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Beyond the Horizon Map Competition

Starting today and running until February 25, there will be an official map competition! You can create a map based on a certain theme and the top 3 map creators receive cash prizes.
You can find all you need to know below.

Start: Now
End: February 25 2023, 23:59 UTC

[h3]Theme: Beyond the Horizon[/h3]
Venture beyond the horizon, where unknown territories, structures, and futuristic worlds await. Embrace the unknown as you craft mystical lands, unexplored planets and continents, secret buildings, or hidden dimensions. Focus on discovery, from encountering new enemies, monsters or anomalies to unveiling groundbreaking technologies and wonders. Let your imagination lead the way in these uncharted realms, creating a thrilling experience of exploration and adventure.
Your map can play in any era, and we cant wait what creative ideas you come up with!

[h3]Rules[/h3]
Breaking the rules will result in an exclusion from the ratings
  • Each participant can only submit one map
  • The map is created by yourself (no collaborations in any way!)
  • The map has to feature a player controlled unit (static/spectate only maps are not allowed)
  • Old maps are not allowed, you have to start creating the map after the competition started (the game keeps track of when a map was created, so you have to start with a new map)
  • The map has to be submitted before the competition is over, updates to the map are not allowed after the competition is completed
  • The scripting system, custom equipment/items/objects, custom units/prefabs can be used in any way

    • This includes public workshop items of other players and content that you created in the past
    • However, if you use content created by other players, you should clearly state which parts of you map/content were not created by yourself

[h3]Reward[/h3]
The $100 prize pool will be paid out via digital Steam Gift Cards and is split between the top 3 creators:
  • 1st place: $60
  • 2nd place: $30
  • 3rd place: $10

In addition, the top 6-9 maps (depending on the quality of the entries) will be featured as a quickplay bundle which usually results in these workshop items getting a lot of subscriptions!

[h3]How to submit a map[/h3]
Submitting a map is very easy, but make sure your map doesnt break any of the rules or it will not be considered for the competition!
1) Upload your map to the workshop
2) There is a banner on the right side in the main menu where you can select one of your workshop maps to submit it

[h3]Rating[/h3]
The maps in this competition will be judged by Tomebinder, who has both played and created various maps and campaigns. If you have been around in the community for a while, you probably already know him for creating "The Good of the Company" campaigns. He also creates Youtube videos of AW3 and will proably stream the judging process, so make sure to check him out and follow if you are interested:
https://www.youtube.com/@tomebinder4369


Each map will receive a score which depends on these categories:
  • Appearance (0-3)
    Appearance is how the map looks from an aesthetics point of view - that is to say, how easy it is on the eyes
  • Technical Design (0-5)
    Technical design covers how well a map is put together; that is to say, how well it runs, the efficiency of object and unit usage, and the complexity of the map in general.
  • Balance (0-2)
    How balanced is a map, when the theme is taken into account? Is it too easy or too hard? Is one team steam rolling the other when it shouldn't be? Is the player waltzing all over the competition without breaking a sweat? Or is the player dying the moment they leave the starting area?
  • Originality (0-3)
    Has it been done before? Has it been over done? Does it use original prefabs or does it borrow from the workshop? Is there something about the map that makes it stand out from the rest?
  • Units (0-3)
    Is your map using custom units? Are they a designer brand fit for the catwalk or are they as bland as shredded wheat? Are they balanced, and do they fit the map?
  • Gameplay (0-3)
    Is the map fun to play? Is there non-stop action, or is it scary/exciting/trilling
  • Thumbnail (0-1)
    Does the map have an appealing thumbnail?
  • Theme (0-3)
    How well is the theme represented in the map

Other relevant information about the rating:
  • If you use custom scripting, it can positively influence categories like balancing, gameplay or technical design, but it can also negatively impact the performance! That being said, there is no need to use scripting to score the maximum points in the technical design category
  • Custom equipment/items/objects are not required to score the maximum points in any of the categories, but it can help. In any case, using a variety of good looking custom units with vanilla equipment is sufficient

1.0 Update

Ancient Warfare 3 is leaving early access! For those of you who want to read some of my thoughts and plans, make sure to read this post:
https://store.steampowered.com/news/app/758990/view/6716622476446528467
Otherwise, I just want to say THANK YOU and enjoy the patch!

There is also a new map competition going live with this update, which you can find here:
https://store.steampowered.com/news/app/758990/view/3963798375007867538


[h3]Custom Throwing Weapons[/h3]
This new AI only custom equipment type can be used to create custom throwing weapons like the vanilla throwing axes, spears, rocks, ...


[h3]Edit Custom Units in Context[/h3]
Instead of having to back and forth between the editors to ensure your unit's animation or style fits their surroundings, custom units can now be opened within the context of the battle editor!
In addition, when creating or editing units, the correct unit color will be used to preview the unit.


[h3]Content[/h3]
  • Added sky biome with invisible terrain while playing
  • Added long sleeved open shirt
  • Added 4 formal shirts (long/short, wrinkled/ironed)
  • Added sleeve only variants of the camo shirts


[h3]Color wires/ropes[/h3]
The material of wires and ropes can now be adjusted.


[h3]Select similar by Id[/h3]
This feature allows you to expand the current selection by selecting all objects with the same id(s).


[h3]Search for Objects[/h3]
By using the new search button in the upper toolbar or pressing Ctrl + F, all placed objects and units in the battle editor can be searched and located/moved to by hovering/clicking list items.


[h3]Search in Scripts[/h3]
By using the UI button or Ctrl + F you can now search for node names and jump to them to help you navigate large scripts.


[h3]New Scripting Nodes & Improvements[/h3]
  • Scripting lights can now be spotlights
  • Scripting lights can now cast shadows
  • Increased custom ogg sound size limit to 2MB
  • Scripting triggers can now be named for identification in scripts
  • Added another small text above the name of scripting nodes which shows the node category
  • Tags for multiple units can now be added easily with the new settings panel in the battle editor (not scripting view)
  • Position in the scripting list is now kept after deleting or editing scripts
  • Added UI buttons to zoom in/out of scripting view
  • Increased RefCollection input size limit from 100 to 1000
  • Increased Array growth limit from 1024 to 4096
  • Added the following new scripting nodes
    • Set/GetFlame to adjust the flame of a unit
    • Set/GetPoison to adjust the poison of a unit
    • OnFlameGlobal/OnPoisonGlobal events for when any unit is set on fire or poisoned
    • Set/GetEquipmentHp to get or set the hp of an armor equipment
    • GetArmor to get the armor equipment of a certain slot (head, body, arm, ...)
    • Input/ArmorSlot to input an armor slot
    • IsRangedWeapon/IsMeleeWeapon/IsArmor to test what kind of equipment a reference is
    • Trigger/GetName to get the name of a trigger
    • Unit/OnAIBeginReload, Unit/OnAIReload (+ bind nodes) events which will run when a unit reload
    • Unit/OnAIBeginReloadGlobal, Unit/OnAIReloadGlobal events which will run when any unit reload
    • Unit/Reload forces a unit to reload
    • Set/Get/ToggleWeaponMod to enable/disable the flashlight/laser of a unit
    • Set/GetFiremode to modify the firemode (semi, full auto) of a unit
    • ReplaceWithPassive to replace a custom unit with a passive variant of the same unit
    • CustomUnit/GetPassiveAnim to get the animation of a custom unit
    • PassiveUnit/SetAnim to set the animation of a passive unit
    • Input/PassiveAnim to input passive animations from custom units
    • Cast/StringToFloat, Cast/StringToInt to convert a string to a number
    • Cast/UnitToPassive to use a unit reference as passive unit reference
    • Unit/CanUseSupport to test if a unit has a support equipment like a grenade and can use it
    • Unit/UseSupport[AtPos] to force the unit to use the support equipment [at a specific position]
    • Unit/GetBehaviour to get the current behaviour of a unit
    • Set/GetAggression to modify the aggression of a unit, which will be used for shooting aggression
    • Query/CountUnitsWithTag to simply count units with a tag instead of returning a list of them
    • Unit/EnableSearchRotation to enable/disable that units rotate randomly to find a target
    • Player/SetVerticalFpsLookDir to set the vertical camera direction while in first person
    • SpawnActiveSupport to spawn active grenades or support equipments
    • OnPlayerSupportThrow/OnAISupportThrow[Global] events to detect support equipment throwing
    • OnExplosion/OnGrenadeActivation events to detect explosions
    • String/Create/FromChar/ToASCIIArray to help with handling strings


[h3]Other Features & Improvements[/h3]
  • Melee weapons will no longer stop dealing damage after cutting through or killing a unit. Instead up to 3 units can be hit with a single swing, provided that each unit hit previously has been killed.
  • Ranged AI improvements
    • Improved semi auto recoil animations
    • Improved full auto shooting (no more semi auto in between groups)
    • Increased default full auto shooting aggression
    • They can now use burst fire modes
  • The HUD will now show which grenade and projectile is currently used by the player
  • Added an active unit to the custom equipment testing area
  • Replaced the unit attack distance switch with a slider
  • Increase chest plate and helmet vertex limits from 1.5k to 2k
  • Miniguns can now be reloaded (both vanilla and custom)
  • Selected objects can now be saved as a prefab
  • The custom unit editor camera can now be both higher and lower
  • When uploading units to the workshop, the name and descriptions are filled out automatically
  • Most workshop items no longer need descriptions when uploading them
  • Added more UI info elements throughout the game, especially in the battle editor
  • Increased max bullet amount to 20 for caliber modifications
  • Added an option to make unit spawners invisible while playing
  • The flee radius of passive units is now displayed in the editor
  • Added more workshop sorting options to battles, units, prefabs and campaigns (90d, 180d, 1y trend, 90d, 180d, 1y upvotes)
  • Fist weapons no longer block projectiles and other melee weapons
  • Increased possible weapon offset while animating custom passive units
  • Added modular wall, foundation and floor as reference objects in the item creator
  • Message notifications in the battle editor now use colors based on the message type
  • Improved the functionality and visuals of tooltips
  • Increased max player starting health setting from 10k to 100k
  • Sharp/blunt damage reduction and weight/ergonomics are now displayed in the arsenal
  • Small UI improvements throughout the game
  • Improved debug console (better UI, button to open log file path)
  • The game's save directory can now be opened through the settings
  • Added an option to control which units will be run over by vehicles
  • Added a button to the main menu to reload all workshop content (after subscribing to content in the steam client)
  • Improved UI sound variation
  • Updated engine


[h3]Bug fixes[/h3]
  • Spectate node will no longer cause the player to drop its equipment
  • Fixed global variable scripting panel error message getting stuck
  • Fixed that editing a custom thrower unit to another unit type would not update the animations in the battle editor
  • When returning from playing some editor UI settings were not up to date
  • Fixed that editing a dialog graph in the script editor would reactivate the whole battle editor UI
  • AddDialog nodes will not work without name input
  • Fixed that clicking while the scripting editor is being minimized for selection would break the UI
  • Fixed bad performance when loading main menu backgrounds from within battles
  • Fixed that ranged units did not target cannon turrets
  • Fixed accuracy of vehicle navigation blocking which prevents various issues
  • Fixed that controlling a unit with a siege weapon would cause various movement bugs
  • Fixed incorrect full screen mode while starting
  • Fixed issues when undoing modular placement
  • Fixed issues where editing placed custom units would also modify other units
  • Fixed that OnDamageGlobal was invoked after OnDeath events
  • Fixed various UI issues in the quick play panel
  • Animal hitboxes will no longer longer block projectiles from the rider's weapon
  • Fixed a bug that caused incorrect rendering orders of balaclava items
  • Fixed a bug that caused volume spikes when modifiying volume of music with scripts

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