1. Ancient Warfare 3
  2. News
  3. Update 0.36.2

Update 0.36.2

[h3]Content[/h3]
  • Added new hats: bearskin cap, shako, peaked cap
  • Added a black sticky note
  • Added LED matrix objects (1x1, 2x2, 3x3, 4x4, 5x5, 10x10) with adjustable RGB pixels by the scripting system


[h3]Features and improvements[/h3]
  • Ground vehicle controls

    • Players can now control tanks and other ground vehicles (ONLY allied ground vehicles, NOT static object vehicles or enemy vehicles)
    • Seats in the vehicle can be switched to take control of the scout or gunner, while the AI continues to drive the vehicle
  • Improved player siege weapon controls:

    • Hitmarker for siege projectiles
    • Aim up/down with supported siege weapons
    • Preview arc instead of point
    • Change distance with mouse movement instead of keyboard input
  • Skill slider does now affect siege weapon accuracy and reload speed
  • Melee units will now attack siege weapons more reliably
  • Animal AI improvements

    • Horses will now attack more reliably
    • Fixed various problems which caused horses to not move at all and melee units to not attack horses
    • Elephants will now try to stomp on units below them
  • Added support for ranged animal units
  • Water looks less blue now
  • Performance improvements

    • Fixed long navigation generation loading freezes on certain maps
    • Improved modular building placement performance on maps with many building parts
    • Reduced RAM usage while playing a battle
    • Fixed a lot of reasons for lag spikes while playing to provide a smoother experience
  • Scripting features (added scripting nodes)

    • Get which weapon the player is holding
    • Get primary, secondary, ... weapon of the player
    • Get support equipment and shield of the player
    • OnFire, OnPoison event nodes
    • Comment node to describe sections of a script
    • Get right direction vector of a unit
    • Get squad units
    • Add squad members
    • Remove squad members
    • 2 dimensional array input and related functions
    • Array input elements can now be set while the script is running (SetElement node)
    • Increased max array size to 100
    • Array nodes can be collapsed to hide the indiviudal elements
    • Perlin noise node
    • Color input and related functions (Split, Merge, Lerp)
    • Interaction raycast node to get the world position where the player is looking
    • IsInTrigger node to test if a position is inside of a trigger
  • Improved script compilation speed


[h3]Bug fixes[/h3]
  • Fixed EndDialog node functionality
  • Fixed that teleporting units in wander mode would break their AI
  • Fixed Dialog::Answer event reference selection
  • Fixed wrong input types for some cast nodes
  • Fixed that short weapons could destroy shield backpack from the inside
  • Fixed foundation stair placement for old prefabs
  • Fixed a bug that caused the load/save UI to move off the screen
  • Fixed missing water reflections option
  • Fixed the selection of units with dialogs for scripting nodes
  • Fixed duplication of stacked paper-like objects (however, it's not recommended to stack paper for performance reasons)
  • Fixed UI problems with the ControlUnit scripting node
  • Fixed a loading UI bug while loading scripts
  • Fixed that destroyed vehicles couldnt be placed on objects
  • Fixed that scripting arrays larger than 20 elements would not be saved correctly
  • Fixed that renaming a scripting variable would not update already placed node names
  • Fixed that some kind of kills didnt trigger the OnDeath scripting event
  • Fixed that units from spawners did not throw their grenades
  • Fixed a bug that caused the player's legs to be rendered in front of everything
  • Fixed reloading animation of muskets and flintlock pistols


[h3]Next update[/h3]
I'm going to continue the biweekly update schedule (+- a few days). The next update will contain more requested features for the scripting system and new content.