In this update10
Full notes
Full Ancient Warfare 3 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Maps
- Gameplay
- UI and audio
- Balance
- Workshop
Ancient Warfare 3 changes
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
Custom Throwing Weapons
This new AI only custom equipment type can be used to create custom throwing weapons like the vanilla throwing axes, spears, rocks, ...
Edit Custom Units in Context
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.
Content
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
Color wires/ropes
The material of wires and ropes can now be adjusted.
Select similar by Id
This feature allows you to expand the current selection by selecting all objects with the same id(s).
Search for Objects
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.
Search in Scripts
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.
New Scripting Nodes & Improvements
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
Other Features & Improvements
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
Bug fixes
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
Source
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