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Ancient Warfare 3 News

Update 1.1

[h3]Content[/h3]
  • Added 4 variants of a two colored shirt
  • Elf ears will now share the color of the unit's body paint


[h3]Scripting improvements[/h3]
  • Added a tool to search and jump to node instances in scripts in the scripting view
  • New nodes
    • Trigger/RandomPosInside to get a random position within a trigger
    • Unit/[Get/Set]BodyPartCollision to disable hitboxes for each individual body part
    • Player/EnableFallDamage to turn fall damage on/off
    • ControlFlow/Cooldown to block further node execution for a duration
    • ControlFlow/ObjCooldown is a variant of the Cooldown node, but has an internal cooldown for each object


[h3]Other improvements[/h3]
  • The current and total time of a passive unit animation will now be displayed while animating it in the unit editor
  • Added buttons to reset limbs to their default position or rotation while animating
  • Melee direction indicators are much smaller now
  • Melee direction indicators can now be deactivated in the settings (or set to the old variant)
  • Added simulation space option to custom particle system to allow simulation in global space
  • Added rate over distance setting to custom particle systems to allow emission while the object is moving
  • Slightly improved SAM missle accuracy and movement
  • Bug fixes

Beyond the Horizon Map Competition Result

The map competition is over. Thanks to everyone who participated and Tomebinder for judging the maps! He also played some of the maps on stream while judging them, so make sure to check it out if you are interested:
https://www.youtube.com/watch?v=0Oi6YXmmOvA

Some really nice maps have emerged from this competition and there is a new quick play bundle available in the main menu, which contains some maps from the competition.
Just a discplaimer: If your map isn't listed in this post or the quick play bundle, that doesn't mean it is not worth playing.
The winners will receive their digital steam gift cards soon and will be notified via steam dms or discord, so keep an eye out for that!

Here are the best maps with a short review from Tomebinder:

[h3]1st place[/h3]
http://steamcommunity.com/sharedfiles/filedetails/?id=3162424983
This map is a great example of how AW3 is a distinct game engine in its own right. I really appreciate maps that feel like complete packages. You can tell that “Crusader” was extensively playtested, and despite its anomalously long playtime the whole experience was quite polished. It was hard for me to believe that a narrative of any length and complexity could be told in a single map… but then I played CRUSADER. Its connection to the contest feels like more of an afterthought, mostly being alluded to in text… until the last level, where the player bursts through a Space Gate to explore the cosmic realm beyond. Crusader puts a unique spin on the typical gameplay of Ancient Warfare 3 by using JNI’s scripting system to the fullest. It was incredibly satisfying to learn a whole new set of controls as if I had just installed a brand new game onto my PC. Customizing my loadout was fun, and I got the sense that I only scratched the surface of customization given the many options for buying new guns. It was also super fun to explore the levels while being locked to this point of view because it made them seem way bigger than they actually were. There’s a lot of potential for this format. This is the kind of map that I anticipate returning to on a rainy day, or when I’m bored. It’s just a full, complete, reliable and FUN experience. Of course, it is the first foray into this kind of quasi-isometric view, and many scripts are working together to bring the Crusader experience to life, which means that movement problems and bugs did occasionally bubble to the surface while playing. In particular, getting the Silencer (protagonist of CRUSADER) to follow my mouse was tricky, and that seems… like quite a critical part of the map. But setting aside these issues, Crusader is a huge effort worthy of the top spot for being a complete, self-contained experience that is well balanced and demonstrates technical mastery of AW3 on all levels.

[h3]2nd place[/h3]
http://steamcommunity.com/sharedfiles/filedetails/?id=3166581101
As above, I appreciate maps that feel like complete packages, and this one certainly fit that description. It felt like playing a quick round of Space Crusade, the board game. You can tell that the map creator wanted to add lots of depth to this map’s scripted mechanics. Everything from the loadout of the space marines to the music is up to the player’s discretion. Numb’s customization options were almost overwhelming at first, but I think that they’re perfect for someone who wants to come back to this RTS again and again. They allow you to tweak your experience and make it slightly different each time. There are TONS of scripts in play here, and they work together almost perfectly, with a few bugs (not game breaking). The actual map is fairly well balanced but not very long. Perhaps if you added regeneration it would allow the space marines to live longer and increase the playtime of the map? This would encourage people to replay more, knowing that their customizable choices at the start of the map have more meaningful long term effects. These are minor requests though. Ultimately the Space Crusade RTS demonstrates great effort through its use of voice acting, custom infos, squad controls, and more. It deserves the second spot for how cohesive and complete it all feels.

[h3]3rd place[/h3]
http://steamcommunity.com/sharedfiles/filedetails/?id=3165557466
With “The Cold Below,” we see someone making an ambitious drive to use AW3 as a FPS engine. Hordes of varied enemies fought in close-quarters, intense combat. Strong Doom and Darktide vibes here, but the tropes of these games are reinvented in a satisfying way. I felt like I was descending into a pit of evil at the start of the map. And, despite the constantly spawning hordes of enemies, I only had a single lag spike throughout the entire experience, which was very impressive. There are lots of great models and competent scripts in this map almost come together, but the gameplay is where it can leave players confused. Unit design is wonderful, with distinct looks for each type of opponent, but I found the map’s gray color palette made it hard to make out the difference between melee and ranged enemies. You have lots of time at the start of the map to relay critical info (about the power levels of different enemy types, directions about where to go, and sounds to look out for), so I recommend doing that as well as putting in the lore. Focus on telegraphing the non-horde encounters and you’ll keep the player feeling in charge -- dominant, even. You’ve clearly got the aesthetic talents and the eye for performance needed to create an accessible map. Looking forward to seeing what you do next!

[h3]4th place[/h3]
http://steamcommunity.com/sharedfiles/filedetails/?id=3166970098
A solid outing, unlike other maps on this list it was a complete package that you can play start to finish and enjoy. Sound design was sparse but used effectively (to indicate when enemies come to life, etc). However, the winding catacombs look samey, so consider adding more detail to differentiate certain areas. There were also a few random teleportation bugs that you already know to fix. Overall, “Arizona Jim,” despite its clear Indiana Jones inspirations, is a very imaginative map! It also fit the theme of exploring new worlds quite well, since we were delving into a forgotten pyramid. A few more days of polish and this completed map would be even more complete. Keep doing stuff like this and you will be a renowned map maker in no time.

[h3]5th place[/h3]
http://steamcommunity.com/sharedfiles/filedetails/?id=3157535518
Super strong concept behind this map. Great variety of units, interesting (immersive) sound scripts, and of course the tie-ins with Remedy Zero were great. But I wasn’t able to finish it. It seems almost impossible to get the desired amount of money in only 15 minutes. Strongly recommend upping the spawn frequency. Other than that, you’ve got the atmosphere down and a great future of AW3 maps if you keep evolving your formula like this.

[h3]6th place[/h3]
http://steamcommunity.com/sharedfiles/filedetails/?id=3157516829
This map had a real interesting ARMA vibe to it. It was a unique take on the alien invasion trope, and it had some neat scripts. You did an infinite defense right: by adding random events and mutations in the battle. However, the blood script was too disruptive and there was a lot of shooting into a treeline where you couldn’t really see anything. So not a lot of face-to-face combat. You’ve got some neat mechanics down, now just focus on the gameplay and you’ll have something really special.

Full Release

Patch Notes
https://store.steampowered.com/news/app/758990/view/6716622476446477942


A Labor of Love Since 2017
I started AW3 as a solo project in early 2017. What was originally planned to be a spin-off with modern content for the game Ancient Warfare 2, quickly evolved into a full rewrite of the game with mixed content from different eras and more customization. The first test version made its debut on itch.io on July 22, 2017. This milestone was quickly followed by the launch into Steam Early Access on December 17, 2017.

Seven Years of Development
After nearly seven years of dedicated development, countless updates and great community support, AW3 is finally transitioning from early access to full release.

Community Driven Development
The success is measured not just in milestones but in the experiences we've shared together as a community and the great content on the workshop. With an overwhelming ~95% positive reviews, your feedback has always been very important for me and influenced the development a lot. Your ideas, insights, content, and engagement has shaped AW3 into what it is today.

The Future
Although AW3 is leaving early access, our journey is not over yet. There are still many things that can be improved and added to the game and I really hope that I can implement some interesting ideas in the future. I also want to focus more on creating community events like map competitions and events to encourage good workshop content.

A Heartfelt Thank You
None of this would have been possible without you - the players. Thank you to everyone who has supported me by purchasing the game, engaging with the community on Steam and Discord, contributing content to the workshop, or just following the development process. Your support has been the cornerstone of AW3's success, and I really enjoyed dedicating most of my time during these past 7 years to the game and its community!

And if you haven't already, I really recommend to join the Discord Server, where I'm usually around while developing and ready to answer questions from time to time.

Beyond the Horizon Map Competition

Starting today and running until February 25, there will be an official map competition! You can create a map based on a certain theme and the top 3 map creators receive cash prizes.
You can find all you need to know below.

Start: Now
End: February 25 2023, 23:59 UTC

[h3]Theme: Beyond the Horizon[/h3]
Venture beyond the horizon, where unknown territories, structures, and futuristic worlds await. Embrace the unknown as you craft mystical lands, unexplored planets and continents, secret buildings, or hidden dimensions. Focus on discovery, from encountering new enemies, monsters or anomalies to unveiling groundbreaking technologies and wonders. Let your imagination lead the way in these uncharted realms, creating a thrilling experience of exploration and adventure.
Your map can play in any era, and we cant wait what creative ideas you come up with!

[h3]Rules[/h3]
Breaking the rules will result in an exclusion from the ratings
  • Each participant can only submit one map
  • The map is created by yourself (no collaborations in any way!)
  • The map has to feature a player controlled unit (static/spectate only maps are not allowed)
  • Old maps are not allowed, you have to start creating the map after the competition started (the game keeps track of when a map was created, so you have to start with a new map)
  • The map has to be submitted before the competition is over, updates to the map are not allowed after the competition is completed
  • The scripting system, custom equipment/items/objects, custom units/prefabs can be used in any way

    • This includes public workshop items of other players and content that you created in the past
    • However, if you use content created by other players, you should clearly state which parts of you map/content were not created by yourself

[h3]Reward[/h3]
The $100 prize pool will be paid out via digital Steam Gift Cards and is split between the top 3 creators:
  • 1st place: $60
  • 2nd place: $30
  • 3rd place: $10

In addition, the top 6-9 maps (depending on the quality of the entries) will be featured as a quickplay bundle which usually results in these workshop items getting a lot of subscriptions!

[h3]How to submit a map[/h3]
Submitting a map is very easy, but make sure your map doesnt break any of the rules or it will not be considered for the competition!
1) Upload your map to the workshop
2) There is a banner on the right side in the main menu where you can select one of your workshop maps to submit it

[h3]Rating[/h3]
The maps in this competition will be judged by Tomebinder, who has both played and created various maps and campaigns. If you have been around in the community for a while, you probably already know him for creating "The Good of the Company" campaigns. He also creates Youtube videos of AW3 and will proably stream the judging process, so make sure to check him out and follow if you are interested:
https://www.youtube.com/@tomebinder4369


Each map will receive a score which depends on these categories:
  • Appearance (0-3)
    Appearance is how the map looks from an aesthetics point of view - that is to say, how easy it is on the eyes
  • Technical Design (0-5)
    Technical design covers how well a map is put together; that is to say, how well it runs, the efficiency of object and unit usage, and the complexity of the map in general.
  • Balance (0-2)
    How balanced is a map, when the theme is taken into account? Is it too easy or too hard? Is one team steam rolling the other when it shouldn't be? Is the player waltzing all over the competition without breaking a sweat? Or is the player dying the moment they leave the starting area?
  • Originality (0-3)
    Has it been done before? Has it been over done? Does it use original prefabs or does it borrow from the workshop? Is there something about the map that makes it stand out from the rest?
  • Units (0-3)
    Is your map using custom units? Are they a designer brand fit for the catwalk or are they as bland as shredded wheat? Are they balanced, and do they fit the map?
  • Gameplay (0-3)
    Is the map fun to play? Is there non-stop action, or is it scary/exciting/trilling
  • Thumbnail (0-1)
    Does the map have an appealing thumbnail?
  • Theme (0-3)
    How well is the theme represented in the map

Other relevant information about the rating:
  • If you use custom scripting, it can positively influence categories like balancing, gameplay or technical design, but it can also negatively impact the performance! That being said, there is no need to use scripting to score the maximum points in the technical design category
  • Custom equipment/items/objects are not required to score the maximum points in any of the categories, but it can help. In any case, using a variety of good looking custom units with vanilla equipment is sufficient

1.0 Update

Ancient Warfare 3 is leaving early access! For those of you who want to read some of my thoughts and plans, make sure to read this post:
https://store.steampowered.com/news/app/758990/view/6716622476446528467
Otherwise, I just want to say THANK YOU and enjoy the patch!

There is also a new map competition going live with this update, which you can find here:
https://store.steampowered.com/news/app/758990/view/3963798375007867538


[h3]Custom Throwing Weapons[/h3]
This new AI only custom equipment type can be used to create custom throwing weapons like the vanilla throwing axes, spears, rocks, ...


[h3]Edit Custom Units in Context[/h3]
Instead of having to back and forth between the editors to ensure your unit's animation or style fits their surroundings, custom units can now be opened within the context of the battle editor!
In addition, when creating or editing units, the correct unit color will be used to preview the unit.


[h3]Content[/h3]
  • Added sky biome with invisible terrain while playing
  • Added long sleeved open shirt
  • Added 4 formal shirts (long/short, wrinkled/ironed)
  • Added sleeve only variants of the camo shirts


[h3]Color wires/ropes[/h3]
The material of wires and ropes can now be adjusted.


[h3]Select similar by Id[/h3]
This feature allows you to expand the current selection by selecting all objects with the same id(s).


[h3]Search for Objects[/h3]
By using the new search button in the upper toolbar or pressing Ctrl + F, all placed objects and units in the battle editor can be searched and located/moved to by hovering/clicking list items.


[h3]Search in Scripts[/h3]
By using the UI button or Ctrl + F you can now search for node names and jump to them to help you navigate large scripts.


[h3]New Scripting Nodes & Improvements[/h3]
  • Scripting lights can now be spotlights
  • Scripting lights can now cast shadows
  • Increased custom ogg sound size limit to 2MB
  • Scripting triggers can now be named for identification in scripts
  • Added another small text above the name of scripting nodes which shows the node category
  • Tags for multiple units can now be added easily with the new settings panel in the battle editor (not scripting view)
  • Position in the scripting list is now kept after deleting or editing scripts
  • Added UI buttons to zoom in/out of scripting view
  • Increased RefCollection input size limit from 100 to 1000
  • Increased Array growth limit from 1024 to 4096
  • Added the following new scripting nodes
    • Set/GetFlame to adjust the flame of a unit
    • Set/GetPoison to adjust the poison of a unit
    • OnFlameGlobal/OnPoisonGlobal events for when any unit is set on fire or poisoned
    • Set/GetEquipmentHp to get or set the hp of an armor equipment
    • GetArmor to get the armor equipment of a certain slot (head, body, arm, ...)
    • Input/ArmorSlot to input an armor slot
    • IsRangedWeapon/IsMeleeWeapon/IsArmor to test what kind of equipment a reference is
    • Trigger/GetName to get the name of a trigger
    • Unit/OnAIBeginReload, Unit/OnAIReload (+ bind nodes) events which will run when a unit reload
    • Unit/OnAIBeginReloadGlobal, Unit/OnAIReloadGlobal events which will run when any unit reload
    • Unit/Reload forces a unit to reload
    • Set/Get/ToggleWeaponMod to enable/disable the flashlight/laser of a unit
    • Set/GetFiremode to modify the firemode (semi, full auto) of a unit
    • ReplaceWithPassive to replace a custom unit with a passive variant of the same unit
    • CustomUnit/GetPassiveAnim to get the animation of a custom unit
    • PassiveUnit/SetAnim to set the animation of a passive unit
    • Input/PassiveAnim to input passive animations from custom units
    • Cast/StringToFloat, Cast/StringToInt to convert a string to a number
    • Cast/UnitToPassive to use a unit reference as passive unit reference
    • Unit/CanUseSupport to test if a unit has a support equipment like a grenade and can use it
    • Unit/UseSupport[AtPos] to force the unit to use the support equipment [at a specific position]
    • Unit/GetBehaviour to get the current behaviour of a unit
    • Set/GetAggression to modify the aggression of a unit, which will be used for shooting aggression
    • Query/CountUnitsWithTag to simply count units with a tag instead of returning a list of them
    • Unit/EnableSearchRotation to enable/disable that units rotate randomly to find a target
    • Player/SetVerticalFpsLookDir to set the vertical camera direction while in first person
    • SpawnActiveSupport to spawn active grenades or support equipments
    • OnPlayerSupportThrow/OnAISupportThrow[Global] events to detect support equipment throwing
    • OnExplosion/OnGrenadeActivation events to detect explosions
    • String/Create/FromChar/ToASCIIArray to help with handling strings


[h3]Other Features & Improvements[/h3]
  • Melee weapons will no longer stop dealing damage after cutting through or killing a unit. Instead up to 3 units can be hit with a single swing, provided that each unit hit previously has been killed.
  • Ranged AI improvements
    • Improved semi auto recoil animations
    • Improved full auto shooting (no more semi auto in between groups)
    • Increased default full auto shooting aggression
    • They can now use burst fire modes
  • The HUD will now show which grenade and projectile is currently used by the player
  • Added an active unit to the custom equipment testing area
  • Replaced the unit attack distance switch with a slider
  • Increase chest plate and helmet vertex limits from 1.5k to 2k
  • Miniguns can now be reloaded (both vanilla and custom)
  • Selected objects can now be saved as a prefab
  • The custom unit editor camera can now be both higher and lower
  • When uploading units to the workshop, the name and descriptions are filled out automatically
  • Most workshop items no longer need descriptions when uploading them
  • Added more UI info elements throughout the game, especially in the battle editor
  • Increased max bullet amount to 20 for caliber modifications
  • Added an option to make unit spawners invisible while playing
  • The flee radius of passive units is now displayed in the editor
  • Added more workshop sorting options to battles, units, prefabs and campaigns (90d, 180d, 1y trend, 90d, 180d, 1y upvotes)
  • Fist weapons no longer block projectiles and other melee weapons
  • Increased possible weapon offset while animating custom passive units
  • Added modular wall, foundation and floor as reference objects in the item creator
  • Message notifications in the battle editor now use colors based on the message type
  • Improved the functionality and visuals of tooltips
  • Increased max player starting health setting from 10k to 100k
  • Sharp/blunt damage reduction and weight/ergonomics are now displayed in the arsenal
  • Small UI improvements throughout the game
  • Improved debug console (better UI, button to open log file path)
  • The game's save directory can now be opened through the settings
  • Added an option to control which units will be run over by vehicles
  • Added a button to the main menu to reload all workshop content (after subscribing to content in the steam client)
  • Improved UI sound variation
  • Updated engine


[h3]Bug fixes[/h3]
  • Spectate node will no longer cause the player to drop its equipment
  • Fixed global variable scripting panel error message getting stuck
  • Fixed that editing a custom thrower unit to another unit type would not update the animations in the battle editor
  • When returning from playing some editor UI settings were not up to date
  • Fixed that editing a dialog graph in the script editor would reactivate the whole battle editor UI
  • AddDialog nodes will not work without name input
  • Fixed that clicking while the scripting editor is being minimized for selection would break the UI
  • Fixed bad performance when loading main menu backgrounds from within battles
  • Fixed that ranged units did not target cannon turrets
  • Fixed accuracy of vehicle navigation blocking which prevents various issues
  • Fixed that controlling a unit with a siege weapon would cause various movement bugs
  • Fixed incorrect full screen mode while starting
  • Fixed issues when undoing modular placement
  • Fixed issues where editing placed custom units would also modify other units
  • Fixed that OnDamageGlobal was invoked after OnDeath events
  • Fixed various UI issues in the quick play panel
  • Animal hitboxes will no longer longer block projectiles from the rider's weapon
  • Fixed a bug that caused incorrect rendering orders of balaclava items
  • Fixed a bug that caused volume spikes when modifiying volume of music with scripts