1. Ancient Warfare 3
  2. News

Ancient Warfare 3 News

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

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