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9-Bit Armies: A Bit Too Far News

"Map Mayhem" update now LIVE!


Commanders,

Today we are bringing up a new update for 9-Bit Armies: A Bit Too Far. We are adding three maps, one a variant, as well as several bug fixes, balance changes and UI improvements. Be sure to grab those achievements in the new Survival Mode as well!

We are very busy with the finishing touches on the Sentinels Campaign. It will launch with all four new difficulty modes, and co-op support. Right now our closed testers are going through helping us identify any bugs and difficulty spikes (or dips) so the version you get will be the best it can be!

Many things have changed since we launched in early access earlier this year. So we thought it was time to update our living roadmap. Check it out below and on our Steam page!



Thank you again to everyone who has supported us during early access and we hope you will continue to play with us through to the full release.

[h2]New Features[/h2]
  • New Map: LANE CHANGE 2p
  • New Map: BRACKET ISLANDS 2p
  • New Map: PORTAL PERIL (With NO PORTALS) 4p
  • UI: New Navigation Bar (Campaign Screen)
  • Achievements added for Survival Mode

[h2]Crash Fixes[/h2]
  • Fixed various in-game crashes.
  • Fixed a crash that can occur when doing a structureless attack move order.

[h2]AI Improvements[/h2]
  • Adjusting unit reaction to indirect damage when not in combat.
  • Improvements to Air Transport usage.
  • Adjusted Paracannon strategies.
  • Adjusted circle radius usage by air flanking.
  • Reduced overreaction to unit damage.
  • Better detection of buildings around a resource node for mobile HQs seeking nodes.
  • More superweapon friendly fire check improvements.
  • Improved naval patrols.
  • Improved distant unit reactions toward specific target types.
  • Increased enemy evaluation by mobile HQ to help continue progress despite scouts.
  • Tuned use of shrink ray.
  • Tuned evaluation of water between targets to reduce shoreline reactions.
  • Improved unit ability to retreat from inappropriate engagements.
  • Ensured uncontrolled squads are not sent to scout neighbor nodes when wandering.
  • Reduced bunker entry error possibility.
  • Tuned stealth assault.

[h2]Balance[/h2]
  • Survival surges set to occur every 5 waves instead of using a timer.
  • Air Elemental (Hordes Cameo Unit) -- Health increased to 100 (was 80)
  • Water Elemental (Cameo Hordes Unit) weapon range reduced to 600 (was 900) to match Tadpole (equivalent role).

[h2]UI[/h2]
  • Player names made easier to read on debrief screen.
  • Faction logo cleaned up and tech tree elements updated in the online manual.
  • Campaign Map adjusted to remove black space around map, improve the look of the water slightly, and lock the camera to a fixed position to follow the player avatar around the map.
  • Brought individual loading bars down on loading screen so they don't interfere with player name legibility.

[h2]Misc[/h2]
  • Sharks will no longer pick up water crates. Water puppies only play with their food again.
  • Added missing occlusion setting for ground vehicles and ships to allow them to be seen behind geometry and large objects.
  • Added missing ambient SFX to additional campaign maps where it was missing.
  • Added missing ambient SFX loops to oil derricks.
  • Fix for harvesters getting stuck trying to reach a resource node they can never reach (now they will check for alternative, reachable resource nodes).
  • Adding ambient audio to the world map (global) and individual selected mission locations.
  • Terrain editor will now save the height levels setting to the sob file.
  • Added new movement class for attack move orders that ignore structures.
  • Shipyards are now locked out in the build menu for survival mode.

"Survivorship Bias" update now LIVE!


Commanders,

We are happy to announce that we have just released a huge update to the new Survivor Mode for 9-Bit Armies: A Bit Too Far. With it you can now compete on multiple difficulties, invite your friends to join you co-cooperatively or just have them watch you fight through our observer mode 9bit.tv.

In addition this update includes a visual refresh of the build menu, requested AI improvements and lots of bug fixes and under the hood improvements as we continue to work on the second campaign releasing soon.

Thank you for your support!

[h2]Survival Mode[/h2]
  • Survival Mode has now been split into three different difficulties (Easy, Medium, Hard). Medium and Hard are unlocked by achieving a minimum wave completed in the previous difficulty.
  • Steam Invites enabled survival mode
  • Added player name and faction to survival results screen
  • Added Multiplayer support (up to 4 players) in Survival Mode.
  • Added interrupt timer to wave system. Next wave will happen regardless of when enemies defeated.
  • Fixed bug that caused too many rage tanks (and some other units) to spawn
  • HQ rebuilding is locked out for survival mode.
  • Replays working for survival mode
  • Fixed typo in survival mode tooltip (peak/peek).
  • Fixed survival mode unlocks not showing.

[h2]General Gameplay[/h2]
  • Fix for memory leak bug.
  • Improved inefficiency in the lua Heatmap algorithm for better performance.
  • Some mods no longer require restarting the game to be enabled/disabled.
  • Fix for unrecoverable exception in GUI editor tool.
  • Adjusted passability on Perilous Points map to fix issue with turret line of sight blocking in certain locations.
  • Mod dialog now has a character limit for the description
  • Objects under bridges now render as occluded.
  • Added a new check on stealth units to make sure they leave stealth when they fire a weapon. This affects any unit that has stealth capability.
  • Tripod (Invaders Cameo Unit) balance changes: Health reduced to 200 (was 250) & base damage reduced to 16 (was 18)
  • Fixed lobby maps showing incorrectly.

[h2]Art + Graphics[/h2]
  • Sentinels Sniper model/texture optimized.
  • Sentinels Infiltrator model/texture optimized.
  • Fixed wake FX particles on ships when giving orders to move to a new position.
  • Sidebar hotkey text more legible.
  • Forward HQ locked icon reference updated
  • Sidebar Unit icon polish. Sentinel Engineer, Sniper & Infiltrator updated to match models. Sentinels Harvester background matches others now.
  • Extended the map name text box in the multiplayer map preview inset in survival
  • Tooltip Icon sets polished.
  • Selected Unit Tray icon sets updated.
  • Infantry Garrison icons updated.
  • Map Name entry in map details pane given the entire row for space.

[h2]Audio[/h2]
  • Added SFX for when when placing the Forward HQ structure ghost model.
  • Fixed semi-rare crash after playing a tactical battle, then loading or unloading a mod with audio changes.
  • When open a unit crate, unit(s) will now announce themselves (selection unit response) after crate HUD voice notification.
  • Added ambient map SFX to some that were missing or incorrect.

[h2]AI Improvements[/h2]
  • Improved unit cohesion.
  • Improved unit response to calls for help.
  • Varying build location of Tech Lab.
  • Adjusting base guard priorities.
  • General optimizations that results in less CPU load.
  • Improved unit reaction during base defense, adjusting reaction to immediately adjacent enemy buildings.
  • Mobile headquarters utilized without as much delay at game start.
  • Increased build ratio of heavy tank units, especially at end game.
  • Reducing combat hesitancy, attempting to further balance regrouping versus charging actions.
  • Increasing friendly fire distance check for superweapons slightly.
  • Adjusting unit processing versus unit cohesion balance.
  • Improving flanking maneuvers where possible.
  • Better flanking system for strategist air assaults, improved transport functionality.

[h2]Known Issues[/h2]
  • Having mods enabled could cause multiplayer games to quietly fail. We'll fix this to add a warning in the next update.