EN: The game size will jump to at least 45 GB, the story mode will be huge and offer a deep and exciting story, the price of the game will increase, if you buy the early access version you have actually bought the Full Release and you will not have to pay any additional fees on the difference in prices. AR: حجم اللعبة سيقفز إلى 45 جيجابايت على الأقل، وضع القصة سيكون ضخمًا ويقدم قصة عميقة ومثيرة، سعر اللعبة سيرتفع، إذا قمت بشراء نسخة الوصول المبكر فإنك قد اشتريت الإصدار الكامل فعليًا ولن تضطر إلى دفع أي رسوم إضافية على فرق الأسعار.
To offer you a better game experience, the servers will be offline for maintenance at 03:00, May 8 , 2024 (UTC-4). Servers will be online around 04:00 (UTC-4). Further notice will be available if this maintenance extends.
Maintenance content including: 1. New System: Pet Expansion - Pet Pact (requirement: server opening day 45 or plus and character level 440 or higher). 2. New System: Pet Pact Expansion - Pact Equipment (requirement: server opening day 45 or plus and character level 440 or higher). 3. New System: Pet Pact Expansion - Pact Marking (requirement: server opening day 45 or plus and character level 440 or higher). 4. New Trial:Sea of Pact (requirement: server opening day 45 or plus and character level 440 or higher). 5. Fix known bugs in the game.
As we've had a slow launch into Early Access, we naturally have low player population. This was expected for the most part, we've been holding weekly play sessions for months using Steam Playtest and have thankfully maintained a small player base from dedicated players, some even from 2019.
So where does that leave us as new players buy the game and the servers are empty? We are trying our best to rectify the situation, just the same as any other game that relies on players to fill up their servers, and we've got a few ideas. We're heavily focused on marketing and gaining organic growth, in the mean time we'll be shifting our representation of MORTARMEN. Your participation into our weekly events will help us build a foundation towards a daily playerbase.
Back story.
For years we've been building a large scale multiplayer shooter with Arakousa (our nearly 3km island) at the helm, it took many (mortar)man hours to create and fill up with interesting enough points of interest with over 20 sectors and 2 routes. However we've realized the gameplay potential is most realized during smaller engagements, where the movement shines it's brightest and even revealed its weaknesses. We've noticed this during our times on the playtest playground level, but we were still clinging onto Arakousa for dear life.
Check out Chet's channel where he covers aspects of the gaming industry, below he goes over MORTARMEN's launch and compares to his own title, The Anacrusis.
This leads us to our shift!
Levels and gamemodes made for 5v5 to 10v10 player counts, paving the way towards more competitive territory and more engaging gameplay.
We've made the first step with a new CQB level with one terminal sector in a confined mining cave, we'll be experimenting with more ideas for this level to refine our gameplay even further. Come check it out with us during our Play Session events usually every Sunday at 4pm EST, give us your thoughts, as always we'll be in Discord.
Lastly, check out our last Play Session from last Sunday, it was a blast, thanks all for coming.
Commanders, we have anew update this week for you all. This is not as big as some of our previous ones, the reason being the second campaign and a new gamemode are still in the works.
Regardless, the war effort needs must be met and we have managed to add some balance updates, squash more bugs and add a couple smaller items with this update. We are also happy to announce a whole new official Chinese translation allowing more people across the world to enjoy 9-Bit Armies in their native language.
If you are interested in helping translate we are continuing to work with community translations too.
Feature Update
9-Bit Armies现已推出中文版!
9-Bit Armies is now available in Chinese!
UI
Hidden Objectives now use dedicated stars for those objectives. They are displayed in both the objective display and the world map UI.
Tooltips should no longer remain on on-screen when going from tactical to challenge results.
Squished stars have been unsquished now.
Balance Changes
Reduced range of Destroyer "Infantry Chow" ability to prevent units out of reach from being snacked upon.
AI now does a better job of scouting the player in the early game.
Infantry inside bunkers are now healed over time.
Improved air transport loading sequence.
Various AI personality adjustments
Campaign
Adjusted all hidden objectives to correctly support new UI and report back to campaign for tracking completion on the world map
Added Markers to help players "Locate Gwen" when she spawns in as part of Hidden Objective Chains
Adjusted a couple of secret objective counts
Mission #05 - Adjusted location of bronze objectives to make easier/faster to collect them all
Mission #05 and #08 - Replaced Abandoned bases with new versions (so units no longer target the structures in middle of combat without player input)
Mission #05 - Adjusted a couple of portal locations
Misc
Updated FX for the Shrink Ray animation.
Artillery model/texture optimization. Destruction model added. Animated treads and suspension.
Flame Tank model/texture optimized. Destruction model added.
Added gizmo controls to the cinematic camera in the map editor for mod story-telling & camera movement.
Updated fog of war visibility settings on all maps.