units.
Shop discounts have been removed.
Max alert level increased to 5.
Bosses start with a minimum of three elite units.
Enemy units take 15% less damage.
Enemy Commander now has 50 Commander Ability Power.
Increased AI battle funds, allowing the AI to recruit more high cost units per battle.
Hardmode also has its own set of challenges and unlocks, some of which we've yet to add to the game like "Hardcore Domination" and "Hardcore Perfectionist". These will be added in a smaller 0.3.X update, along with some other stuff. We have had a lot of fun testing this and it's much closer to what we envision ANIWARS to be so we hope you guys enjoy it as well!
The Bounty Hunter is our latest Bazaar unit which can appear for any faction during Recruitment!
Ability - Lacerate: Dash forward 3 tiles. Deal 40-50 damage to enemies in your path and apply Bleed. Lasts 2 rounds.
Passive - Weakness Exploit: Attacks and abilities deal 25% more damage to units affected by debuffs.
Units affected by Bleed will take 15 damage per tile travelled after moving, and this effect also stacks allowing for some crazy damage! There are multiple new items which apply Bleed in different ways, Bleeds applied by a Bounty Hunter also scale with the Bounty Hunter's ability power.
Before 0.3.0 there were no real "On Hit" effects. Effects would trigger before or after an attack or ability and only allow changes to be applied to the main target. This greatly limited what could be done with certain effects such as On Kill not being triggered by abilities or Cleave/Splash damage (this is now fixed).
Based on this, we have added three new types of effects and updated old items to fit this new system.
On Attack Hit: applied to all targets hit by an attack and its Cleave or Splash.
On Ability Hit: applied to all targets hit by an ability such as Catastrophe.
On Hit: applied by both attacks and abilities.
Cleave and Splash effects which were previously executed as their own damage events are now built into the unit attack event. Items that previously had Cleave or Splash effects have now been updated to instead increase a unit's Cleave or Splash stat such as Ultra Greatsword and Explosive Rounds.
An attack with Power Blade and Big Kitty equipped would produce 3 separate chained damage events like this:
Attack
Cleave
Splash
After the update Cleave and Splash will execute at the same time as the attack itself, creating only one damage event with no need for chained effects:
Attack + Cleave + Splash.
This looks a lot nicer and also works well with the updated On Hit system, allowing both Cleave and Splash to trigger On Hit effects smoothly.
AI Artillerists are now limited to max one per battle.
Mercenary's Bola Shot initiative debuff now scales with Ability Power.
Increased Rocket's Catastrophe range by 1.
Reduced Rider's Dragon's Breath max range to 3.
Buffed Soldier's Guard defense increase to 20 from 15.
Added new zone to Hydra scenario map.
Added four new maps for each biome.
Alert Level rework.
Reworked scenario event system to allow for more complex events.
Added The Dealer event.
Added Roll The Dice! event.
Added The Roulette event.
The Old Seer event option one is now blocked if the player's funds are less than 75.
13 new unit items.
3 new commander items.
Consumables now show range in their description.
Reduced cooldown of Anti Personnel Mine.
Reworked Energy Coil Gun.
Fixed Ancient Rulers Ankh revive cost effect.
General's Beret now gives initiative on end turn.
Energy Cells now trigger on turn start.
Fixed Power Core energy consumption bug.
Heavy Boots now also give +10 HP and are slightly more expensive.
Volatile Flamethrower now also gives 15 Ability Power.
Nerfed Costume Chest, it now has a 50% chance to drop an item down from 100%.
Fixed a Power Core bug which caused it to remove all ability power.
Fixed Wind-Up Scrapgun description.
Fixed Medkit description.
Fixed Minigun description.
Updated description for items that apply Marked status effect.
Added second Deadly Battle soundtrack.
19 new Achievements.
Now possible to skip battle screen by pressing space.
Added a setting to auto-skip battle screens.
Added flashbang vfx.
Unit item list is now always on by default (can be turned off in settings).
All actions such as swaps, capture and "movement only" now show a damage preview (important for Bleed)
Updated tutorials.
Updated Marked status vfx.
Shopkeeper's expression changes are now triggered based on total money spent.
Fixed Modern Warfare achievement unlocks.
Fixed Tooltip getting stuck when closing the Shop while hovering an item.
Fixed status text not showing aura stacks.
Unit ability buttons now refresh when ability cost changes.
Fixed Entity HUD reappearing after knockout kills.
Fixed Armory battle button showing without pending battle.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
Updated Hellhound's Mass Berserk SFX.
Fixed unit HUD disappearing after a friendly Scrapper grab.
Fixed Scrapper getting stuck in ability animation from friendly grab + on end turn effect item.
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.
Hovering a unit will now show all of their items beside the unit itself directly in the HUD. This will hopefully make it a lot easier to keep track of units equipment during a battle, as well as making it easier to differentiate between units of the same type.
You can also choose to keep the item list always visible for all units, and adjust its transparency via the settings menu for even better readability.
The small unit identification number which was shown inside the units HUD and also inside the initiative portrait, now instead displays the units current position inside the initiative order.
This will make it easier to see in what order units are going to act by just looking at the units themselves instead of having to hover their initiative portraits.
The Armory and Commander menu will now always be accessible inside the world map scene, for example inside the Shop, Recruitment or when selecting a Commander Item after a battle.
Sorting has now been added to the unit item inventory!
Displayed when a Commander Ability is ready to use.
Displayed after a battle to show what you gained from possible Commander item activation, such as items gained from Med Box or if Pile of Gold Nuggets procced.
There have been a massive number of bug fixes since the last patch, 0.2.0 ended up having 34 released builds!
Big shout out to everyone who helped us by reporting their bugs and provided information on how to reproduce them, this really helps a lot in speeding up the process of fixing them!
Removed Gold Nugget from battle rewards pool.
Took a bit longer than expected but 0.2.0 is finally here! (we dropped the major versioning number)
This patch includes around a hundred new items, Achievements, Unlockables, Hydra, balance updates and much more!
79 Achievements.
58 Unlockable Unit Items.
21 Unlockable Commander Items.
3 Misc Unlocks.
Hydra Unlockable both as a Boss and playable Commander.
Major ability: Set off a venomous cloud, dealing 10-20 damage and applying 2 stacks of Poison.
Minor ability: Select an allied unit, they Heal 20 HP at the end of every turn and gain +1 Movement. Lasts 2 rounds
Passive: After attacking with a unit, apply 1 stack of Poison dealing 8 damage per Round.
Unlocked as Boss by defeating Hellhound.
Unlocked as Playable Commander by winning a run as Hellhound.
Unit deaths in 0.1.0 were too punishing. For 0.2.0, we wanted to add some silver lining to it.
When a unit dies, a coin will now be flipped (50/50) and if you are lucky, your unit will be put into recovery mode.
The next time you enter a Recruitment zone you will have the option to "revive" your inactive unit keeping all items, at the cost of some credits.
The first unit to die in a run will always be put in recovery mode, to make early mistakes less punishing.
The cost of unit revival increases with each subsequent revival, starting at 50, then 125, then 200 and so on. This is to make early unit deaths less punishing, but also later ones more painful. Good luck!
We finally bit the bullet and made the whole battle state stored inside the save.
This has multiple purposes such as making battles more exciting since the stakes are higher when unit deaths can't be avoided by a simple reset, stopping players from exploiting resets to unlock items/achievements, and it should play nice with the Death Coinflip.
Hellhound's Mass Berserk now has a 20% baseline ATK increase, on top of the current ATK increase based on missing unit health.
Hellhound's Mass Berserk cooldown reduced from 24 to 22.
Hellhound passive rework -> Units gain +20% Lifesteal. (Scales with Commander Ability Power)
Implemented Rerolls in Shop and Recruitment.
Added new Unit Base Attack stat. This value is applied to a Unit's attack via addition.
Rebalance of almost all old Unit and Commander items.
All Commander passives now scale with Commander Ability Power.
Enemy Commander passive is now enabled from battle 3 and onwards. This is to make runs more unique depending on boss choice.
Buildings are now always blocking. (no longer possible to walk through allied/neutral buildings with units)
Removed on battle start initiative rolls for player units. You can now better pre-plan unit turn order with initiative items.
Item set effects are now executed in the correct order.
Updated defense diminishing returns formula. //This is for you Felix!
Added unit Grounded status (not movable via knockbacks or pulls). Take that, Breacher!
Retaliation charges can now go above 1.
Poison now has fixed damage, duration and scales with Hydra's ability power.
The chance of higher rarity battle drops now improves the further into a run you get.
Improvements to unit and commander loot drop algorithm.
4 new maps added for each biome.
Ambush encounters (slightly) reworked. We'll expand on these more in the future.
Attack effects such as Cleave no longer use the rolled damage value but instead the actual hit value reduced by the target's defense.
Updated effect queuing to make it more snappy.
Void Storm event -30 Health debuff now only last 1 battle down from 2.
Wounded Mercenary event choice 1 now equips the Mercenary with 2 items down from 3 and can no longer receive the highest rarity items.
Wounded Mercenary event choice 2 loot range is slightly increased (higher odds of getting an epic instead of a legendary).
Alert Level buffed, Attack 8 -> 10, Ability Power 8 -> 10, Health 8 -> 10, Defense 4 -> 5
Akimbo Attack 30-60 -> 40-60.
Rocket Health 80 -> 90.
Rocket Catastrophe Damage 35-50 -> 35-55.
Rocket Passive rework -> After attacking or using an ability, gain +1 Movement. Lasts 1 round.
Rider Health 110 -> 115.
Rider Attack 40-60 -> 45-65.
Rider Dragon's Breath direct damage 20-35 -> 30-40.
Scrapper Defense 30 -> 25.
Railgunner Railgun damage 35-45 -> 40-50.
Railgunner Max range 2 -> 3.
Artillerist Ion Cannon now has a range of 6 tiles, down from unlimited.
Soldier Ability rework -> Guard an allied unit. +1 Retaliation, Retaliation Break immunity and +15 DEF. Lasts 2 rounds.
Medic Health 85 -> 90
Sniper Health 80 -> 85
Made it possible to equip and unequip items in armory by right-clicking.
Game stats are now shown after a run is completed.
Commander selection menu now shows player stats such as current streak, wins and total runs.
Added Challenge menu to track achievement progress.
Added Retaliation and Wounded Penalty tracking to unit tooltip.
Added Item rarity colors.
Added dialogue skip button. (Useable after you've seen the dialogue once)
Main menu rework.
Full rework of Escape menu.
Inverted Commander Cooldown Reduction stat. (It now makes more sense when displayed, still works the same)
Reduced result screen asset size.
Fixed commander card gap in commander selection.
Added reward screen loot animations and sound effects.
General improvements to non 16:9 aspect ratio resolutions.
Settings panel no longer uses hard coded resolutions and instead gets them from the OS.
Updated Railgunner ability icon.
Added Armory battle button pulse.
Added grayscale portrait for upcoming (non-available) commanders.
Added a new battle music track.
Battle music is now picked at random.
Updated Battle intro sound effects.
Updated Credit Coin SFX.
Added scenario board piece travel SFX.
Added items received SFX.
Added missing button click sounds.
Added support for multiple save files for different Steam accounts on the same PC. Save files are now also bound to account which means they cant be shared between players.
Added player statistics.
Space can now be used to start a battle.
Added safeguards for commander and unit stats going below 0.
Re-added Breaker Interactive intro on game start.
Updated Sensor Tower description.
Added enemy unit death VFX and SFX.
Unit info now closes on input during placement.
Fixed item descriptions and missing types.
Disabled unit nameplates.
Updated descriptions with Retaliation Break.
Updated combat tutorials.
Clicking an initiative portrait no longer opens entity info.
Assembler buff is now removed when building is destroyed.
Fixed Hellhound's Mass Berserk applying double the attack amount and only removing half of that amount when the buff was removed.
Fixed Alert Level not stacking.
Fixed unit hover tooltip disappearing or showing incorrect data.
Fixed damage preview showing strange values when attacker gains health or shield by attacking and re-added healing preview background.
Removed Citadel old hit and death animation events (this did cause a crash but seems like nobody ran into it)
Retaliation now always uses the frontal multiplier.
Reworked state snapshotting and restoration to reduce risk of softlocks during AI simulation.
Reworked GroundObjectManager to make it more robust. (reduce risk of softlocks)
Fixed Poison stacks getting capped.
Commander ability cooldown can no longer go below 1.
Fixed camera zoom set to zero on certain screen sizes. Some specific screen sizes missed all size checks and got a min and max zoom of zero, causing the game to crash. All screen sizes now use the same min and max zoom.
Glitch no longer spends the target's movement.
Fixed Railgunner's passive showing multiple stacks when the actual effect does, and should not stack.
The AI will now prioritize attacking low health player units without affecting the way it evaluates its own units. This will reduce the risk of overly passive behavior, such as not attacking in fear of retaliation.
AI self preservation is now reduced when its losing. This also helps in reducing the risk of overly passive behavior, such as running away with 1-2 low units when there is no way for it to make a comeback.
AI enemy heatmap improvements. Heatmaps are used to guide the AI towards objectives. The enemy heatmap determine the density of enemy units in a certain area, a denser area -> more engagement -> more attractive to the AI. However this should not always be the case, a single low health unit is a far better target (most of the time) than a large ball of player units. To fix this the enemy heatmap score generated by low health units are now a lot higher and has a 50% slower drop off rate.
Made it possible to implement custom AI action generation code for specific abilities. Not every single ability action can be fully simulated since that would take way too much time. This means that perceived low value actions needs to be filtered out before simulation starts. This is quite a complex area, and it also uses heatmaps and other "tricks" to determine what counts as a low/high value action. Before this update all abilities ran the same filtration code but there are limits to that since not all abilities needs prioritize the same thing. This resulted in missed AI actions such as going for an attack instead of a very obvious Shield Bash knock out. It also lead to the AI making some very bad moves like placing a unit right between a Breacher and water, just to have it knocked out by the player the very next turn.
Implemented custom Shield Bash action generation.
Implemented custom Ion Cannon action generation.
Implemented custom Patch Up action generation.
Implemented custom Grabber action generation.
Fixed AI getting stuck behind Rubble.
Switched Unity scripting back end to IL2CPP, this complies the code into C++ during the build process, and should increase performance.
Battle screen rework to reduce number of video players and fix fps drops.
Made a very cool targeting and area scan optimization which turned out to have pretty much no effect ¯\\_(ツ)_/¯
Defense soft cap now start at 40 down from 50 and drops off faster.
Ticker Mine can now be placed underneath units.
Ticker mine damage reduced from 55-65 to 50-60.
Warpdroid's Warp can no longer target stealthed enemies.
Factory and Workshop stacks are now capped at 5.
Faction building descriptions now clarify that destroying them removes the buff.
All Shield Charged items buffs now stack.
Trash-digger's Gloves per junk item effect updated, Health 25 -> 20, Lifesteal 10 -> 15.
Lifesteal items now show percentage sign after value.
Armory will now show up before entering a battle to avoid missing to equip new items.
Exiting a battle now takes you back to the main menu and Continue directly loads you into the same battle again.
Complete rework of the save system. Save files are now properly stored inside the Application.persistentDataPath folder instead of the StreamingAssets folder.
Save files are now encrypted to prevent outside manipulation.
Steam Cloud is now enabled for save files!
Note that this rework will break current save files and reset all your settings (sorry for that) but it's a necessary upgrade to support future meta progression and unlockables.
Improved AI unit scoring. General targeting improvement with focus on making the AI prioritize low health enemies more.
Improved battle unit composition algorithm.
Updated Deadly battle music.
Updated maps that were too tight with too many choke points.
Placement cap now always show x/6 to make it more clear that 6 is the maximum cap.
Void storm event choice number one now last 2 battles down from 3.
The Vault event choice number one now give 5 items and say 2 battles instead of 3
ESC was not blocked during unit actions like right click is, this made it possible to execute a back action while the unit was mid action (moving or attacking etc). Overlapping action execution would result in a corrupted game state, causing various issues such as units to appear on incorrect tiles, become desynced from their sprites, and most likely crash the game during AI simulation.
This should hopefully fix some of the weird bugs that we have seen before but not been able to replicate!
Also updated victory screen backgrounds -> removed the white line on the right side.
Added range preview for unit abilities via hover + \. Should help with some of those nasty knock out deaths ;)
Improved unit movement highlight accuracy. Sometimes inaccessible tiles were highlighted in white.
Made it possible to move multiple steps at once while interacting with the Scenario Map, instead of having to move zone by zone one step at the time.
Commander ability side buttons now show up 5 turns before coming off cooldown and play an animation, plus a sound effect when they are ready to be used.
Recruitment name box is now prefilled with a random name to make it faster for people who dont want to come up with names.
It's now possible to rename units by clicking their names inside the Armory.
ESC now closes the Recruitment name box (if open) instead of the whole Recruitment window.
Added tooltip when hovering Rogue units inside Recruitment.
Added tooltip when hovering Boss locked counter text.
Added tooltip when hovering Alert Level text.
Added "coming soon" tooltip on unavailable commanders. Sorry for the confusion.
Alert Level now only increases when completing a battle. This is largely to make it be more consistent with how other mechanics work and make it less confusing.
Alert Level maxes out at 3 instead of 5, each stack increase enemy commander power by 8 up from 5.
Soldier's Guard no longer expire from damage sources that are not a direct attack.
Guard can now be applied to other allied units.
Guard now gives +10 DEF and scales with Ability Power.
Assassin's passive, Isolation now trigger retaliation break.
Assassin's ability, Stealth Grenade now also gives +20 Ability power and scales with Ability Power.
Increased Stealth Grenade cost to 15 from 10.
Akimbo's ability, Bunny Jump now scales with Ability Power.
Increased Railgunner's ability, Piercing Shot damage from 30-40 to 35-45.
Increased Rocket's ability, Catastrophe damage from 25-45 to 35-50.
Increased Sniper's ability, Ticker Mine damage from 40-50 to 55-65.
Increased Ticker Mine cost to 15 from 10.
Medic's ability, Patch Up damage increase buff now scale with Ability Power.
Increased Patch Up healing from 25-35 to 30-35.
Increased Patch Up Cost to 20 from 15.
Increased Mercenary's ability, Bola Shot damage from 15-20 to 20-25
Added deadly battle music.
Fixed a very rare bug where units got duplicated after a battle. (Credit to Jamma)
Fixed stat display bug when reordering items on a unit inside the Armory.
Updated Windup Scrapgun description.
Shield Charged System (item) buff now stacks.
Pleasant Perfume (item) now gives 20 ability power, matching the description.
Unit info now show ability range.
Implemented stationary tooltip to displaying general information inside of battles.
Moved unit directional attack damage to stationary tooltip.
Added tooltip info to Rubble and chests.
Added tooltip info for capturables.
Added proper hover feedback and information to faction buildings.
Removed tab info from entities where its no longer needed.
Fixed Loot Chest hovering.
Fixed pressing \ not closing Commander Screen inside of battles.
Armory and Commander Screen can now be closed via \ and \ inside the scenario scene.
Added \ text to map button.
Implemented automatic line breaking inside tooltips. This will reduce the horizontal width the tooltip uses. (will need some fine tuning)
Updated faction building descriptions to match their buff values.
Unit retaliation now reset on unit turn start instead of round start.
This is to make it more consistent with other mechanics as well as to improve retaliation spacing.
Nerfed Headquarter buildings health and DEF.
Updated early game Wasteland maps to avoid first round knock outs. Hopefully this will stop the AI from swapping with Rockets into an instant knock out.
Plus some spelling error fixes as usual ;)
We will continue to work on information clarity and bug fixes for a while more, next feature will be a range preview for enemy unit abilities, similar to how the current movement/attack range preview works.
Fixed movement effects such as Riders passive and Dragon Sticker not working when the unit is moved first and then an attack is executed as two separate inputs.
Fixed Movement Shield item not showing shielding vfx after move is completed.
Fixed active unit not showing tile range highlights.
Tiles with Capturables on them are now highlighted in yellow.
Fixed Pack of Cigarettes spelling.
After lots of feedback from you guys we have decided to make it possible to move without directly spending your unit's turn, allowing for other actions to be taken such as attacking/using abilities as a separate input.
This also allows for cool combos, like moving -> using a consumable -> attacking in one turn.
Throwables are finally back on the table!
Press \ to end your unit's turn.
Breacher Shield Bash can no longer be used through allies. Instead it can now be used to knockback allies to improve positioning.
Breacher Initiative lowered from 10 to 8.
Akimbo Health buffed from 85 to 95.
Artillerist damage lowered from 35-50 to 30-40.
Faction buildings Health lowered from 115 to 110 and 130 to 120.
Lowered Outpost shielding from 20 to 15.
Factory buff stat change: ATK 10, Ability Power 5, DEF 5 -> ATK 8, Ability Power 8, DEF 4.
Barracks healing lowered from 35 to 30.
Camp fixed buff stacking and lowered lifesteal from 40 to 30.
Shields are now capped at 100.
Hellhound now starts with 2 Scrappers instead of 2 Akimbos
Increased unit name character cap to 12 from 10.
Fixed March crashing when targeting stealthed units.
Updated end turn button.
Added minus sign to shop discount.
Updated settings menu to include end turn input.
Updated combat tutorial text.
Thank you all for all of the feedback and playing our game! Our focus right now is QoL, balance and information clarity.
The goal is to continue to polish ANIWARS until we can just focus on adding more content!
PS. Sorry for any saves that got lost during the 10 min window where the dev save file was included in the new build.
Deadly Battles max enemy unit count is now lowered by 1. This means that in almost all cases Deadly Battles will now have one less enemy unit in them.
We updated some of the maps to be better aligned in difficulty compared to the other Deadly Battle maps. Note that this meant increasing the difficulty on those maps, however we hope that reducing the max enemy unit count should compensate for this.
Deadly Battles might still be too hard after this update and if that is the case we will continue to nerf them and/or increase rewards etc.
Fixed input getting locked after using AoE ability/consumable.
Unit and Commander Ability buttons are no longer clickable during SHIFT movement toggle.
Fixed incorrect highlight layer showing after SHIFT movement toggle was deactivated causing a weird input state.
Fixed SHIFT movement toggle not working during placement.
Updated Bloodied Bandana description.
Updated version in main menu.
Added back commander cooldown reduction to Book of Time and Cola.
Now possible to close the tutorial by clicking outside the window.
Event aura durations are no longer reduced when exiting a battle.
Updated Snipers passive description
Anyone that has a better name for movement/attack range preview than "SHIFT movement toggle"? ;)
Buffed Soldier, Health 100 -> 105, ATK 40-60 -> 50-60, Price 120 -> 115
Tier 3 enemy units can no longer appear before encounter 3 and Tier 4 units can no longer appear before encounter 4.
Nerfed Event aura durations, all event auras with a 3 battle duration are lowered to 2.
Fixed Wounded Mercenary Event choice two not triggering item gain animation.
Fixed pre-capped barracks being owned by player on Battle Island 03.
Fixed interrupting Shopkeeper dialog by closing the window causing the map/exit button to not appear next time the shop was opened -> Locking the player inside the Shop.
Fixed shift range highlights getting stuck if active when alt tabbing -> blocked inputs.
Fixed Blood Augmentation not healing at end of turn.
Probably fixed cursor indicator not getting removed after a battle.
Fixed commander cooldown reduction text not fitting inside commander armory stats window field.
Now possible to skip text in the Tutorial.
Now possible to skip text in Events.
Updated settings/esc menu.
Added combat controls input display to settings/esc menu.
Armory, Commander Armory, Recruitment and Event menus can now be closed by clicking outside of the window.
Added armory button reminder animation to show when there are new items.
Buying items from the Shop now trigger armory button item gain animation.
Updated tile selection crosshair arrow sizes and animation.
Updated Hellhound Commander Card.
Updated Arctic maps decorations.
Updated some tutorial texts.
Fixed a bunch of spelling errors.
Glad to see that you all are having fun with the game and thank you the feedback, keep it coming! More to come, stay tuned!
We're thrilled to finally share the official Early Access trailer for ANIWARS: Call of the Void!
The trailer showcases all the three factions, intense tactical battles, and the first look at the action you'll experience when the game launches into Early Access later this year.
If you like what you see, don't forget to wishlist on Steam and share the trailer with your friends!
Or take part in the development on our Discord.
This is just the beginning - more updates, previews, and news are coming as we get closer to launch.
Thank you for all the support!
- Breaker Interactive
About
This page aggregates Steam news feeds, patch notes, and developer announcements for ANIWARS: Call of the Void, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main ANIWARS: Call of the Void statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.