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9-Bit Armies: A Bit Too Far News

"Locked and Loaded" update now LIVE


Commanders, we have been going through the requests made through early access and are adding some much requested features. Today we are proud to announce in the new Locked and Loaded update you can now save and load your game in skirmish play. We have also added new documentation and various fixes/improvements under the hood.

[h3]New Features[/h3]
  • Expanded Save Games - You can now save and load in skirmish/versus battles. Take on big battles at your own pace.
  • News Crainoid - Our news reporter will highlight important updates, spotlight mods and maps and more.
  • Modding Documentation - We have updated and added new documentation for map and mod makers. You can find the following PDFs under your installation directory \9BitArmies\TerrainEditorData\
  • ModStructureManual.pdf
  • AIModdingManual.pdf
  • GUIEditorManual.pdf
  • ModelConverterManual.pdf

[h3]AI Improvements[/h3]
  • AI will now build forward bases when it feels advantageous to do so.
  • Naval transports may try to find an alternate landing point when a beach is contested.

[h3]Modding Support[/h3]
  • Fix for a crash when using a base delay with an effect generator entry.
  • Added attribute modifier Lua functions.
  • Added new object Lua signal effect component to allow Lua to receive events from the effect system.
  • Fix for unit AI being able to use non autonomous abilities during its non interrupting attack logic.
  • Fix for Lua RPC calls skipping nil values when dispatching the call.
  • Adding support for sending nil arguments for Lua RPC functions.
  • Updated Lua kill object function to destroy objects with no damageable component.

[h3]Campaign and Misc Fixes[/h3]
  • Missions #3, #6, and #10 - Replaced Abandoned bases with new versions (so units no longer target the structures in middle of combat without player input).
  • Mission #11: Adjusted all Enemy Base setups to increase challenge. Added more Mega Power Plants, Mega Turrets, and adjusted some structures and units. Also updated map image to mark location of enemy HQ.
  • Mission #6: Adjusted balance and added ability for enemies to use Transport Helicopters.
  • Fixed exploit allowing players to deploy the forward HQ while the vehicle is rolling out of the factory to any spot on the map.
  • Fixed fog of war to properly show explored and unexplored areas.
  • Rocket Infantry, Rocket Drone, and Mammoth Tank models/textures optimized.

Fight Night Fridays - 17th May


Commanders,

We invite you to start up 9-Bit Armies and jump into a game for Fight Night Friday. This is a weekly event held a few hours each Friday, where we encourage players and developers alike to go online and play multiplayer games together.

Whether you are looking for a co-op partner in the campaign, quickmatch opponents or custom lobbies for large games and modded fun. Anything is free game this Friday!

Be sure to join the discord too.

"Prelude to War" update now LIVE


Commanders, we have anew update this week for you all. This is not as big as some of our previous ones, the reason being the second campaign and a new gamemode are still in the works.

Regardless, the war effort needs must be met and we have managed to add some balance updates, squash more bugs and add a couple smaller items with this update. We are also happy to announce a whole new official Chinese translation allowing more people across the world to enjoy 9-Bit Armies in their native language.

If you are interested in helping translate we are continuing to work with community translations too.

[h3]Feature Update[/h3]
  • 9-Bit Armies现已推出中文版!
  • 9-Bit Armies is now available in Chinese!

[h3]UI[/h3]
  • Hidden Objectives now use dedicated stars for those objectives. They are displayed in both the objective display and the world map UI.
  • Tooltips should no longer remain on on-screen when going from tactical to challenge results.
  • Squished stars have been unsquished now.

[h3]Balance Changes[/h3]
  • Reduced range of Destroyer "Infantry Chow" ability to prevent units out of reach from being snacked upon.
  • AI now does a better job of scouting the player in the early game.
  • Infantry inside bunkers are now healed over time.
  • Improved air transport loading sequence.
  • Various AI personality adjustments

[h3]Campaign[/h3]
  • Adjusted all hidden objectives to correctly support new UI and report back to campaign for tracking completion on the world map
  • Added Markers to help players "Locate Gwen" when she spawns in as part of Hidden Objective Chains
  • Adjusted a couple of secret objective counts
  • Mission #05 - Adjusted location of bronze objectives to make easier/faster to collect them all
  • Mission #05 and #08 - Replaced Abandoned bases with new versions (so units no longer target the structures in middle of combat without player input)
  • Mission #05 - Adjusted a couple of portal locations

[h3]Misc[/h3]
  • Updated FX for the Shrink Ray animation.
  • Artillery model/texture optimization. Destruction model added. Animated treads and suspension.
  • Flame Tank model/texture optimized. Destruction model added.
  • Added gizmo controls to the cinematic camera in the map editor for mod story-telling & camera movement.
  • Updated fog of war visibility settings on all maps.

Fight Night Fridays - 10th May


Commanders,

We invite you to start up 9-Bit Armies and jump into a game for Fight Night Friday. This is a weekly event held a few hours each Friday, where we encourage players and developers alike to go online and play multiplayer games together.

Whether you are looking for a co-op partner in the campaign, quickmatch opponents or custom lobbies for large games and modded fun. Anything is free game this Friday!

Be sure to join the discord too.