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9-Bit Armies: A Bit Too Far News

9-Bit Armies Patch Update for November!

Happy November Commanders!

We've got an update that contains a few fixes, a fun new feature, and a balance tweak. Enjoy!

PATCH DETAILS:

11/06/24 - BUILD NOTES

* NEW FEATURE: Added Day/Sunset/Night/Sunrise transitions to skirmish, challenge, survival, and multiplayer maps. Skirmish and Multiplayer match settings now allow for selecting the local ambient "time of day" (for lighting and audio) in the game lobby. In Survival, the time of day automatically advances the ambient time of day with each attack wave.

* Fixed issue where turrets and some combat units would appear to ignore firing on nearby targets when in reality they were focused on enemies that were out of range and appeared to be idle.

* Fixed issue which resulted in missing starting units and structures when restarting a mission.

* Survival Mode debrief now properly displays player names and faction icons in solo, coop LAN, and coop multiplayer. Extra player slots that were not used in the battle are no longer displayed in the list.

* Updated most all "weapon fire" and "weapon detonate" sound-effect events to each have max 3D instances of 10, rather than infinite from their presets. This will prevent cases of large groups of units in combat causing unnecessary overly loud volume levels from the audible stacking.

* 9-Bit Armies: Shrink Ray (secondary superweapon) balance update: Previously, the shrink effect duration was 10 seconds + 2 seconds for every Matter Compression Engine structure built. The new shrink effect duration is now 15 seconds + 2 seconds for every Matter Compression Engine structure built. Ultimately, this results in a 50% extension to the base shrink effect duration.

Hotfix Patch - 10th Oct.

Hey commanders,

We just released a quick update to fix some things up. Details below.

  • When a player is invited to a co-op game, installed mods will be compared between the two players and now downloaded/synced to avoid errors when trying to join another person's game.
  • Fixed issues where landscape (trees, buildings) make it hard to select friendly or enemy structures behind them.
  • Fixed issue where the campaign objectives pane would shrink/expand as the mission countdown timer became larger or smaller due to character width.
  • Fix for forward HQ ghost models sometimes getting left behind
  • Fix for not being able to load into a challenge instance after restarting a campaign instance

$125 9-Bit Armies 1v1 Tournament - October 12th



Hello commanders,

JustPlainSavage and Twizzy are hosting another 1v1 Tournament for 9-Bit Armies!

[h3]$125 PRIZE POOL![/h3]
  • 1st Place - $50
  • 2nd Place - $30
  • $15 Lottery Draws to all Tournament Participants

All players are welcome to sign up and participate, this is an Open Sign up Tournament. This Tournament is for FUN and for content, I want everyone to be able to have a good time playing and watching.



The tournament will last about 2 hours, 3 hours most. So please be available to participate through all your matches if you sign up.

[h3]RULES[/h3]
!!!MUST play all your games to qualify for the Lottery Draw. Forfeiting or throwing matches will have you removed from the draw!!!

Any bad manners will get you banned from the tournament and participating in further tournaments.

Double Elimination (You have to lose twice to be eliminated from the tournament)
  • Round 1,2,3 - Best of 3
  • Semi-Finals - Best of 5
  • Finals - Best of 7
  • Grand Finals - Best of 7
  • Loser Bracket - Best of 3
  • Loser Bracket Finals - Best of 5

Custom Lobby Settings
  • Game Mode: Standard
  • $16K Resources per Node
  • 0% Crate Drop Chance
  • Enable Superweapons? Yes
  • Enable Mega Structures Yes
  • Enable Starting Mobile HQ Yes
  • Enable Bridge Destruction Yes

[h3]Maps[/h3]
First map of every series will be [2p] Crustacean Cove, after this map, loser of the match will pick a map that is from one of the listed below. Each map can only be played once per series.
  • [2p] Bracket Islands
  • [2p] Frost Town
  • [2p] Dominion Crossing
  • [2p] Lane Change
  • [4p] Canyon Country (starts Top vs Bottom)
  • [4p] Money Pit (starts TopLeft vs BottomRight)
  • [4p] Portal Peril [NO PORTALS] (starts Top vs Bottom)
  • [4p] Sand Trap (starts TopLeft vs BottomRight)
  • [4p] Severed Gorge (starts TopLeft vs BottomRight)
  • [4p] Shark Tooth Bay (starts TopLeft vs BottomRight)
  • [6p] Corrupted Crater (Random spawns)


Any questions should be directed to JustPlainSavage on discord the event organizer.

"Taking Control" Update now LIVE


Commanders,

A new update this week introducing a long requested feature allowing you to switch dynamically between "modern" and "classic" control schemes. We have also made some improvements to sound design, more bug fixes and fixed up the Norwegian translation.

[h2]New "Modern" vs. "Classic" Hotkey Options[/h2]
We have now added support so you can switch between modern WASD-style camera movement and more classic RTS build hotkeys from the control menu without needing to manually assign everything.



[h2]Fixes and Misc.[/h2]
  • Added Sound effect events for 8-Bit cameeo units (Brain, Destroyer, Marine Mech, Skeleton, Scout) + missing SFXEvents for Drone targeted attack, Wartank movement, and Wartank movement idling.
  • Added support to prevent audible SFX "overdrive" when multiples of the same SFX event are attempting to start at the same time.
  • Blue bars and $ amounts on resource nodes no longer display during camera cinematic cut scenes
  • Fixed Norwegian translations that were mistakenly converted to Dutch.

"Golden Hour" update now LIVE!

Commanders,

We have a new update for you today. Focusing on fixing bugs and small improvements. You should also see your achievements properly verified and unlocked now.

Later on we plan to do a pass over the campaigns to touch them up a little more and fix some longstanding issues.


9-Bit Armies - "Golden Hour" Update now LIVE
Commanders,

We have a new update for you today. Focusing on fixing bugs and small improvements. You should also see your achievements properly verified and unlocked now.

Later on we plan to do a pass over the campaigns to touch them up a little more and fix some longstanding issues.

[h2]Campaign[/h2]
  • Increased gold timer from 30 minutes to 40 minutes for Overlords mission 11.
  • Fix for campaign mission objective stars looking "squished" in the upper left corner UI.

[h2]Improvements[/h2]
  • Improved border around text boxes to allow for additional space on the left and right of text.
  • Improved helicopter unloading so that units will not expand into a straight line, but instead group around the helicopter in a circle.
  • Removed extra black/unplayable space around edges of most maps.

[h2]Achievements[/h2]
  • Added new feature (at startup main menu) to verify all stat-tracked achievements (like The Big Eight) are awarded if previously completed.

[h2]Fixes[/h2]
  • Fixes for green/red cells in placement build grid sometimes not appearing to line up with the legal placement positions of structures
  • Fix for cinematic system not being aware when a target object is deleted
  • Fix for main menu buttons not animating after playing a replay
  • Fix for Operation: Thunderbolt daily challenge being impossible
  • Fixed replays so ESC to bring up options menu works after a replay has finished playing, or seeked backwards
  • Fixed replays so all unit and struture 3D SFX properly play, instead of just for certain players
  • Fixed issue which caused a crash when using the timeline bar to seek to the end of the replay.
  • Fix with WASD and Arrow key camera scrolling to work after a replay has ended and after a replay has ended and then the replay is restarted
  • Fix for quickmatch failing to connect after hosting or joining a LAN game
  • Fix for game resolution changing unexpectedly when alt-tabbing
  • Possible fix for stretched structure tooltips
  • Fix for incorrect resolution list showing in the video options dialog when the user selects a different monitor
  • Fixed civilian transport not spawning after reloading sentinel mission 5.
  • Fix for picking bad cross spawn locations on Sand Trap and Shark Tooth Bay in Quickmatch.
  • Fix for not remembering the preferred GPU if the GPU order changes
  • Fix for not defaulting to a discrete GPU in preference to an AMD integrated GPU
  • Fix for video options dialog resolution list when using a GPU that has no display outputs attached and is instead using the display output of a different GPU. Fix for video options dialog sometimes showing the incorrect native resolution when selecting full-screen borderless window option
  • Fixed Map Editor to correctly play audio on animations.