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9-Bit Armies: A Bit Too Far News

Quick Maintenance Update!

Hey Strategy Fans!

Just a quick update to correct an error which displayed a number of erroneous skirmish matches in the game lobby screen.

Sorry for the interruption, and have fun!

9-Bit Armies Patch Update for November!

Happy November Commanders!

We've got an update that contains a few fixes, a fun new feature, and a balance tweak. Enjoy!

PATCH DETAILS:

11/06/24 - BUILD NOTES

* NEW FEATURE: Added Day/Sunset/Night/Sunrise transitions to skirmish, challenge, survival, and multiplayer maps. Skirmish and Multiplayer match settings now allow for selecting the local ambient "time of day" (for lighting and audio) in the game lobby. In Survival, the time of day automatically advances the ambient time of day with each attack wave.

* Fixed issue where turrets and some combat units would appear to ignore firing on nearby targets when in reality they were focused on enemies that were out of range and appeared to be idle.

* Fixed issue which resulted in missing starting units and structures when restarting a mission.

* Survival Mode debrief now properly displays player names and faction icons in solo, coop LAN, and coop multiplayer. Extra player slots that were not used in the battle are no longer displayed in the list.

* Updated most all "weapon fire" and "weapon detonate" sound-effect events to each have max 3D instances of 10, rather than infinite from their presets. This will prevent cases of large groups of units in combat causing unnecessary overly loud volume levels from the audible stacking.

* 9-Bit Armies: Shrink Ray (secondary superweapon) balance update: Previously, the shrink effect duration was 10 seconds + 2 seconds for every Matter Compression Engine structure built. The new shrink effect duration is now 15 seconds + 2 seconds for every Matter Compression Engine structure built. Ultimately, this results in a 50% extension to the base shrink effect duration.

Hotfix Patch - 10th Oct.

Hey commanders,

We just released a quick update to fix some things up. Details below.

  • When a player is invited to a co-op game, installed mods will be compared between the two players and now downloaded/synced to avoid errors when trying to join another person's game.
  • Fixed issues where landscape (trees, buildings) make it hard to select friendly or enemy structures behind them.
  • Fixed issue where the campaign objectives pane would shrink/expand as the mission countdown timer became larger or smaller due to character width.
  • Fix for forward HQ ghost models sometimes getting left behind
  • Fix for not being able to load into a challenge instance after restarting a campaign instance

$125 9-Bit Armies 1v1 Tournament - October 12th



Hello commanders,

JustPlainSavage and Twizzy are hosting another 1v1 Tournament for 9-Bit Armies!

[h3]$125 PRIZE POOL![/h3]
  • 1st Place - $50
  • 2nd Place - $30
  • $15 Lottery Draws to all Tournament Participants

All players are welcome to sign up and participate, this is an Open Sign up Tournament. This Tournament is for FUN and for content, I want everyone to be able to have a good time playing and watching.



The tournament will last about 2 hours, 3 hours most. So please be available to participate through all your matches if you sign up.

[h3]RULES[/h3]
!!!MUST play all your games to qualify for the Lottery Draw. Forfeiting or throwing matches will have you removed from the draw!!!

Any bad manners will get you banned from the tournament and participating in further tournaments.

Double Elimination (You have to lose twice to be eliminated from the tournament)
  • Round 1,2,3 - Best of 3
  • Semi-Finals - Best of 5
  • Finals - Best of 7
  • Grand Finals - Best of 7
  • Loser Bracket - Best of 3
  • Loser Bracket Finals - Best of 5

Custom Lobby Settings
  • Game Mode: Standard
  • $16K Resources per Node
  • 0% Crate Drop Chance
  • Enable Superweapons? Yes
  • Enable Mega Structures Yes
  • Enable Starting Mobile HQ Yes
  • Enable Bridge Destruction Yes

[h3]Maps[/h3]
First map of every series will be [2p] Crustacean Cove, after this map, loser of the match will pick a map that is from one of the listed below. Each map can only be played once per series.
  • [2p] Bracket Islands
  • [2p] Frost Town
  • [2p] Dominion Crossing
  • [2p] Lane Change
  • [4p] Canyon Country (starts Top vs Bottom)
  • [4p] Money Pit (starts TopLeft vs BottomRight)
  • [4p] Portal Peril [NO PORTALS] (starts Top vs Bottom)
  • [4p] Sand Trap (starts TopLeft vs BottomRight)
  • [4p] Severed Gorge (starts TopLeft vs BottomRight)
  • [4p] Shark Tooth Bay (starts TopLeft vs BottomRight)
  • [6p] Corrupted Crater (Random spawns)


Any questions should be directed to JustPlainSavage on discord the event organizer.

"Taking Control" Update now LIVE


Commanders,

A new update this week introducing a long requested feature allowing you to switch dynamically between "modern" and "classic" control schemes. We have also made some improvements to sound design, more bug fixes and fixed up the Norwegian translation.

[h2]New "Modern" vs. "Classic" Hotkey Options[/h2]
We have now added support so you can switch between modern WASD-style camera movement and more classic RTS build hotkeys from the control menu without needing to manually assign everything.



[h2]Fixes and Misc.[/h2]
  • Added Sound effect events for 8-Bit cameeo units (Brain, Destroyer, Marine Mech, Skeleton, Scout) + missing SFXEvents for Drone targeted attack, Wartank movement, and Wartank movement idling.
  • Added support to prevent audible SFX "overdrive" when multiples of the same SFX event are attempting to start at the same time.
  • Blue bars and $ amounts on resource nodes no longer display during camera cinematic cut scenes
  • Fixed Norwegian translations that were mistakenly converted to Dutch.