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Ancient Warfare 3 News

Update 1.10

[h3]Merged material editing[/h3]
There is a new button in the toolbar of the custom unit creator to improve material editing. Materials from all items of the unit are displayed as a single list and matching materials can be edited as a single entry, preventing you from having to copy paste colors between items!


[h3]Edit modular building materials during placement[/h3]
When placing a modular object, you can now edit the color before placing it. The game remembers the setting while you keep placing supported objects. Otherwise, you can load the last used settings with a click of a button when you start placing supported objects again.


[h3]Object groups[/h3]
The concept of object groups has been added to the custom battle editor:
  • Selecting a single object from a group will select the whole group, unless you hold Left Alt while selecting
  • Object groups can be created or dissolved by selecting objects and using the "Make Group" button in the left toolbar
  • There is a new editor setting to enable prefabs to be placed as groups automatically. (Editor Settings in the bottom right corner)


[h3]Selection filtering[/h3]
Selection filtering can be used to remove specific types of objects from your current selection or focus it on a specific type of object. When a single object is selected, there are suggestions to add matching objects to your selection.


[h3]Embedded prefab and unit editor for custom items[/h3]
While creating custom items, you can now test them directly in the integrated prefab or unit creator depending on the item type.
[previewyoutube][/previewyoutube]

[h3]Custom ref size objects[/h3]
You can now load any vanilla or custom object from the game's database as a reference size in the custom item editors!


[h3]Burned skin paint for custom units[/h3]
A new body paint item has been added to add burn marks to units that are similar to those of burned zombies.


[h3]Scripted Rendering[/h3]
There are various new nodes to render primitive 3d objects from scripts. This can be useful for debugging or quickly visualizing something without having to create full custom objects, especially since materials/colors can be updated every frame.
Depending on demand, this feature will be extended to support screen space rendering or custom 3d objects

[h3]Scripting features[/h3]
  • Added Unit/GetMount node to retrieve the siege weapon or animal of a unit as object reference
  • Added SpawnPointLight / SpawnSpotLight nodes to create scripting lights at runtime
  • Added GetEquipName to get the database name of an equipment item by id
  • Added Health/GetMaxHealth to get the max health of a unit or object
  • Added Array/Clone and Array/Reverse nodes
  • Added GetGuardPose node
  • Added QuaternionToEuler and EulerToQuaternion nodes
  • Added CustomSupport input nodes (missing from previous update)
  • Added various nodes for scripted rendering


[h3]Other features and improvements[/h3]
  • Added grenade type 'Scripting' to custom grenades to create grenades that only trigger the scripting event and nothing else
  • Scripting tags can now be added to units placed in the spawn area for vehicles and game mode spawn lists
  • Added "Custom object" filter to the editor placement lists
  • Added a settings panel to enable / disable medical crates
  • Particle property curves in the custom particle editor can now be negative
  • Particle systems can now be copy / pasted into sub particle systems in the custom particle editor
  • Added current color indicator to color picker in the terrain editor


[h3]Bug fixes[/h3]
  • Fixed missing hover outlines in some cases
  • Fixed accuracy of equipment on custom corpse units
  • Fixed that some custom armbands did not work with asymmetric setups
  • Fixed various issues related to the crosshair settings
  • Fixed missing weapon sway while not aiming
  • Fixed incorrect shadows for equipped custom support items
  • Fixed various settings for custom particle systems

Update 1.9

[h3]Custom support creator[/h3]
There is a new custom support equipment creator which allows you to create many new items like ammokits, medkits, shield and heal fields, glowsticks and airdrop flares!


[h3]Editor hover and placement effect[/h3]
Objects are now highlighted when hovered in the battle editor, making it easier to know what you will select before clicking. In addition, there is a small animation for placed objects to make the editor feel more alive!


[h3]Scripting support for unit traders[/h3]
Various nodes have been added to allow you to turn any unit into a trader and modify their offers at any time!


[h3]Scripting naval vehicle spawning[/h3]
All naval vehicles can now be spawned with scripting to add additional reinforcement. Each ship has predefined slots to spawn units, which will then be dropped off on the coast.


[h3]Ammo crate settings[/h3]
There are new settings for ammo crates and small ammo packs to adjust their content. This can be helpful if you are using custom items, but have to adjust their functionality to fit the balancing of your map!


[h3]Scripting features[/h3]
  • Drag select is now possible while selecting references for ref collections
  • Tags can now be added to triggers, lights, walls and fog in the scripting editor
  • Added attack range input to SpawnGroundVehicle / SpawnTransportVehicle nodes
  • Added Equipment/PreventDespawn node to prevent dropped weapons from being despawned
  • Added Get/SetFovMult nodes to modify the player's camera fov
  • Added Delayed N Loop which runs n times with a set delay in between iterations
  • Added CooldownEx / ObjCooldownEx nodes with an additional output to run actions while on cooldown
  • Added IsBlocking and IsAiming nodes for the player
  • Added ReplaceWeapon node that works similarly to ReplaceUnitCustom, but uses the source unit and only changes its weapon


[h3]Other features and improvements[/h3]
  • Added the ship cannons as siege weapons with 4 different ammo variants
  • Added an option to prevent equipment from being picked up
  • Added an option to make doors blocked, disabling all interaction. These can only be opened through scripting
  • Added a search bar for attachments in the equipment panel, unit creator, trading editor and weapon settings panel
  • The color of modern modular doors can now be changed
  • Added an 'all' button to ammo lists in the custom creators to ensure each caliber is included at least once
  • Added separate sounds for custom vehicles: idle, running, start
  • Added a 3D terminal in the item creator's testing area to spawn additional equipment for testing
  • Added EMP grenade options to the custom grenade editor


[h3]Bug fixes[/h3]
  • Fixed some interaction bugs that could result in invisible UIs
  • Fixed navigation problems related to doors on concrete triangle foundations
  • Fixed muzzle flash positions of vehicle weapons
  • Fixed several issues with the unit spawner settings panel in the battle editor

Update 1.8.0.1 (Bug fixes)

  • Fixed input issues related to the camera and other systems when text fields were focused but not being edited
  • Fixed item generation errors for custom clothing items with non-adjustable materials and arm/leg presets
  • Fixed incorrect behavior of the "replace unit" scripting nodes when the source unit had already been eliminated
  • Fixed an issue where changing the pose of custom ground vehicle seats had no effect while playing battles
  • Fixed a problem that could cause custom units to break when editing colors
  • Improved workshop item loading stability and logging

Update 1.8

[h3]Object tag system[/h3]
There is a new scripting tag system for reference objects. It works similar to the unit tags, but instead uses reference objects as input and outputs. Tags can be added when selecting an object in the battle editor or by using the AddTag node in scripts. Please note that unit and object tags are two separate systems, meaning a unit can have both unit and object tags!


[h3]Scripting features[/h3]
  • Added Trigger/SetName node to change the name of a scripting trigger which can help to identify triggers created from scripts
  • Added AddTag / RemoveTag / HasTag / GetTags / GetObjectsWithTag / CountObjectsWithTag nodes for the new object tag system
  • Added Inventory/SetAdditionalSlotCount / SetAdditionalSlotCount nodes to add up to 4 additional weapons slots.
    • Weapons slots can be accessed with the weapon 5 - 8 keybinds
    • Picked up weapons 5 - 8 are not visible on the player
    • Weapons for these slots can only be picked up while playing a battle, they are not part of the save system for player settings
    • The existing inventory nodes can be used to add / remove / modify these weapon slots
  • Added weapon reference output to the Inventory/GetWeapon node. (Should be used with caution to prevent any issues)
  • Added SetMagazineContent and GetMagazineContent nodes to control the amount of bullets in a weapon
  • Added OnHeal, OnHealGlobal, BindOnHeal event nodes to detect when a unit receives healing
  • Added driveOver input to the SpawnTransportVehicle and SpawnGroundVehicle nodes
  • Improved node suggestions when dragging an output into an empty area for special inputs that accept any reference or numeric value as input
  • Holding Shift or Alt will stop node alignment even when one of the options is enabled


[h3]Other features and improvements[/h3]
  • Added variants of the burn barrel and campfire without flames
  • Doors of cabinets and similar objects are now transparent in the battle editor
  • Added autosaving for prefabs (uses the same settings like for battles)
  • Using the 'CustomUnit' filter in the placement list for objects and equipment items will now filter the list by custom items
  • Added equipment specific filters to the equipment placement list in the battle editor
  • Copying colors in the clothing color panel will now also copy the metallic and smoothness values
  • Increased player squad limit from 8 to 16
  • Improved file saving stability to prevent broken save files when something goes wrong while overwriting an existing save
  • Added shortcuts to the passive animation editor:
    • Ctrl + C / Ctrl + V = Copy / Paste
    • I = Insert keyframe
    • Delete (keybinding) = Delete keyframe


[h3]Bug fixes[/h3]
  • FIxed icon https download issues on linux when libcurl or tls stack is not installed
  • Fixed selection material when using Ctrl + X on special objects like the player
  • Fixed incorrect handling of the DropWeapon / DeleteWeapon nodes
  • Fixed maxDst input on the Raycast scripting node
  • Fixed a bug that caused MarkV tanks to teleport when the battle starts
  • Fixed performance degradation when picking up physics objects
  • Fixed armband color saving when using individual colors per side
  • Fixed MLRS shooting
  • Fixed tank mortar projectile despawning and accuracy issues

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