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Full notes
Full Ancient Warfare 3 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Performance
- Compatibility
- Fixes
- Balance
Ancient Warfare 3 changes
Object tag system
There is a new scripting tag system for reference objects. It works similar to the unit tags, but instead uses reference objects as input and outputs. Tags can be added when selecting an object in the battle editor or by using the AddTag node in scripts. Please note that unit and object tags are two separate systems, meaning a unit can have both unit and object tags!
Scripting features
Added Trigger/ SetName node to change the name of a scripting trigger which can help to identify triggers created from scripts
Added AddTag / RemoveTag / HasTag / GetTags / GetObjectsWithTag / CountObjectsWithTag nodes for the new object tag system
Added Inventory/ SetAdditionalSlotCount / SetAdditionalSlotCount nodes to add up to 4 additional weapons slots.
Weapons slots can be accessed with the weapon 5 - 8 keybinds
Picked up weapons 5 - 8 are not visible on the player
Weapons for these slots can only be picked up while playing a battle, they are not part of the save system for player settings
The existing inventory nodes can be used to add / remove / modify these weapon slots
Added weapon reference output to the Inventory/GetWeapon node. (Should be used with caution to prevent any issues)
Added SetMagazineContent and GetMagazineContent nodes to control the amount of bullets in a weapon
Added OnHeal, OnHealGlobal, BindOnHeal event nodes to detect when a unit receives healing
Added driveOver input to the SpawnTransportVehicle and SpawnGroundVehicle nodes
Improved node suggestions when dragging an output into an empty area for special inputs that accept any reference or numeric value as input
Holding Shift or Alt will stop node alignment even when one of the options is enabled
Other features and improvements
Added variants of the burn barrel and campfire without flames
Doors of cabinets and similar objects are now transparent in the battle editor
Added autosaving for prefabs (uses the same settings like for battles)
Using the 'CustomUnit' filter in the placement list for objects and equipment items will now filter the list by custom items
Added equipment specific filters to the equipment placement list in the battle editor
Copying colors in the clothing color panel will now also copy the metallic and smoothness values
Increased player squad limit from 8 to 16
Improved file saving stability to prevent broken save files when something goes wrong while overwriting an existing save
Added shortcuts to the passive animation editor:
Ctrl + C / Ctrl + V = Copy / Paste
I = Insert keyframe
Delete (keybinding) = Delete keyframe
Bug fixes
FIxed icon https download issues on linux when libcurl or tls stack is not installed
Fixed selection material when using Ctrl + X on special objects like the player
Fixed incorrect handling of the DropWeapon / DeleteWeapon nodes
Fixed maxDst input on the Raycast scripting node
Fixed a bug that caused MarkV tanks to teleport when the battle starts
Fixed performance degradation when picking up physics objects
Fixed armband color saving when using individual colors per side
Fixed MLRS shooting
Fixed tank mortar projectile despawning and accuracy issues
Source
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