1. Ancient Warfare 3
  2. News

Ancient Warfare 3 News

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.

Update 0.36.1

[h3]Content & Features[/h3]
  • Added a shield generator backpack
  • Updated some silenced gun sounds
  • Improved the shield rendering performance
  • New scripting features

    • Units spawned by script can now start in wander mode
    • Spawning of transport vehicles with units from scripts
    • Added a global death event node which runs every time a unit died
    • Added time since battle start node
    • Added a node to get the player position delta
    • Added an event node for when the player picks up equipment, money or keys
    • Increased max array size to 30
    • Added support for arrow key input
    • Interactable objects (key, money) can now be teleported
    • Unit dialog integration:

      • Action nodes for begin/end dialog
      • Event nodes for when a player answers

    • Custom passive unit integration:

      • Events for when the animation starts/ends
      • Action nodes to start/pause or play a specific range of an animation

[h3]Bug fixes[/h3]
  • Fixed that spawned equipment objects would not be added to campaign inventories
  • Fixed camera rotation snapping after loading certain maps
  • Fixed invisible speed slider while editing rivers
  • Fixed that opening the scripting mode in the prefab editor would change the lighting
  • Fixed that setting the player health would not update the HUD
  • Fixed an error while hovering over particle effects
  • Fixed a bug that prevented object selection from outside the map
  • Fixed clipping of roman garnments under the arms
  • Fixed a UI bug which showed the wrong spawn delay
  • Fixed UI problems with the scripting variable panel
  • Fixed teleporting of units with siege weapons and animals
  • Fixed a bug that caused various interaction problems when hovering the mouse in certain areas
  • Fixed selection problems of custom lights and triggers
  • Fixed a bug that could cause unit targeting to pause for 2 seconds

Scripting & Triggers Update

Video summary of this update:
https://www.youtube.com/watch?v=08Na0yIaWxM

[h3]Individual light settings[/h3]
Selecting light objects in the editor, can now deactivate by default (to enable them later)
Shadows can also be deactivated (default setting) to improve the performance while using a lot of lights

[h3]Alarm objects[/h3]
There are two alarm objects with different sound, volume and range settings, which can be controlled by the scripting system

[h3]Interactable scripting objects[/h3]
To enable more interactions between the player and the scripting system, there are various different objects like buttons, levers, switches, locks, codelocks and status lights.

[h3]Triggers[/h3]
Cube and sphere triggers can be placed to detect when units enter, stay or leave an area.

[h3]Custom lights[/h3]
Custom point lights can be placed to create a certain atmosphere. You can adjust the light range, intensity and RGB-color.

[h3]Visual Scripting System[/h3]
The visual scripting system can access various parts of the game to modify the way how a battle plays and works. Based on events, actions can be chained when something happens. The basics like spawning/killing a unit are really easy to implement, but you can also use the scripting system to do quite advanced stuff like custom game modes.
For more in depth information about the scripting system, check out this steam guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=2467984141

[h3]Bug fixes[/h3]
  • Fixed that UI sliders didnt work in some cases
  • Fixed that rotating an object while snow is enabled would cause lag spikes
  • Fixed barrel attachment positions on HSG12 weapon
  • Renamed some objects
  • Fixed a bug that allowed two players to be controlled
  • Fixed slow reloading of some weapons
  • Fixed that using horses could cause incorrect player vision
  • Fixed that the player couldnt look up/down while riding a horse
  • Fixed a crash that could happen while drag placing modular parts at certain angles
  • Fixed a bug that caused invalid prefab placed for prefabs which were created with the drag modular placement
  • Fixed that changing the player equipment would cause an invalid pose for one frame
  • Fixed that shooting with delayed weapons would spawn the projectile at the wrong position
  • Fixed clipping of modern arm/leg armor
  • Fixed squad "send to position" on elevated positions
  • Fixed that choosing a bullet modification and switching the weapon would cause the new weapon to use the wrong caliber (still works for laser/energy bullets)
  • Fixed that dying in first person would show the helmet
  • Fixed some vanilla passive unit poses
  • Fixed a bug that caused some UI elements to be rendered very small
  • Fixed a bug that caused the in-game workshop browser to load the wrong icons
  • Fixed that after placing a vehicle dropoff point the UI could no longer be used
  • Fixed that pausing would cause arrows to fly straight down
  • Fixed that changing a custom unit animation using the edit feature in the editor, would show an invalid animation until reloading the map
  • Fixed a bug that caused the wrong animation pose to be shown while a bone is selected
  • Fixed safe doors
  • Fixed that the terrain edit discard button would discard the changes before confirming the change
  • Fixed that the player could die while standing on a destroyed platform

Update 0.35.9

The trigger and scripting features are still being worked on and Alpha 0.36.0 will be released soon. This update will be the last one of the 0.35 cycle.

[h3]Content[/h3]
  • Added a full auto shotgun (HSG12)
  • Added an open shirt clothing item
  • Added pants with knee protection
  • Added bomb suit body, head, arm and leg armor
  • Added a keffiyeh hat
  • Added a WW1 trench armor


[h3]Features & Improvements[/h3]
  • You can now place multiple modular foundations, floors and walls at once, by holding the left mouse button while placing an object


[h3]Bug fixes[/h3]
  • Fixed a shadow bug which caused the head to be invisible while aiming in first person
  • Fixed a bug that triggered a leg animation when changing custom unit equipment or creating custom unit icons
  • Fixed a problem with wrong window resolutions on ubuntu
  • Fixed the category of some furniture objects

Update 0.35.8.1+2

Features & Improvements
  • The mouse sensitivity is now reduced while aiming through scopes
  • Squad units can now be chosen without placing a player and whenever a player spawns, those units will work like regular squad units
  • Added an in-game option to report workshop items which are offensive

    • This feature will allow more advanced features related to user content in future updates and a fast removal of offensive content
    • Items will NOT be banned automatically, every report will be reviewed by a moderator


Bug fixes
  • Fixed multiple problems related to editing units that got placed in a formation
  • Fixed visibility problems for units on high positions
  • Fixed that when updating a workshop item the new version would not be downloaded automatically on the author's end
  • Fixed a bug that prevented navigation balance areas to not load correctly on structures
  • Fixed rendering of water while the spectate mode is paused
  • Fixed some issues when trying to edit crouching units in the editor
  • Fixed some problems that caused inaccurate aiming through sights
  • Fixed that horse/elephant riders could go prone
  • Fixed a bug that could cause data corruption in some cases
  • Fixed bolo machete damage setup
  • Fixed a bug that allowed units to run while crouching
  • Fixed tooltip problems after creating a custom unit from the editor
  • Fixed wrong culling of winter pants
  • Fixed helmet rendering problems when switching helmets mid battle
  • Fixed a crash that could happen when switching from the unit creator to the menu
  • Fixed spawning problems when placing flags without ever selecting them


Next update
  • Next week there will be a small content update to keep the game fresh until then
  • Alpha 0.36.0 with the trigger/scripting features is still in progress with a private beta test planned for the last week of april and public alpha access for the first week of May. Below is a small preview clip in which triggers and visual scripting is being used to reduce the player health in a certain area.

https://youtu.be/P_emXRQlNTA