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9-Bit Armies: A Bit Too Far News

9-Bit Armies: A Bit Too Far is now LIVE in FULL RELEASE


Commanders,

The day has come, 9-Bit Armies: A Bit Too Far is now out of early access!

The full release brings with it:
  • The second campaign, lead the Sentinels, the underdogs in a story transcending time and space.
  • UI improvemnts to better issue build orders, pause cinematics, and identify disconnection issues.
  • 20 new Daily Challenge missions.
  • New maps for both Versus and Survival.
  • Many more fixes and issues addressed.

This and many more additions over dozens of updates during early access are now available for all owners of 9-Bit Armies: A Bit Too Far.

We hope to do some streams and community games in the coming days after launch so look out for those and as always thank you commanders for supporting us during the early access development of 9-Bit Armies.

https://store.steampowered.com/app/1439750/
https://store.steampowered.com/bundle/39075/9Bit_Bundle_Discount/

[h2]Changelog for 1.0[/h2]
[h3]Features + Content[/h3]
  • Sentinels Campaign playable for all - 12 new story missions available in solo, co-op and four difficulty levels.
  • New UI dialogue will pop up if connectivity is slow or problematic to help identify which person is having connection issues.
  • New Survival Map: Wheeler's Ridge
  • New Survival Map: Ice Breaker
  • New Map Shield Wall 2p
  • New Map: Ceiling City 8p
  • New Maps: Cross Battle 8p
  • Achievements for Campaign #2
  • Community Requested: Ability to add units to front of production queue by using build buttons (hold SHIFT key while clicking moves units to front of queue).
  • New Challenge Missions. We have added nearly 20 new daily challenges. These are variants of existing challenges with a "twist".
  • Hitting the "SPACE BAR pauses game cinematics, and ESC now skips them entirely.
  • Added the "Find Players" matchmaking status button to several additional locations in the game.

[h3]Bug Fixes[/h3]
  • Fixed error that prevented display of world map arrow from mission 11 to 12 in campaign 1.
  • Various UI improvements to expand text windows to accommodate longer sentences and foreign translations. Also improved compatibility for ultrawide monitors in some parts of the game.
  • Fixed the middle-button push scroll issues for some players.
  • Fixed visual lines not displaying properly for units put into patrol mode.
  • Ambient audio fixed and/or updated for a number of maps in the game.
  • Fix for map list not showing the currently selected map when first appearing in Versus Skirmish/LAN/Online
  • Engineer repairing from inside an APC is now cancelled if the APC is moving.

9-Bit Armies: A Bit Too Far - Full Release Coming Soon

Commanders,

We are proud to announce we will be releasing 9-Bit Armies: A Bit Too Far out of early access on the 26th of August.



This has been a long road and a unique experience as Petroglyph's first early access title. We cannot thank you all enough for your support, your feedback and even those who have wishlisted and kept waiting for this day. All of it has been incredibly valuable and everyone here on the team appreciates it.

With the release out of early access we are also bringing the second campaign, doubling the game to 24-missions that can be played solo or with a co-op partner. Combined with new gameplay like the survival mode, new maps and other improvements we are happy with all that is going into this release.

What does this mean for the future? We will continue to address bugs and balance concerns after launch. There will also be a couple little surprises in the big update on Monday. Beyond that we cannot say but as always the better game sells the more we can do.

We will have launch day stream, details to come, so we hope to see all who can come there.

https://store.steampowered.com/app/1439750/

Maintenance Update

Commanders,

We released a hotfix today that fixes some issues we noticed.

[h2]Main Fixes[/h2]
  • Fix for all structures being free
  • Game will now disable all active mods if a missing reference error is detected on startup (instead of crashing)

[h2]Misc[/h2]
  • Fixed overlapping boing SFX from bouncing head animation on campaign screen
  • Zoom level is now remembered between tactical battles
  • Miscellaneous adjustments for "Turtle" AI.

"Nuking Bugs" update now LIVE!


Commanders,

Today we released a collection of fixes for 9-Bit Armies. It includes a major crash that was happening to some people with mods on as well as fixing other issues like alt-tabbing and unresponsive AI.

We have also made some small balance changes and added nukes to survival.

As always thank you for your support as we continue to shore things up ahead of releasing the second campaign.
[h2]General[/h2]
  • Crash: Sometimes a mod was attempting to modify an object that doesn't exist would cause a crash to desktop. We now automatically disable mods when we detect an XML error in the mod.
  • Fixed case where selection blobs disappear if holding middle mouse when hovering over an object
  • Fix for screen edge scrolling on the bottom and/or right sometimes not working after alt-tabbing back to the game (repro Intel Iris XE, full-screen mode, constrained cursor, Windows 11, D3D11)
  • Fix for window sometimes not being in the correct place after switching to full-screen in D3D12
  • Fix for rendering sometimes failing after switching between full-screen and full-screen borderless
  • Fix for video settings dialog indicating full-screen resolution when switching to windowed mode
  • Auto-pan/zooming the scene is now better center centered on the avatar head on the campaign map, so is in the center of the map as much as possible. Avatar icon also scales properly so it does not change size between missions.
  • Setting a hotkey to "Accelerated Scroll" command no longer stops the Absolute Mouse Scroll (with MMB) game option from working. "Accelerated Scroll" game command hotkey is now defaulted as "X" (it cannot be MMB); When held, this key will do accelerated scrolling from anchor in center of screen;
  • Many updates and text fixes for langauges other than English.
  • Campaign World Map ambient audio locations now have their own customized ambient enviroment sets, instead of using ones from Tactical. This is so they are not as overpowering (based on Tactical world values), and can be individually balanced, without breaking 3D positional balance in the world.
  • Updated campaign world map ambient audio. Campaign front end now has it's own music tracks (instead of main menu) while in Campaign Select and Campaign World Map

[h2]Balance[/h2]
  • Frigates (Sentinels) can now detect stealth, including subs.
  • Infiltrator tooltip updated to show that it has stealth detection (it always did, the tooltip was incorrect).

[h2]AI[/h2]
  • Naval assault support improvements. Naval transports run from damage if they think they have an escort.'
  • Paracannon fixes. Improved loitering at FOB. Preparation for destroyable obstacle implementation.
  • Further paracannon tuning to prevent out of bounds drops. Stlight reduction to reaction toward enemies in base.
  • AI will sometimes respond to nearby allied buildings being damaged.

[h3]Survival[/h3]
  • Changed "NEXT SURGE:" to "NEXT SURGE WAVE:"
  • Added support for victory message upon completion of survival game
  • Added Nukes to waves in survival. Starts at strength 150 (roughly wave 15 on easy) and gets more intense the later the match goes
  • Fixed bug where surge wave objective was displaying incorrect number
  • Fixed bug where surge wave objective was not showing up until the first wave started