Marching Orders Update now LIVE

9-Bit Armies: A Bit Too Far

Unleash voxel warfare in 9-Bit Armies: A Bit Too Far. Lead a modern military, build bases, unlock units, and attack in all-out war. Engage on land, sea and air in over two dozen missions, online skirmishes, or co-op. Easy to learn, a challenge to master.

[img]https://i.postimg.cc/fTmW3QDF/Feature-Update-March.png[/img] Commanders, Our next feature update for 9-Bit Armies: A Bit Too Far is now available. This one includes some big changes to balance, new content and improvements to the map editor, along with a host of various fixes and improvements. Read on for the full list of changes and updates. [h3]Highlights[/h3] [list] [*] New Challenges: Two new challenges added. [*] Operation: Charge It! - Don't build refineries, instead get passive income from power plants. [*] Operation: Gun Shy - Protect your allied AI from nearby opponents. [*] Challenges use new scoring system. [*] Hotkey Pop-up UI: New contextual hotkey tactical UI - Get a list of all hot-key commands for the units you have selected. [*] Map Editor: Creating new maps is much faster with our new templates system. Choose your size then jump ahead to customizing your map! [*] Major Balance Update: We’re watching the forums and taking action on your feedback. Keep your comments and suggestions coming! [/list] [h3]Balance[/h3] [list] [*] Mobile HQ: Can now be deployed in the fog of war. [*] Economy Rebalance: The default for resources per node has been increased to 16,000 (was 10,000). For Skirmish and Multiplayer, the Resources per Node slider now runs from 8k to 24k (past which is infinite). [*] Bunkers: Power drain of bunkers (both factions) increased to 30 (from 15). [*] Overlords: [*] Base infantry health increased to 80 (from 50). [*] Armored Car: [*] Cooldown between weapon volleys increased to 2.5 (from 2.2). [*] Build cost increased to 120 (from 100). [*] Move speed reduced to 350 (from 400). [*] Chain Tank: [*] Base range reduced to 600 (from 800). [*] Weapon AoE radius reduced to 75 (from 100). [*] Commando: [*] AoE Radius of C4 Charge reduced to 150 (from 200). [*] Torpedo Boat: [*] Weapon cooldown reduced to 2.4 (from 3.2). [*] Base health increased to 160 (from 120). [*] Sentinels: [*] Base infantry health increased to 80 (from 50). [*] Rocket Car: [*] Build cost increased to 100 (from 80). [*] Move speed reduced to 350 (from 400). [*] Tadpole: [*] Shot volley delay increased to 0.2 (from 0.1). [*] Weapon cooldown increased to 2.5 (from 2.0). [*] Speed reduced to 350 (from 380). [*] Infiltrator: [*] Base weapon damage increased to 10 (from 4). [*] Base weapon volley cooldown reduced to 2.2 (from 3.2). [*] Rage Tank: [*] Damage thresholds for the bonus stages reduced to 50/100/150 (from 100/200/300). [*] Damage threshold for the vent effect reduced to 350 (from 500). [*] Portal Creatures: [*] Floating Brain: [*] Increased range by 50%. [*] Increased base damage to 9 (from 4). [*] Water Elemental: [*] Now dual role Anti-Vehicle/Anti-Navy. [/list] [h3]AI[/h3] [list] [*] Portal creatures should be more responsive at longer distances. [*] AI will place more priority on building remote refineries. [*] Revised "call for help" for all player units and structures. This should make all player units more responsive when being attacked. [*] General overall improvements to make AI to use more diverse tactics. [/list] [h3]Bug Fixes[/h3] [list] [*] Fixed missing pickup sound effect on mission-specific story crates. [*] Fix for harvesters getting stuck in a loop near resource nodes that prevents any further action. [*] Fixing bugs in "See the Light" and "Crushing Da Feet" which could cause objectives to be reported incorrectly. [*] Improved grid structure placement on water. [*] Fix for some visual effects being seen in fog of war. [*] Fixed enemy units appearing under the fog of war when they were ejected from a bunker. [*] Observer mode crash fix. [*] Improved UI support for widescreen/ultrawide resolutions. [*] Fix for selection UI not displaying when units are moving across bridges. [*] Fix for units not visually moving across bridges properly in replays. [*] Fix for shifted start positions on radar map in setup screen after enabling or disabling a map mod. [*] Mega-Structures now correctly refund money back when sold. [*] Infantry will now die correctly when bridges are destroyed. [*] Fixed missing text in quickmatch user interface. [/list] [h3]Other Improvements and Changes[/h3] [list] [*] The portal creatures correctly use damage roles. [*] Additional buildings and units now have proper destruction animations. [*] New French/Francais translation completed by community. [*] German/Deutsch translation started (work in progress). [*] Added reminder that Loopwell cannot swim. [*] Player now sees turret range when initially placing structure. [*] Added custom mod options pane in online game lobby. [*] Added a few more AI names to skirmish. [/list] Once again a big thank you to our community, it is thanks to you that we are able to make games like 9-Bit Armies.