"Nuking Bugs" 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/7hqDs99M/Nuking-Bugs.png[/img] 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] [list] [*] 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 [/list] [h2]Balance[/h2] [list] [*] 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). [/list] [h2]AI[/h2] [list] [*] 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. [/list] [h3]Survival[/h3] [list] [*] 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 [/list]