In this update4
Full notes
Full Ancient Warfare 3 update
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What changed
- Workshop
- Gameplay
- Maps
- UI and audio
- Store
- Events
Ancient Warfare 3 changes
Campaign Rework
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
Persistent Storage
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
Improvements
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
Bug fixes
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
Source
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