1. Ancient Warfare 3
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  3. Update 1.11

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