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Ancient Warfare 3 News

Update 1.11

[h3]Vulkan support[/h3]
The game now supports the Vulkan graphics API on Windows. This implementation is currently considered experimental, but depending on the map and hardware it can provide significant performance improvements, especially in more demanding battles.
Vulkan can be enabled via a dedicated launch option, allowing you to easily switch between rendering backends for testing and comparison.


[h3]Undo / Redo support in the script editor[/h3]
The visual scripting editor now supports Undo and Redo operations to quickly revert changes or reapply previously undone actions, making iteration much smoother when working with complex scripts. This applies to creating, deleting and moving nodes, as well as modifying node settings and variables.


[h3]Undo / Redo support for custom units[/h3]
The unit creator now supports Undo and Redo operations. This is especially useful while animating, allowing you to quickly revert complex pose adjustments after a misclick or when experimenting with different equipment colors.


[h3]Snow mask editor[/h3]
A new tool has been added to the terrain editor which allows you to paint a snow mask directly onto the map. This can be used to mask snow entirely or control its intensity in specific areas. Smooth gradients are supported, making it possible to create natural transitions between snowy and non-snowy terrain.


[h3]Search dropdowns in script editor[/h3]
Most dropdown menus in the scripting editor now support search input. This makes it much faster to locate specific entries, especially in larger lists like data types.


[h3]Grenade units[/h3]
The custom unit editor now allows the creation of units that use grenades as their primary weapon. This makes it possible to design dedicated grenade throwers. Grenade cooldowns can be adjusted to balance the unit based on the battle.


[h3]Scripting features[/h3]
  • Scripting triggers, walls, lights and fog areas can now be copy pasted
  • Improved script editor opening performance for scripts with many icons
  • New nodes
    • Unit/[Get/Set]BodyPartDmgMult enables modifications to the default damage model
    • PassiveAnimation/GetAnimStats to get the duration and frames of a passive animation
    • Other/GetCaliberName to get the display name of a caliber
    • Restrict/RestrictReload to prevent the player from reloading
    • Other/FormatString1/2/3 to embed arbitrary scripting values into strings
    • Player/OnWeaponSwap event is triggered when the current player weapon is changed
  • Node changes
    • Added an isBlocked input to the Lock/SetIsLocked node to allow the new functionality from the latest update to be used from scripting
    • Added caliber output to OnProjectileBodyImpact and OnProjectileImpact event nodes


[h3]Other features and improvements[/h3]
  • Improved rotation speed of terrain paint brushes
  • Added input UI to set the exact rotation of terrain paint brushes
  • Copy pasting grouped objects/units will now replicate the groups when pasting
  • The caliber is now displayed when modifying the bullet type of a weapon
  • Added a new shadow option 'Maximum' to the graphics settings with double the 'Ultra' range
  • The snow overlay is now generated more consistently and independent from the initial camera position
  • Added additional conditional selection filters
    • Same weapon
    • Same weapon type
    • Same unit type
    • Same name (for custom units)
    • Same scripting tags (all & any variants)
  • The engine has been updated to improve stability and performance


[h3]Bug fixes[/h3]
  • Fixed issues when editing player equipment in scripting nodes
  • FIxed incorrect AI visibility calculations when using custom sized units in combination with guard poses
  • Fixed scaling of custom equipment with offset origin on skeleton units
  • Fixed various issues related to adding / removing units to / from squads with scripting
  • HasObjTag (and related nodes) now work properly with any ref type
  • Fixed invalid collision data generation for custom objects
  • Fixed visible group functionality in the prefab editor
  • Fixed cases where modifying or copy/pasting a custom scripting event would not properly modify the call sites in external or local nodes
  • Fixed invalid quick inputs after changing a custom event

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