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Ancient Warfare 3 News

Update 0.37.2

[h3]Content[/h3]
  • Added decorative ropes (default rope, metal rope, wire) to the game, which can be placed between two points with custom width and weight settings


[h3]Features & Improvements[/h3]
  • Default save path is now hidden on the UI
  • Added scripting nodes to change color, intensity and range of (scripting)lights
  • Added scripting nodes to check if a unit is passive, corpse or animal
  • Scripting nodes will now show their description while hovering over them
  • Scripting node input and output parameters will now show a description while hovering over them
  • Modular parts will no longer be destroyed when the attached object is destroyed


[h3]Bug fixes[/h3]
  • Fixed that spawned weapons by scripting would despawn
  • Fixed that spawned shields by scripting wouldnt fall down
  • Fixed that spawned horses by scripting would fly
  • Fixed that selected x-shaped sticky nodes would break the selection of objects
  • Fixed player swimming
  • Fixed various problems with the scripting light settings UI
  • Fixed bullet shell directions on HMGs
  • Fixed that vanilla siege units didnt save their equipment correctly
  • Fixed that roof walls could not be placed on triangle roof parts
  • Fixed that units that were pushed off by the player would fly in the air
  • Fixed various animation issues related to snow coverage in the editor
  • Fixed issues related to copy/pasting while snow coverage is enabled
  • Fixed a bug that prevented modular parts from being placed after the terrain got changed


As already said in the last patch notes, the development of the next big update will begin next week. Make sure to join the discord server to stay up to date with the latest development previews and news:
https://discord.gg/jnigames

Update 0.37.1

Hello everyone, version 0.37.1 is now available!
First of all I want to apologize for the lack of updates in the last few months. Unfortunately the development was stopped due to health issues, but in the future to can expect more regular updates again. Now to the new stuff in this update:

[h3]Content[/h3]
  • Added 45° modular roof parts
  • Added 2 future energy shields (round and rectangular version)
  • Added a decorative blood particle effect


[h3]Scripting walls[/h3]
In the scripting mode you can now place custom sized walls similar to triggers. Scripting walls feature various options to block (or not block) the player and/or AI units as well as all other physical objects like projectiles. In addition scripting walls can be completly invisible, semi transparent with a custom color or static/animated striped. Placed walls can be referenced in scripts and enabled/disabled at any time. Walls which dont block the AI can also be moved around with scripts.


[h3]Modular material settings[/h3]
The material of concrete and metal modular parts can now be adjusted for each individual part by selecting them. You can choose an rgb color multiplier as well as metallic and smoothness values of the material.


[h3]New scripting nodes[/h3]
  • Added restrict move, look, attack, jump, crouch, sprint and lean nodes to prevent the player from doing certain actions
  • Added InfoLeft/InfoRight nodes to show text notifications on the HUD
  • CustomInfo node allows the creation of custom HUD messages with options for:
    • font size
    • vertical/horizontal text alignment
    • text color
    • background color
    • background transparency
    • duration
    • x/y positions in screen coordinates [0, 1] from the bottom left corner
    • width/height in percent of the screen size [0, 1]


[h3]Bug fixes[/h3]
  • Fixed missing units in zombie spawner UI
  • Fixed full balaclava clipping through some items
  • Fixed spawning with red players in the arena
  • Fixed impact effects and sounds on modular building parts


[h3]Coming up next[/h3]
There will be a small update in the first week of 2022 which will include decorative ropes/wires/chains/... (small preview below) and a better in-game documentation of individual scripting nodes to quickly figure out what a node does and how each input works, as well as fixes for some minor open bugs.

[previewyoutube][/previewyoutube]










Between christmas and new year there will be some prototyping to figure out whether certain stuff works which hopefully lead to the biggest update AW3 has ever had towards the end of 2022.

Merry christmas and a happy new year! - JNI

Halloween Event Result

The halloween event is over! The top 3 are:



Rank

Name

Score


1

login

224730


2

IsaacBuddy

185965


3

TheIdiotWithABongo

185820



1st place can choose 2 equipment items or objects, 2nd/3rd place can choose one equipment item or object each. If you are one of the top 3, please reach out to me in the comments of this event or on discord.
Rewards have to make sense in the game and copyrighted stuff is not allowed.

Halloween Event

[h3]Halloween menu scene[/h3]
We have a temporary menu background scene created by GeOmEtRy for this year's halloween event. You can check it out in game or on youtube: https://youtu.be/YHw_7CUzYoo

Unfortunately, if you have a very low end computer (2 cores or less, 5gb RAM or less) you will still see the default menu scene to make sure the menu works fine.

[h3]Halloween event map[/h3]

We also have an awesome event map called "MASTERCHEF HELLS COOK" which was created by Noita Wizard. You play as a cook and have to complete as many orders as possible while collecting ingredients from units and other places. You can start the event from the main menu. There are also rewards for the 3 players with the most points on October 31st.

Rewards
Winner: Choose 2 equipment items or objects
2nd & 3rd: Choose 1 equipment item or object each
Rewards have to make sense in the game and copyrighted stuff is not allowed!

Update 0.37.0

[h3]Content[/h3]
  • Added SVD rifle (DMR D in game)
  • Added dark and desert colored variants of all modern vanilla units


[h3]Features & Improvements[/h3]
  • Randomized vanilla units

    • Clothed units are now the default variant in the unit placement list
    • The existing variants (clothed, naked, light/heavy/full armored) still exist
    • Vanilla units spawn with randomized gear depending on their faction

      • Clothing, face equipments, hair, armor, shields and weapon attachments will be randomized

    • Vanilla units in old maps stay the same
    • The exact randomized variant of placed units will be saved and loaded

      • Exceptions: Units which spawn from spawners, in conquest/KOTH or drop from vehicles

    • When duplicating a randomized unit it will get a new set of random items
  • Scripting

    • Increased .ogg file size limit to 1.5MB (Using large audio files will increase the map size and loading times)
    • Script execution time is now shown when using the debug.fps 2 command in the console
    • Added player to health cast node
    • Added skill input to Spawn(Custom)UnitEx nodes
    • Added increment/decrement nodes for float/int
    • Added Get/Set Ammo nodes to modify the amount of bullets in the player's current weapon
    • Added SetGuardMode node to set a unit to guard mode with a specific pose
    • Added hit normal output to interaction raycast node
    • Added OnJump/OnLand event nodes for the player
    • Added vignette screen effect node
    • Added Get/SetSkill nodes to modify the AI skill
  • Campaigns

    • Large campaigns will now load without freezing the game
    • Added "keep equipment from previous level" option for campaign levels
    • Added "keep ammo from previous level" option for campaign levels
  • Unit stats randomization

    • When a unit spawns its stats will be slightly randomized
    • Health: +- 10hp
    • Skill: +- 10%
    • Attack distance: Increased by up to 5
  • Increased default unit attack distance from 30 to 50
  • Increased pellet damage from 17 to 25
  • Decreased shorty pump animation duration
  • Slightly adjusted the models of "Helmet 1" and "Helmet 4"
  • Boats can now drop units if the landing spot is blocked by other objects which units can walk on


[h3]Bug fixes[/h3]
  • Fixed a bug that caused wrong rendering of transparent face equipment items while editing/playing a battle
  • Fixed inaccurate fps counter for slowed down battles
  • Fixed that face equipments were not being added correctly to the campaign inventory
  • Fixed that gatling guns were floating
  • Fixed the campaign level close button
  • Fixed working rotors on landed AE500
  • Fixed typo in lush alien environment objects
  • Fixed back left wheel material on LAV-25
  • Fixed framed door frame collision
  • Fixed SAM turret destruction when the object below the turret got destroyed
  • Fixed skeleton corpse model
  • HMGs should now hit strafing players in close range better
  • Fixed door opened/closed scripting events
  • Fixed that modifying the terrain would reset custom rotations of environment objects
  • Added slight delay to prevent modular drag placement from being used when placing from certain angles
  • Other minor fixes