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Ancient Warfare 3 News

0.40.0.1 Bug fixing patch

  • Fixed some problems when replacing objects and their dependencies after deleting the floor they were placed on
  • Deleting a modular object will no longer cause unrelated objects to be replaced (in wrong positions)
  • Fixed that unknown custom items would not be added to the unit editor equipment list while editing units
  • Fixed a bug that prevented players from updating their own campaigns
  • Fixed a bug that caused the player animations to break in the editor after editing a custom unit
  • Fixed clipping issues for egyptian, medieval and future shirts
  • Adjusted the placement of static ship objects to allow them to be placed in shallow water
  • Fixed that animation saves could not be organized into folders
  • Fixed bolt action animation problems when trying to reload while pulling the bolt
  • Adjusted navigation of the framed stairs to prevent AI navigation problems
  • Fixed a bug that reopened the unit detail panel after the workshop download completed
  • Fixed graphical glitches for elephant ragdolls
  • Fixed incorrect behavior of the DynamicRefCast scripting node
  • Fixed that all objects could be rotated in the scripting view of the editor which lead to problems
  • Fixed errors when trying to save battles/prefabs/units/... outside of the default save directory
  • Fixed that the game allowed empty prefabs to be uploaded
  • The max hp of units is now adjusted correctly when the game randomizes it when loading a battle
  • Strategy mode fixes
    • Fixed that various objects (like scripting triggers) blocked cursor interactions
    • Fixed the direct attack instruction
    • Fixed missing health bars for spawned units and after leaving/entering the strategy mode

Technical Update 0.44

Update 0.43 already helped a lot by improving the stability and overall speed and memory efficiency of the game and this update concludes these technical changes by introducing a new save system and format!

[h3]Why a new save system was needed[/h3]
When the game started with small battles and a few custom units, the old system was working fine. However, many new features and complex things like custom sounds, custom models/items have been implemented which caused a lot of new information to be stored in the saves. Some battles or campaigns are sized 100MB or more, so performance and memory efficiency became a growing concern.
While loading these large files just took a lot of memory and time on some systems, others just couldn't handle them anymore! In addition, loading/saving a lot of saves caused memory fragmentations and reduced game performance, freezes and crashes!

[h3]The new save system[/h3]
The new save system uses the latest tech to solve all the problems of the old system!
You will surely notice the improvements while saving/loading, but I also prepared some example maps which show how the time (not including loading the battle in the editor) and file size changed from the old to the new version:



Map

Saving

Loading

File size



Fundamental Armament

12.50s > 2.33s

5.11s > 1.19s

10.1MB > 9.0MB


Desperation and Desolation

32.25s > 2.53s

7.84s > 0.98s

50.5MB > 20.6MB


Interloper

19.47s > 2.31s

6.12s > 0.99s

42.9MB > 18.4MB


Cyberpunk: Trauma Squad

15.14s > 4.15s

6.04s > 1.52s

97.8MB > 52.6MB


Rise of the General Pt 1

1.16s > 0.65s

1.56s > 0.40s

1.3MB > 1.5MB



This new system also requires almost no any additional RAM to store and load the saves (except the resulting battle/unit/.. data of course) and therefore doesnt cause any of the problems like performance degradation and crashes after longer sessions.
And thanks to the performance improvements it opens up new possibilities for future updates and features!

[h3]What happens to the old saves[/h3]
If you are wondering what happens to your old saves after this update, dont worry!
The game can still load the old format, so you can keep working on all your saved content. However, the next time you save, the new format will be used.

Local Content Auto Updater
When browsing your files in the in-game file browser, it recognizes files in the legacy format and offers the option to update them automatically. Before your items are updated, a backup will be created in the "__legacy" folder and you can stop and continue the update at any time. Although it usually takes just a few seconds depending on the amount of saves and save type.


Workshop Content Updater
To improve the speed when loading subscribed workshop units, prefabs and items in the main menu, all these workshop items have already been updated to the new format. So when you update the game, all your subscribed items should be up to date as well.
And all the existing workshop battles and campaigns will be updated soon, so that players can enjoy the faster loading times in the workshop too.

[h3]Next update(s)[/h3]
After these two big technical updates, the next updates will be focused on regular improvements and new features.
The new save format has been extensively tested, so I don't expect any problems, but if you notice anything please report it on steam or discord and it will be fixed asap!
There are also some open bugs which have to be fixed, so expect a bug fixing patch fairly soon.

CQB Speedrun Event

[h3]For the next 9 days we have a new in game event made by KgDaniel.[/h3]
Participate in this intense cqb map by pressing on it in the main menu.
By completing the map your time will be submitted to a leaderboard and you can play the map as often as you want! And remember that this competition is all about time, so try to be as quick as possible!

[h3]Rewards[/h3]
The winner receives $50 via Paypal or digital steam gift card. Thanks to
Daley from Youtube for sponsoring the reward!
In addition 1st, 2nd and 3rd place will each receive one steam key for AW3 to give away to their friends

[h3]Duration[/h3]
Start: Now
End: May 10 2023, 21:59 UTC

Thanks to KgDaniel for making this event possible and Daley for having the idea and sponsoring the reward!

Update 0.43.1

While the technical improvements continue in the background, this small update contains some nice features to play around with. The technical improvements should be completed with the next regular update on May 1st to ensure the technical foundation is ready for what's coming next!
Now to the patch notes:

[h3]Unit Targeting Modifications[/h3]
Visual scripting can now be used to modify which units target each other. The previous update added nodes to prevent/allow individual units from being targeted and to let units target units of all or specific teams. This update adds a new node 'ExcludeTargetsWithTag' to exclude all units with a certain tag from being targeted by a units. This can be used to create custom teams (more than blue/red)!

It's really easy to set up:


[h3]Unit Paint[/h3]
While this was somewhat possible by painting clothing items before, there is now a new equipment slot to allow you to adjust the unit material like for clothing/armor items.


[h3]Nested Arrays[/h3]
Scripting array input nodes (and 2d array nodes) can now reference other array(2d) nodes. There is no limit on how deep the arrays can be nested, but keep in mind that the underlying array types have to be hinted manually using the 'HintArrayType' node.


[h3]Small Map Size[/h3]
Added a small map size based on a suggestion. It has 1/4 of the area of the regular map size and could be used for indoor only maps with high vertically, for example.

[h3]Other improvements[/h3]
  • The play button in the load/save panel is now only visible when loading battles
  • Destruction parts of custom objects can now be generated as a single part to just add physics to the one object as destruction effect
  • Added a scripting node to get all attachments of a weapon
  • Instance ids are now more reliable. This will prevent scripting references to units from breaking after editing a unit or the player
  • Improved the performance of unit targeting


[h3]Bug fixes[/h3]
  • Fixed various problems when using the unit creator from the 'CustomUnit' input node
  • Fixed various animation problems after editing placed custom units from the battle editor (single frame passive units, guard poses and more...)
  • Fixed that uploading local custom items in workshop collections would not apply their tags which prevented them from being found individually.
  • Fixed a rare bug that causes some older custom items to be rendered with missing mesh faces
  • Fixed inconsistent scripting node output connection order on different computers