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Steam News25 September 20241y ago

Update 1.4

Blur vignette screen effect scripting node The new scripting node combines blur and vignette to blur the screen from the corners to simulate various effects.

In this update7

Full notes

Full Ancient Warfare 3 update

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

What changed

1 fix9 additions2 changes0 removals
  • Gameplay
  • Balance
  • Maps
addedBlur vignette screen effect scripting nodeThe new scripting node combines blur and vignette to blur the screen from the corners to simulate various effects.
addedArithmetic expressions in numberic inputsSimple arithmetic expressions can now be entered in almost any numeric text input. Supported operations include addition, subtraction, multiplication, division and parenthesized ordering
addedQuick scripting inputsSteam post image Instead of having to create an input node for each input value of a node, most types can now be input with a single click next to the input port. Node connections will clear existing quick inputs. Supported input types are types like bool, int, float, string, float3, color, references and enums.
addedMovement speed multiplier node for unitsOne of the most requested scripting features has finally been realized. You can now change the speed of units by using the SetMovementSpeedMult node.
changedImproved AI corner peeking detectionWhile peeking corners as the player, AI units would often not react or see the player. This has been improved and AI units will now attack the player as usual.
fixedFirst person melee improvementsEver since the 1st person viewmodel was changed to improve gunplay, there were some issues with how melee weapons felt. It looked like as if there was an offset between the rendered weapon and the actual hit detection and changing the fov would cause additional issues. This has now been resolved and melee combat in first person should look and feel more accurate.

Ancient Warfare 3 changes

addedThe new scripting node combines blur and vignette to blur the screen from the corners to simulate various effects.
addedSimple arithmetic expressions can now be entered in almost any numeric text input. Supported operations include addition, subtraction, multiplication, division and parenthesized ordering
addedSteam post image Instead of having to create an input node for each input value of a node, most types can now be input with a single click next to the input port. Node connections will clear existing quick inputs. Supported input types are types like bool, int, float, string, float3, color, references and enums.
addedOne of the most requested scripting features has finally been realized. You can now change the speed of units by using the SetMovementSpeedMult node.
changedWhile peeking corners as the player, AI units would often not react or see the player. This has been improved and AI units will now attack the player as usual.

Blur vignette screen effect scripting node

The new scripting node combines blur and vignette to blur the screen from the corners to simulate various effects.

Arithmetic expressions in numberic inputs

Simple arithmetic expressions can now be entered in almost any numeric text input. Supported operations include addition, subtraction, multiplication, division and parenthesized ordering

Quick scripting inputs

Steam post image Instead of having to create an input node for each input value of a node, most types can now be input with a single click next to the input port. Node connections will clear existing quick inputs. Supported input types are types like bool, int, float, string, float3, color, references and enums.

Movement speed multiplier node for units

One of the most requested scripting features has finally been realized. You can now change the speed of units by using the SetMovementSpeedMult node.

Improved AI corner peeking detection

While peeking corners as the player, AI units would often not react or see the player. This has been improved and AI units will now attack the player as usual.

First person melee improvements

Ever since the 1st person viewmodel was changed to improve gunplay, there were some issues with how melee weapons felt. It looked like as if there was an offset between the rendered weapon and the actual hit detection and changing the fov would cause additional issues. This has now been resolved and melee combat in first person should look and feel more accurate.

Other features & Improvements

  • The order of scripting variables in the list can now be changed while their settings are expanded

  • Added GetPath node to get a copy of the calculated path of a unit

  • Added GetMouseDeltaX/Y nodes to get the mouse position offset between frames

  • Added RestrictWeaponThrow, RestrictWeaponDrop, RestrictShieldDrop nodes

  • The placement method of ceiling lamps has been improved. They can now be placed on most surfaces.

  • Improved the accuracy of unit movement to prevent situations where it seemed like they walked slightly into the terrain on hills.

Source

Steam News / 25 September 2024

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