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Ancient Warfare 3 News

Update 0.36.5

[h3]Content[/h3]

Updated/recreated weapon models
  • Sword
  • Longsword
  • Mace
  • Battle axe
  • Heavy sword
  • Ancient Knife
  • Warhammer
  • Nail bat
  • Katana
  • Crossbow
  • Spear
  • Pike
  • Bisento
  • Pirate dagger
  • Saber
  • Slim saber
  • Some lord equipment


New weapons
  • Flanged mace
  • Medieval dagger
  • Chokuto (replaces the tanto sword)
  • Tsurugi
  • Nagamaki
  • Yari


Shields
  • Added 11 new wooden shields
  • Added 11 new improvised wooden shields



[h3]Features and improvements[/h3]
  • Improved rendering of fully clothed/armored custom units (up to 80% faster rendering time and ~63% RAM reduction)
  • When an equipment or environment object is selected in the editor, you can now edit the rotation/position with transform handles
  • Unit hint messages are now above their head equipment
  • Added a toggle to the scripting mode to show all scripts
  • Added a new SpawnVehicle node to spawn vehicles with a specific color option
  • Added sounds effects for wooden shield impacts (melee/projectile)
  • Increased helicopter explosion size


[h3]Bug fixes[/h3]
  • Fixed a memory leak when editing units or player equipment
  • Fixed a blood splash culling issue
  • Fixed that units placed on ships would get replaced when changing the terrain
  • Fixed that when editing terrain with the cursor off the terrain, the modification would be applied below the camera
  • Fixed that destroyed air vehicles would move while the game is paused
  • Fixed that having a single dialog node with no answer would not trigger the scripting event
  • Fixed that loading a unit in the scripting menu would overwrite the player equipment
  • Fixed some modular building problems related to roof walls
  • Fixed spawning of siege weapons from scripts
  • Fixed PlayAnimEx/PlayAnimExF nodes
  • Fixed that playing a custom animation with mode once would not allow the animation to be restarted

Update 0.36.4

[h3]Content[/h3]
  • Added Panzer IV WW2 tank
  • Added 10 fang variants for custom units


[h3]Scripting features[/h3]
  • Node to get the name of a custom unit
  • Ignore node to ignore/unignore possible targets for a unit
  • Node to change the unit behaviour (default, guard, wander)
  • Nodes to remove any player weapon, support equipment and shield
  • Input node for instrumental notes

    • Available instruments: Piano, Drums, Organ, 4 Guitars, Flute, Glockenspiel, Harp, Marimba, Trumpet, Vibraphone, Violin
    • Available notes/octaves depend on the instrument
  • Input node to write instrumental notes as songs and nodes to play the song in 3d world space or 2d
  • Input node for custom .ogg vorbis sound files

    • WARNING! If you use copyrighted songs in workshop items, you will risk to get banned from AW3's workshop/steam group and the copyright holders could take further actions against you.
    • -> Only use audio you are allowed to redistribute and give credit to the author if required
  • Various nodes to play and control sounds

    • Play, Play2D
    • Get sound duration
    • Get pitch/range/volume
    • Set pitch/range/volume
    • Pause, restart, resume, stop
    • Set loop
    • Get/Set playback time
    • Set position


[h3]Bug fixes[/h3]
  • Fixed a crash caused by endless event loops in scripts
  • Fixed wrong input type on EquipmentId to int node
  • Fixed wrong output name on array length node
  • Fixed OnConsume/OnPickupObject/OnPickupEquipment events
  • Fixed default object id input node value
  • Fixed that objects with variants could not be spawned from scripts
  • Fixed that some exoskeleton parts could not be picked up
  • Fixed mesh of ushanka hat
  • Fixed some collision bugs with barrels and fences that could cause the player to glitch below foundations/terrain
  • Fixed flak cannons
  • Fixed some minor problems related to unit targeting
  • Fixed that starting money wasnt given to the player when spawning in conquest/koth
  • Fixed vehicle crosshairs
  • Fixed a bug that prevented weapon switching when trying to reload the single shot flamethrower
  • Fixed a bug that could cause grenades to get stuck in the player's hands when reloading a shotgun
  • SetHealth node will now correctly set the max health of the unit
  • Fixed that tank gunners didnt continue to find targets after the first one
  • Fixed that the RemoveBullets node didnt update the UI
  • Fixed a bug that prevented the IsZombie node to not detect zombie dogs
  • Fixed a bug that allowed respawning at a helicopter

Patch 0.36.3.1+2

[h3]Alpha 0.36.3.1[/h3]
  • Fixed that some food items were missing in the object id input node
  • Adjusted culling settings for food items
  • Fixed scrolling UI problem for the object type filter


[h3]Alpha 0.36.3.2[/h3]
  • Fixed a bug that caused units from spawners to not work in some cases
  • Fixed missing unit reference output for ReplaceUnit nodes
  • Fixed that dogs could be selected as squad mates
  • Fixed visual bugs related to some version of the skeleton corpse
  • Fixed destruction and collision of modular metal railing
  • Fixed that the player could enter destroyed siege shields
  • Fixed that objects could not be placed on bridge objects
  • Fixed modular roof walls while/after placing prefabs

Update 0.36.3

[h3]Content[/h3]
  • Added a future glass helmet
  • Added dumpsters and trash bag decorative objects
  • Added modular metal railings
  • Added arrow (2 versions) and cross-shaped sticky notes
  • Added a wet floor sign
  • Added stone holders for castle walls
  • Added some furniture objects (oven, fridge, closet, sink, countertop, toilet)
  • Added barbed wire wood barricade
  • Added food items (can be spawned and teleported by scripts)
  • Added bullet impact wall decals
  • Added blood stain wall decals


[h3]Features and improvements[/h3]
  • Custom zombie passives/corpses can now be created
  • Scripting features (new nodes)

    • AddElement to add an element to an array (1024 elements max)
    • RemoveAt to remove the element a the given index
    • IndexOf to find the index of an element in an array
    • ExecOrder node to execute something after a loop (or similar graph) ran
    • Event for when the player attacks (OnAttack)
    • Event for when the player shoots (OnShoot)
    • Node to teleport triggers (Teleport)
    • Node to activate/deactivate or reset triggers (SetActive, IsActive, Reset)
    • Node to get the current animation frame of a custom unit (GetAnimFrame, GetAnimFrameF)
    • Node to play partial passive animation frames (PlayAnimExF)
    • String concat node to combine two texts (Concat)
    • ReplaceUnit node to quickly replace a unit with another unit
    • OnConsume event to detect when the player consumes food items
  • A lot of small items can now be placed on tables and shelves
  • Player equipment can now be loaded from a custom unit save file
  • Custom unit type will now be displayed correctly
  • Update filter UI in the placement list


[h3]Bug fixes[/h3]
  • Fixed a bug that allowed entering of unsupported vehicle seats
  • Fixed placement of objects on apartment walls
  • Fixed that dying inside vehicles could cause problems in conquest mode
  • Fixed that the update event node would run while the game is paused
  • Fixed air vehicles spawned by scripts
  • Fixed from targeting evaluations in some cases
  • Fixed that static player scripting events would no longer work after the player respawned
  • Fixed that units spawned from scripts in guard mode had wrong attack distances
  • Fixed that the player could rotate the head through walls to interact with objects
  • Fixed wrong symbol on the NotEquals scripting node
  • Fixed a bug that broke the player hands when using siege weapons


Next update
I'm currently experimenting with some new features, so not sure what exactly will be in the next update. Make sure to join the discord server for development previews and update release dates:
https://discord.gg/jnigames

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.