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Ancient Warfare 3 News

Update 0.46

[h3]Improved spawn list editor[/h3]
The new spawn list editor makes it easier to select the units you want to use in your conquest/koth battles or in ground/air transport vehicles. Instead of having to find a specific unit in a list with hundreds of entries, you can now just place them like you would usually do.
In addition, you can adjust the unit's skill level and interaction settings or simply modify custom units in the embedded unit creator!


[h3]Custom modular material settings[/h3]

Similar to how the materials of some vanilla modulars can be changed for each individual instance in the battle editor, this can now be set up to work with custom modular objects. You can just set up your material like usual, select which materials should be adjusted by the user and let the game figure out the best settings.

[h3]Vanilla modular material settings[/h3]

The materials of wooden, framed, prison modular parts and the armored door can now be adjusted.

[h3]Measurement tool[/h3]

The new measurement tool can be used in the battle and prefab editor to measure distances between two points. This can be usedful to selected grid snapping sizes or to selected sizes for custom objects.

[h3]Improved vanilla vehicle units[/h3]

All units on ground/air/water vehicles will now have clothing and are randomized similar to other vanilla units, instead of being naked.

[h3]Other features/improvements[/h3]
  • Added an option for conquest/koth/reach point flags and similar game mode objectives to make them invisible while playing
  • Added an option to forbid players to change equipment while waiting to respawn in conquest/koth
  • Object settings panels can be moved again
  • Changed default workshop order back to 7 days trend to help new maps to gain traction
  • The previewed attack distances in the battle editor now matches the actual calculated values while playing
  • Custom units are now highlighted in placement lists
  • Player crouching is much smoother and doesnt play landing animations
  • Players can now climb out of trenches without jumping
  • The battle/game mode settings UI has been adjusted. Game mode settings are now displayed in a separate panel
  • Updated the engine to improve stability


[h3]Bug fixes[/h3]
  • Fixed a bug that caused descriptions to be cut off when looking at a workshop item
  • Fixed that loading a battle will set the conquest respawn option to a wrong value
  • Fixed custom unit upload stat/achievement (newly uploaded units will unlock the achievement)
  • Fixed that default vanilla unit had bayonets
  • Fixed missing default undo/redo keybinds on existing configurations
  • Fixed that OnDeath/OnDeathGlobal nodes did not work properly when a unit died in certain ways
  • Fixed incorrect/stuck character leg rotation when using animals
  • Fixed horse riding control glitches
  • Fixed incorrect player leg animation after riding a camel
  • Fixed undo behaviour after drag placing modular parts
  • Fixed render problems on placed maps
  • The player faction option is now adjusted automatically when placing a blue/red player
  • Fixed a bug that caused some weapons to trigger the OnAIShoot scripting events while reloading
  • Fixed that the HUD interaction notification would not be closed while riding a horse or using a siege weapon
  • Fixed that spear throwers would not trigger the OnAttack scripting evants
  • Fixed a bug that caused another object to be placed instead of the metal roof
  • The attack restriction node now prevents the player from using ranged weapon melee attacks

Update 0.45.0.1 bug fixing patch

  • Added 4 swamp trees to the environment placement list
  • Fixed that not implemented biomes would be displayed in the biome dropdown
  • Fixed missing list view highlights for face equipments
  • Fixed a bug that prevented thumbnails from being selected for battles
  • Fixed that the workshop type dropdown would show incorrect values after opening an item after a user search
  • Fixed that the default player animal dropdown did not match the actual value
  • Fixed that the PlaySound(2d) nodes could ignore volume settings by setting the volume to a high value
  • Fixed a bug that caused large prefab option to be visible in the battle editor
  • Fixed that camels would show up in the equipment panel preview
  • Fixed that the workshop page input would not be reset after changing filters, resulting in incorrect query results

Update 0.45

[h3]Updated battle editor UI layout[/h3]
The battle editor layout has been reworked to declutter the toolbar at the top, to which more and more buttons have been added over time. While it takes a moment to adapt to these changes, you will get used to them very quickly.
  • The play, load/save and workshop buttons remain at the top, alongside with the newly added undo/redo buttons
  • Battle/environment/scripting/... are now displayed as larger buttons on the left
  • Formation/line placement and the new grid settings are now in the bottom right corner
  • Selected object settings are now aligned at the bottom of the screen and can be toggled on/off
  • The placement list remains where it used to be


[h3]Improved UI elements[/h3]
In addition to the layout changes, some of the UI elements have been changed as well, to make them more user-friendly. For instance, switches with many options have been replaced with dropdowns to require fewer clicks to select the desired option.
And there are many other small changes to the style of some elements and UI throughout the battle editor.

[h3]Undo/redo[/h3]

Undo and redo buttons have been added to the battle editor. This is the first iteration of this feature and it's planned to expand it to more areas of the battle editor (like object settings and terrain changes). In this update, the following actions can be undone and redone:
  • Selection
  • Placement
  • Faction swap & deletion
  • Transform/rotate handle
  • Selected rotation with Q/E
You can also use Ctrl+Z/Y or other keys if you rebind them in the settings

[h3]Improved grid snapping[/h3]
The grid snapping size can now be adjusted.


[h3]Steam workshop improvements[/h3]

The whole workshop control has been rewritten and the UI has been adjusted. These changes apply to the battle, prefab and unit workshop UI and you should notice that everything looks a bit cleaner and works more reliable while showing more accurate information.
You can also click on the author name of workshop items to display all items of the user and the search text now works with different sort options.

[h3]Mirrored custom arm/leg plates[/h3]

Custom arm/leg plates do now have an option to mirror the right part. This is useful when you have an asymmetric mesh and want it to look the same on both arms/legs.

[h3]Scripting improvements[/h3]
  • ActivateHUDPartial can be used to show/hide individual vanilla HUD elements
  • GetId to get the equipment id from an equipment reference
  • Nodes for custom items can now load subscribed workshop content or any custom item that is currently loaded in the map


[h3]Bug fixes[/h3]
  • Fixed invisible units causing rendering problems on some AMD GPU drivers
  • Fixed that dog cages would not release their dogs and could not be targeted correctly
  • Fixed that the player's legs would clip through clothing while crouching
  • Fixed a bug that caused the bolt rifle animation to break when spamming reload after shooting
  • Fixed guard idle pose animation looping
  • Fixed that spider droids and some grenade units could not be selected in scripting nodes
  • Fixed that static objects could be placed on dynamic boats
  • Fixed that testing units could not be damaged with melee weapons in the arsenal


[h3]New quick play bundle[/h3]
A new quick play bundle is available in the main menu which features some of the best recent maps, so make sure to check it out!

Update 0.44.1

  • Added an option to rebind WASD movement keys
  • Added an option to rebind the rotate left/right keys which are used to rotate objects in the editor
  • Existing keybind settings are now properly applied throughout the game
  • The game will now attempt to load invalid sound files instead of just not loading the map
  • Fixed a bug that caused weapons to glide out of unit's hands when the game is left open for a long time
  • Fixed some problems that caused inaccurate melee weapon hits
  • Fixed that some bolt action rifles would spawn two bullet shells
  • Fixed that picking up armor in 1st person would cause the previous armor to become invisible
  • Fixed incorrect rotation of custom equipment items in the arsenal
  • Fixed that flashbanged enemies would still block melee attacks
  • Fixed M2 vanilla unit variants
  • Fixed that alarm objects would ring while loading the map
  • Fixed a rare bug that prevented some maps with custom items from being loaded
  • Implemented a possible workaround for graphic glitches with custom invisible units on certain GPUs/drivers

Space Wars Map Competition Result

The map competition is over. Thanks to everyone who participated.

Some really nice maps have emerged from this competition and there is a new quick play bundle available in the main menu, where you can play 7 maps that I think are worth playing.
Just a discplaimer: If your map isn't mentioned in this post or the quick play bundle, that doesn't mean it is not worth playing.
The winners will be notified via steam dms or discord, so keep an eye out for that!

[h3]Winner[/h3]
On this map the player explores what really happened on the moon. After completing some challenging puzzles to figure out keycodes in the first part, the player has to fight for survival in the second part...
The best map of the competition
https://steamcommunity.com/sharedfiles/filedetails/?id=2991984058

[h3]2nd place[/h3]
This well designed and detailed map sends the player into a space station or ship from where we have to escape. While shooting all the enemies can be challenging due to custom damage effects, the map is well balanced and features some nice shooter gameplay!
The best shooter map
https://steamcommunity.com/sharedfiles/filedetails/?id=2988689813

[h3]3rd place[/h3]
This map features a battle where the player tries to advance through the enemy lines with the help of allied AI units. There are some nice scripting features like recruting units and zones to capture to gain more strength.
The best open battle map
https://steamcommunity.com/sharedfiles/filedetails/?id=2989393977

[h3]4th place[/h3]
This is one of the less complex maps, showing that you dont have to reinvent the wheel to create a good map. The map uses only vanilla items and still looks and plays really good! The player is introduced to the task via unit messages and dialogues. Gear can be bought at a trader and the gameplay is really simple but fun!
The best vanilla map
https://steamcommunity.com/sharedfiles/filedetails/?id=2983108099

[h3]Other maps in the quick play bundle[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=2991841535
https://steamcommunity.com/sharedfiles/filedetails/?id=2988092685
https://steamcommunity.com/sharedfiles/filedetails/?id=2991291575