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/FK64pYfG/Taking-The-Lead-Update.png[/img]
Commanders,
We are releasing our second patch after releasing to 1.0 earlier this week. This update includes changing the way we are handling the leaderboard, as well as several fixes and addressing issues and balance considerations in the campaign.
This update should also make modding the campaign easier as we have moved all the data to lua and updated the Deutsch translation.
[h1]Core Game[/h1]
[list]
[*] New Feature: Quickmatch Leaderboards have moved to quarterly reset. The first will be 1 month long, and the rest will be 3 months starting in October, January, April, and July.
[*] Translation: German translations updated
[/list]
[h1]Bug Fixes[/h1]
[list]
[*] Fix for player sometimes having the wrong veterancy set when joining a co-op campaign as a guest
[*] Fixed (Hidden) Purple Star Objectives to display correctly in both solo and co-op campaigns.
[*] Fixed bridges highlighting when they should not.
[/list]
[h1]Campaign[/h1]
[list]
[*] Moved a bunch of campaign data (Gold Timers, Bonus Starting Resources, and Resource Node Values) to single Lua file per campaign (to make potential Mods easier).
[/list]
[h2]Overlords Campaign[/h2]
[list]
[*] Hooked up victory and defeat animations
[*] Fix for Preplaced Sentinel APC causing AI to send all preplaced infantry to it
[*] Adjusted default Resource Node values to 12000 for most missions
[*] Adjusted AI Unit counts for difficulty (including but not limited to: attack groups sizes, Grenadier Infantry Ratios, Defensives AA drones caps)
[*] Updated AI Defensive Caps to fix potential issue with not being able to attack due to large defensive forces
[*] Swapped rewards so buildable nuke comes before starting nuke
[*] M02: Added Bark for Radars taking initial damage to give more warning
[*] M03: Added Bark for Para canon taking initial damage to give more warning
[*] M04: Added Barks related to building/losing Mobile HQs (Bronze)
[*] M04:Added Barks related to Radiation and Cooling Towers
[*] M04:Updated the Barks related to Allied Base under attack to be less annoying
[*] M05: Add some Air Elementals
[*] M06: Fixes so AI again correctly attempts to take back control points
[*] M06: Gave AI access to para cannons
[*] M06: Added some extra barks (including Flavor and related to Objective Updating)
[*] M07: New Secret Objective
[*] M07: Added Barks related to building/losing Mega Rocket Turrets (Bronze)
[*] M07: Adjusted some enemy AI portal placements (including adding Air Elementals)
[*] M08: Added some extra barks (including Flavor and related to Objective Updating)
[*] M10: New Secret Objective that doesn't go against the SILVER
[*] M10: Gave AI access to para cannons and transport copters
[*] M10: Outro Cinematic updated to match story
[/list]
[h2]Sentinels Campaign[/h2]
[list]
[*] Swapped rewards so buildable orbital laser comes before starting version
[*] M12: Silver Objective Update to match new text
[*] M12: Outro Cinematic updated to match story
[/list]