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Ancient Warfare 3 News

Update 0.49

[h3]Campaign Rework[/h3]
  • All old workshop campaigns have already been updated and everything that used to be possible is still possible with the reworked system
  • Campaigns have a new file format which allows faster loading of the whole campaign and individual levels
  • They can also be stored locally and edited in a dedicated campaign editor (similar to battles)
  • Campaigns now unfold on a map where you can place starting points, levels and transitions between levels
    • The visual elements on the map can be customized in various ways. For instance, you can import custom background images or icons for levels, modify transitions with bezier curves and adjust all colors
    • Users can zoom in and move around to inspect the map
    • There can be multiple transitions between levels, which can be selected on the map after completing a level
    • Transitions can also be deactivated with scripting to adjust possible paths in a campaign depending on the players decisions/results
    • Scripting can also be used to progress in the campaign, even if the player failed a battle
    • [Optional] Fog of war can be used to hide parts of the map which you didnt explore yet
    • Using the campaign map is optional and you can still create campaigns with direct transitions between levels like before, while still using some of the new features
  • You can select story settings with a narrator unit, description, voice over file and custom background to tell your story while loading the next level in your campaign.

For more information regarding campaign scripting, make sure to check out this guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=3111030399

[h3]Persistent Storage[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=3111005720
  • The new persistent storage scripting nodes allows you to save data between sessions of the same battle
  • It can also be used to store data between campaign level transitions
  • New nodes: CanBeSaved, StoreValue, LoadValue, DeleteValue, ContainsValue, GetStoredNames, ClearStorage, SaveStorage, LoadStorage


[h3]Improvements[/h3]
  • Added CreateArray node to create an empty array without an input node
  • Added any type which can be used to represent any other type
  • Added AnyHint/TryAnyHint to convert any values to their actual typed value
  • Added battle End event node
  • Added FreezeMovement and MoveWithCol nodes to freeze the vanilla movement and implement custom movement
  • Improved initial loading lag when loading a battle into the editor
  • Fog areas can now be teleported with scripting


[h3]Bug fixes[/h3]
  • Fixed that size changes of scripting nodes would not update the connections
  • Fixed Sin/Cos/Tan math node input to match the documentation
  • Fixed accuracy of some pathfinding functions to fix some edge cases
  • Using the ControlUnit node on the current player will no longer replace it
  • Fixed a bug that prevented maps from being loaded if they contained corrupted sound files
  • Fixed a bug that prevented the game from starting when trying to load corrupted custom units
  • Fixed initial testing range ammo count
  • Fixed inverted normals on WWI gas mask
  • Fixed sizing of scripting UI items with public properties
  • Fixed bone UI not resetting after saving a custom unit while animating
  • Fixed lock UI being displayed for apartment buildings
  • Fixed spectate camera restrictions while playing
  • Fixed a bug that prevented units from being generated when using invalid armbands
  • Fixed that some UI tooltips would still be visible while the editor UI was hidden
  • Fixed hoplite spear animation set (throwing/picking up weapons)
  • Fixed a bug that would reset the player animation when returning from the embedded unit editor
  • Fixed foundation stair navigation problems

Update 0.48

[h3]Armband slot + asymmetric armor[/h3]
  • Added armbands as a new equipment slot for custom units
  • You can create and upload custom armbands in the custom item creator
  • Armbands have a feature to increase in size if the unit wears arm armor to always be visible
  • Individual armbands can be selected for each side of the unit
  • All arm and leg armor slots can now also be selected individually for each arm/leg
  • Added some simple single color vanilla armbands


[h3]Custom Unit Editor Improvements[/h3]
  • Adjusted the custom unit editor UI and fixed various problems with the UI
  • Animation frames can be copied from one unit to another (copied frame will no longer be cleared when loading a unit)
  • Animation frames can be copied to corpse poses
  • Corpse poses can be saved/loaded as single frame animations
  • Bone positions/rotations in the animation/pose editor can now be set by using the UI
  • Changing the equipment will no longer cause snaps in the unit animation


[h3]Improvements[/h3]
  • Reworked the equipment panel UI to match the other UI and increased the size of lists to improve item selection
  • Improved the resolution of all vanilla scope/red dot reticles
  • Added a smoke muzzle effect to vanilla muskets and flintlock weapons
  • Added short and long sleeve only vanilla shirts
  • Improved the performance of some inventory operations for units and the player
  • When hitting the floor above while jumping, the player will no longer glide below the floor and fall down instead
  • Added more modular attachments points to all stairs and floors to make it easier to construct buildings


[h3]Scripting[/h3]
  • Added MultilineString input node which can be expanded in size
  • Added string Length, CharAt and Substring to get the length, ascii char code and section of strings
  • Added bool int cast nodes
  • Added StartBattle node which can be used to start battles immediately after loading
  • Added SetAmmo node to set the amount of bullets of a caliber in the player's inventory and renamed "AddBullets" and "RemoveBullets" to "AddAmmo" and "RemoveAmmo"
  • Added EnumValues node to get an array of all possible values of an enumeration (for instance unit type, caliber, etc.)
  • The ActivateFootstep node now works properly on player units
  • Teleporting the player will now reset the fall velocity to avoid fall damage when teleporting the player


[h3]Bug fixes[/h3]
  • Fixed a bug that caused targeting problems after unlocking doors or destroying blocking objects
  • Fixed some problems when AIs tried to targeting siege units
  • Fixed a bug that allowed prefab scripting data to be linked by all prefabs that were created in the same session until restarting the game
  • Fixed a bug that caused the unit/object replacement to not work anymore after changing the terrain in certain cases
  • Fixed various issues with the 'generate destruction parts' tool in the item creator
  • Removed outdated 'ocean' water option which only mapped to the ocean biome to avoid various problems
  • Fixed incorrect material preview while placing certain parts of invalid prefabs
  • Fixed outdated HUD information when starting to control a unit
  • When starting to control a unit, the current and max hp are now properly transfered to the new player
  • Fixed missing tags after starting to control a unit
  • Fixed that custom attachment input nodes would not store their custom item data in the battle file
  • Fixed some prefab placement problems
  • Fixed that the unit creator sometimes set the wrong default attack distances for a weapon
  • Squad marker height is now adjusted based on the unit's head equipment
  • Fixed that switching between ranged weapons in the unit creator would not show the settings panel
  • Fixed that the flak cannon was not available as an object
  • The flak cannon can now be controlled by the player
  • Fixed that clicking on a user in the workshop UI would not reset the current page, resulting in invalid query results
  • Fixed the model origin preview while changing the model position in the item creator
  • Fixed missing tooltips on the script editor snapping buttons
  • The squad hud can now no longer be used when no units are left in the squad
  • Fixed some incorrect interactions realted to physics object and dropped weapons
  • Fixed incorrect UI tooltip scale speed in some cases
  • Fixed warnings when attacking while unarmed
  • Fixed incorrect list display when selecting ranged weapons in the editor
  • Fixed targeting of the future tank
  • Fixed invalid vanilla pirate clothing randomization data
  • Adjusted position of the cannon control unit to prevent it from becoming stuck as a ragdoll
  • Fixed overlapped equipment slots while animating units in the unit editor
  • Fixed random battle panel scaling on non 16:9 aspect ratios
  • Fixed random battle game mode selection
  • Fixed a bug that displayed tooltips of the strategy mode UI even if it is deactivated
  • Fixed dropdown UI behaviour in the scripting editor
  • Fixed hit detection of melee weapons in the arsenal testing range
  • Fixed some minor UI sound issues
  • Fixed that the UI would lock up after trying to save files with an invalid file name

Update 0.47.1

[h3]Quick play changes[/h3]
  • The steam workshop browser is now available in the quick play section to download and play battles from the main menu
  • The outdated integrated conquest, koth and zombie survival maps have been replaced with some featured workshop maps. Koth and zombie survival categories have been replaced with "Combat" and "Story & Horror"


[h3]Updating custom content[/h3]
The game stores custom content in battles to ensure that it is available when battles are shared on the workshop or the used items become unavailable or change. There is now a new tool to update custom items in a map with the latest locally stored or installed workshop version of the same item.

[h3]Interaction sounds[/h3]
  • Added sounds for when the cursor hovers or clicks UI elements
  • Added sounds for placing, selecting, deselecting and deleting units in the battle editor
  • The volume of both options can be adjusted or disabled in the settings


[h3]Features & improvements[/h3]
  • Improved animations of UI tooltips and hover effects
  • Adjusted the look various UI panels and elements
  • Added IgnoreTargetZone node to use triggers to ignore targets for units in certain areas
  • Improved objective targeting behaviour for conquest/koth game modes
  • After a unit was killed, the scripting tags will now be removed automatically
  • Improved color picker and measurement tool performance
  • Subscribed workshop battles and prefabs are now updated automatically when clicking on them in the workshop browser


[h3]Bug fixes[/h3]
  • Fixed that own custom items could not be loaded into the editor in some cases
  • Fixed that some UI elements would be rendered in front of the pause menu
  • Updating a local custom prefab will now correctly update the icon
  • Fixed incorrect health bar color rendering when far away from the camera
  • Fixed that editing attachments for the 3rd weapon slot did not work properly
  • Fixed workshop sorting by friends or followed
  • Fixed problems that caused the camera to become stuck after spectating
  • Fixed rendering of invisible units in workshop, scripting and local icons

Update 0.47

[h3]Melee combat improvements[/h3]
  • Players can now hold their shield instead of having to time it. This makes it possible to block incoming projectiles and melee combat is much easier.
  • Attacks can be started while defending and the player will automatically defend after the attack, if the defend key is pressed.
  • While defending without a shield, the weapon will be held while holding the defend key. In addition, the player will choose the correct defend direction automatically while looking at a unit.
  • Added a visual effect when the shield or weapon is hit while defending
  • Hitting the environment or other objects with a melee weapon will now stop the attack and play a sound
  • To balance the new defending, AI units can now break the player's defense by hitting the shield/weapon
    • The probability depends on the weapon: 0-10% chance based on weapon weight + 5% bonus for blunt weapons
    • Defending will not be possible for 1.0-1.25 seconds
  • The hit detection of shields and melee weapons in first person has been improved
  • Melee weapons will no longer register double hits due to incorrect hit detection


[h3]RTS mode changes[/h3]
  • Removed the real time strategy button from the spectate HUD
  • It can now be started with the SetStrategyMode scripting node to create dedicated maps for it
  • The scripting node also allows you to select the strategy mode options and whether you want to show the spectate UI or not


[h3]New scripting nodes[/h3]
  • Added SetSpectateCamPos/Rot and RestrictSpectateCam nodes to create custom camera logic or cutscenes with the spectate camera
  • Added LerpRot and SlerpRot nodes to help with interpolating rotations
  • Added ViewportPosToRay node to start raycasts from the camera
  • Added ActivateSpectateHUD node to toggle the visiblilty of the vanilla spectate UI
  • Custom info UI can now be enabled and used while spectating with the new SetCustomInfoSpectate node
  • Added Spectate and IsSpectating nodes
  • Added Input/DialogGraph, SetDialog, AddDialog, SetMessageHint and ShowMessageHint to modify unit dialoges and hints through scripting


[h3]Other features/improvements[/h3]
  • Updated battle start, spectate, respawn and end UI to match the style of the battle editor
  • Added support for non square custom terrain shapes


[h3]Bug fixes[/h3]
  • Fixed various problems related to prefab placement, object deletion and height changes in the battle editor
  • Fixed issues when trying to update workshop icons
  • Fixed a crash that was caused by certain undo operations
  • Fixed a crash when trying to deactivate large scripting walls which block AI units
  • Fixed a bug that caused placement problems for some custom items
  • Grenade launchers will now trigger the OnProjectileImpact node
  • Fixed that some of the scripting node descriptions were shifted
  • Fixed glass door material settings
  • Fixed incorrect animation behaviour for units which control weapons in vehicles
  • Fixed that using the color picker while choosing player equipment in the scripting view would break the editor UI
  • Fixed that hidden scripting objects could still be selected which resulted in various problems
  • Fixed a bug that could lead to incorrect camera behaviour after using a vehicle

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