HomeGamesUpdatesPricingMethodology
Steam News11 December 20232y ago

Update 0.49

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

In this update4

Full notes

Full Ancient Warfare 3 update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

16 fixes10 additions4 changes1 removal
  • Workshop
  • Gameplay
  • Maps
  • UI and audio
  • Store
  • Events
changedCampaign ReworkAll old workshop campaigns have already been updated and everything that used to be possible is still possible with the reworked system
addedCampaign ReworkCampaigns have a new file format which allows faster loading of the whole campaign and individual levels
addedCampaign ReworkCampaigns 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
changedCampaign ReworkYou 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.
addedPersistent StorageThe new persistent storage scripting nodes allows you to save data between sessions of the same battle
changedPersistent StorageIt can also be used to store data between campaign level transitions

Ancient Warfare 3 changes

changedAll old workshop campaigns have already been updated and everything that used to be possible is still possible with the reworked system
addedCampaigns have a new file format which allows faster loading of the whole campaign and individual levels
addedCampaigns 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
changedYou 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.
addedThe new persistent storage scripting nodes allows you to save data between sessions of the same battle

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

Steam News / 11 December 2023

Open original post

Changelog.gg summarizes and formats this update. How we read updates.