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Ancient Warfare 3 News

Update 1.7

[h3]New content[/h3]
  • Added split pants that feature 2 colors similar to the split shirt


[h3]Scripting features[/h3]
  • Added 50+ nodes to input and modify equipment settings of custom units to create modified custom units in scripts
  • Right clicking a quick input now displays a context menu to delete it
  • Increased the size of trigger size handles
  • Increased custom event input limit from 16 to 32
  • Added Create Cuboid and Create Spherical nodes to create triggers dynamically
  • Added SetFill node to create progress bars from custom info UI elements
  • Added GetLeft/GetBackward/GetDown nodes for all GetRight/GetForward/GetUp nodes
  • Added GetBodyPartTransform to get information about the position and rotation of individual body parts in world space
  • Added EnableImpactAnimations node to disable unit impact animations
  • Added RestrictAim and RestrictWeaponSwap nodes to prevent aiming and weapon swapping


[h3]Other features and improvements[/h3]
  • Players can now be put into spawn lists of ground transport vehicles
  • Improved flame thrower damage calculations to prevent their users from receiving damage from their own flames
  • Added a warning to save the keyframe when an animation frame has been modified
  • Fixed some rendering issues with snow coverage in first person
  • Added the height slider for custom corpses
  • Added overcast weather to some biomes. Overcast applies the same lighting changes like rain, but without the rain particles
  • Added rain without sound weather option to some biomes
  • Improved rain collisions
  • Improved placement of modular stairs
  • Added a warning when moving background options into out of bounds regions
  • Added additional Weapon 5 - 8 keybinds, scripting nodes and vehicle support to allow the player to control more slots in custom vehicles
  • Added crouching and ground sitting animations for custom ground vehicle unit slots


[h3]Bug fixes[/h3]
  • Fixed a bug that caused pathing problems on foundation stairs depending on their height
  • Fixed some positioning and scaling issues with attachments on certain weapons
  • Fixed some navigation problems related to horses
  • Fixed vehicle drive over option
  • GetUnitsInside node now reflects changes after a unit died
  • Fixed script compilation issues when using invalid quick input references
  • Fixed SetTransform node errors
  • Fixed cases where vehicle navigation was not generated
  • Fixed an issue that caused some mp3 files to not play correctly

Update 1.6 - Custom Ground Vehicles

[h2]New camo content[/h2]
There are new clothing items with 4 and 5 color camo patterns. These patterns are available for all the existing camo clothing in normal and medium pattern size.


[h2]Custom Ground Vehicles[/h2]
Custom ground vehicles are finally here!
You can find the editor right next to the other creators in the main menu.

The functionality is similar to vanilla vehicles, and —as usual— you can use your custom vehicles anywhere vanilla vehicles are supported.

The options available allow you to create a wide variety of vehicles —including transport vehicles, tracked, and wheel-based vehicles— each with a range of customization settings.
The way vehicle damage is calculated has also been updated:
Most vehicles are now immune to small arms fire, making them feel more realistic and durable on the battlefield.

Since there are far too many options to cover in these patch notes, I highly recommend checking out the guide on custom vehicles. It explains the most important settings and highlights key things to watch out for when creating your own vehicle:
https://steamcommunity.com/sharedfiles/filedetails/?id=3447919439

[h2]Other improvements[/h2]
  • Added an option to autosave the battle before playing
  • Added confirmation UI when returning to the menu without saving a prefab
  • The player can now look around while riding a horse
  • Clicking on a validation error in any custom item editor will now jump to and highlight the relevant option


[h2]Bug fixes[/h2]
  • Fixed a bug that caused workshop item rendering to freeze
  • Fixed that loading a prefab would not reset the undo data
  • Fixed clothing clipping in the custom equipment editors
  • Fixed some scripting runtime problems on older maps
  • Fixed laser attachment dots being on while the device is off
  • Fixed damage calculation for modified shotgun projectiles
  • Fixed that vehicle UI appear when selecting other objects
  • Fixed that custom traps did not trigger for vehicles
  • Fixed plane spawn position
  • Fixed plane movement speed
  • Fixed invisible plane bombs
  • Fixed an issue that could cause overlapping custom animation icons
  • Fixed that using undo would not reset the rotation of objects that were rotated as a dependency

Update 1.5

[h3]New content[/h3]
Added camo shorts (default and medium pattern) and open variants of the A6 and MSK1 helmets

[h3]Material settings for equipment[/h3]

The materials of placed equipment items can now be adjusted in the battle editor.

[h3]Custom units in ground vehicles[/h3]

The units in ground vehicles can now be changed directly from within the battle editor. Units with mounted vehicle weapons will use them regardless of their own weapons. Other units will try to use the weapon that they were assigned to in the unit creator. Drivers cant be changed, but are usually not visible for most vehicles.

[h3]Animate position/rotation of passive units[/h3]

The position and rotation of passive units can now be adjusted while creating passive animations.
  • The position and rotation always works as an offset based on the starting positiong and rotation of the unit, when the animation starts
  • Navigation areas are ignored, so units can fly and move anywhere within a 50x50x50 area from the starting position. At the same time, navigation to the passive unit is supported if it's moved on the navigation area.
  • Functionality of scripting nodes like teleport/move/rotate is limited while the animation is playing


[h3]Extended character support for notes and signs[/h3]

Different character sets can now be used on notes and signs. Please note that using non latin characters does have a small performance impact. The supported characters depend on the used font.

[h3]Other improvements[/h3]
  • MP3-files can now be imported! It's still recommended to use ogg files for best performance and quality/size
  • Unarmed player attacks are now directional similar to other melee weapons
  • Corpses and passive units can now hold grenades and support equipment in their hands
  • Overwriting files will now show the name of the file to be overwritten


[h3]Engine update & system requirements[/h3]
  • The engine has been updated. This update includes 3 major LTS versions, so a lot of stuff had to be adjusted, but has already been tested in preparation of this update. If you notice any new problems, please report them on steam or the discord server.
  • The MacOs builds are now finally discontinued (after dropping support and removing the platform from the store almost exactly 5 years ago).
  • Windows 10 21H1+ is now the minimum OS-requirement (was Windows 7, which is no longer supported by Microsoft)
  • Ubuntu 22.04+ is now the minimum OS-requirement (was Ubuntu 16.04+)


[h3]Bug fixes[/h3]
  • Fixed that quick scripting inputs lost their references when copy/pasting/placing prefabs
  • Fixed a bug that caused unit icons to miss some custom equipment items
  • Fixed that shooting passive units could lead to frozen animations due to impact effects
  • Fixed functionality of the UseSupport node
  • Fixed attack problems when starting to control an unarmed unit
  • Fixed some cases where the editor UI could become broken when using certain actions (like Undo while editing dialogs)
  • Fixed cases where ranged AIs could become stuck without reloading
  • Fixed nested array access for direct underlying arrays
  • Fixed missing error checks when using materials mappings for arm/leg presets

Update 1.4

[h3]Blur vignette screen effect scripting node[/h3]

The new scripting node combines blur and vignette to blur the screen from the corners to simulate various effects.

[h3]Arithmetic expressions in numberic inputs[/h3]

Simple arithmetic expressions can now be entered in almost any numeric text input.
Supported operations include addition, subtraction, multiplication, division and parenthesized ordering

[h3]Quick scripting inputs[/h3]

Instead of having to create an input node for each input value of a node, most types can now be input with a single click next to the input port. Node connections will clear existing quick inputs. Supported input types are types like bool, int, float, string, float3, color, references and enums.

[h3]Movement speed multiplier node for units[/h3]

One of the most requested scripting features has finally been realized. You can now change the speed of units by using the SetMovementSpeedMult node.

[h3]Improved AI corner peeking detection[/h3]

While peeking corners as the player, AI units would often not react or see the player. This has been improved and AI units will now attack the player as usual.

[h3]First person melee improvements[/h3]

Ever since the 1st person viewmodel was changed to improve gunplay, there were some issues with how melee weapons felt. It looked like as if there was an offset between the rendered weapon and the actual hit detection and changing the fov would cause additional issues. This has now been resolved and melee combat in first person should look and feel more accurate.

[h3]Other features & Improvements[/h3]
  • The order of scripting variables in the list can now be changed while their settings are expanded
  • Added GetPath node to get a copy of the calculated path of a unit
  • Added GetMouseDeltaX/Y nodes to get the mouse position offset between frames
  • Added RestrictWeaponThrow, RestrictWeaponDrop, RestrictShieldDrop nodes
  • The placement method of ceiling lamps has been improved. They can now be placed on most surfaces.
  • Improved the accuracy of unit movement to prevent situations where it seemed like they walked slightly into the terrain on hills.

Update 1.3

[h3]Blur screen effect scripting node[/h3]

The new scripting node can be used to blur the screen to simulate various effects.

[h3]Unit impact animations[/h3]

Units will now react to bullet/melee impacts. The strength of the effect depends on the bullet damage, hit armor and body part, melee weapon weight and randomness.

[h3]Block AI navigation areas[/h3]

Instead of only adjusting how likely AIs will move in certain areas, you can now totally block them entirely. AIs will not navigate within that area and will behave as if an object is placed there.

[h3]Choose preview rotation[/h3]

While placing a preview, you can now input a rotation to place an object at a specific angle.

[h3]Laser wall blocking[/h3]

Lasers from weapon attachments will now be blocked by walls. This effect can be deactivated in the game settings.

[h3]Other features & Improvements[/h3]
  • Workshop items can now be uploaded as "unlisted" from within the game
  • Removed small gaps between the vanilla shirts and pants
  • Pillars can now be placed below other pillars and dragged down to place multiple at once
  • Scripting fog areas can now be rotated on each axis through their settings UI
  • Added GetMouseWheel scripting node
  • Added an option to rotate the editor snapping grid
  • Unit ragdolls now collapse faster


[h3]Bug fixes[/h3]
  • Fixed that Melee scripting events did not trigger for units are punching with their gun
  • Fixed that creating custom units from the zombie tab would cause invalid faction setups
  • Fixed dropping/removing weapons within the OnPickUpEquipment scripting event
  • Fixed a bug that caused units to randomly forget their targets and stop due to missing view on the target
  • Fixed that deleting a navigation obstacle could lead to invalid AI navigation around that area
  • Fixed that support equipment uage didnt work in many cases for AI units
  • Fixed incorrect player health text display on the HUD for some values
  • Fixed incorrect weapon sizes when starting to control certain units
  • Fixed incorrect terrain culling while editing it in the battle editor