"Survivorship Bias" 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/7hsB0VSm/Survivorship-Bias.png[/img] 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] [list] [*] 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. [/list] [h2]General Gameplay[/h2] [list] [*] 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. [/list] [h2]Art + Graphics[/h2] [list] [*] 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. [/list] [h2]Audio[/h2] [list] [*] 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. [/list] [h2]AI Improvements[/h2] [list] [*] 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. [/list] [h2]Known Issues[/h2] [list] [*] Having mods enabled could cause multiplayer games to quietly fail. We'll fix this to add a warning in the next update. [/list]