Ships Ships suffered from many different problems that were related to the latest AI changes. Below is a list of fixed bugs and improvements.
Fixed that on-ship movement did not work
Fixed that ships could get stuck in the ocean
Fixed various bugs related to ship boarding
Fixed various bugs related to ship landing
Fixed rotation jittering with low frame rates
Fixed a bug that caused units to not stay on the ship then loading a battle
Ships will now use the shortest boarding/attack side instead of a random one
Fixed a but that allowed ships to move below the terrain
Ship rotation is now linear
Save directories You can now create folders in the load/save panel to organize your battles/prefabs/units/equipment. Files can be stored directly in the folders or you can drag existing files into other folders. Please note that using your OS file browser to organize the files will result in broken thumbnails.
Vehicles All removed ground vehicles got deleted and recreated from scratch to create a working set of features with the new AI systems. As already explained multiple times, from a game design perspective ground vehicles do not fit into most maps, because the space is very limited. That's why vehicles work best as static objects. Below is a list of changes and expected behaviour.
Vehicles are no longer physics based!
The weapon systems are more reliable than before
Weapons will not shoot through walls
Most vehicles will move towards their target until the main weapon can shoot at the target or the vehicle is too close to the target (can be deactivated by using 'Guard' mode)
Small obstacles like rocks will be ignored
Weapons will not target units that are too close to the vehicle to prevent damage to the own vehicle
Vehicles can NOT be controlled by a player. That is the case because they are no longer physics based and only move based on the AI system.
Added a futuristic walker tank that was requested as a WMC reward a long time ago
Ground vehicles in the object placement list are not functional and decorative objects
Added destroyed vehicle variants to the object placement list
The vehicles CCKW, LAV and BTR can transport units to a set position. The LAV/BTR will return to combat after dropping the units.
Vehicles have custom armor and calibers for more realistic and adjustable damage values
Do not expect vehicles to work perfectly in all cases. There are a lot of different systems that interact with them and a lot of settings have to be adjusted.
Melee AI The ranged AI got improved a lot in the past and it's time to bring some attention to the melee combat.
Randomized the melee AI attack timing
[Experimental] Added animation canceling when hitting shields, weapons and armor
There will be more improvements in the upcoming updates!
Other improvements
Reduced the overall RAM usage
Increased the max. conquest flag amount from 5 to 10
Added a "None" gamemode without end conditions
Increased the max. terrain height from 40 to 120
Bug fixes
Fixed that air vehicles couldnt be placed off the terrain
Fixed a bug that caused flags to not generate spawn points when placed on high terrain
Fixed that prefab placement with environment objects could result in objects being placed at the world origin in some cases
Fixed drop helicopter rope visual bugs
Fixed visual clipping problem with future armor
Fixed that trying to reload miniguns would break some player interactions
Fixed a bug that caused navigation problems on stacked stairs
About the recent behaviour in the community If you didnt behave in a bad way because vehicles got temporarily removed, you can just skip this part. Thank you for being a nice and patient individual!
I just wanted to say some words about the recent behaviour of some people in our community. Not only because it happened in our community, but because it's a problem you can see in other communities too. As most of you know, ground vehicles lost more and more compatibility and caused many problems. That happened because of changes to the AI system and the overall design of the game. At some points (a few weeks ago), vehicles had almost no functionality. The decision was to temporarily remove ground vehicles to restore their functionality. Nobody offically said that they will be gone forever! The only thing that changed was that you can't place a not working object!
As a result a lot of people got mad. Some wrote negative reviews, but most of them decided to use direct messages to harass and insult the developer. But why? 1) There arent many workshop maps with vehicles (those maps could still be played with vehicles) 2) The game is in early access, which means that the final set of features can change... 3) Ground vehicles are not advertised on the steam store page in any way... 4) It's just a computer GAME, not your life!
DEVELOPERS ARE HUMANS. You should think about that before you write something. Instead of starting an open and calm discussion in the offical forums or discord, you decided to hide you disgusting character behind DMs. And here is the reality: There are no they, there is only me behind this game. A student studying in university and developing this game in his free time! I spend more than 2 years only adding suggestions from the community, just think about that for a second before harassing or insulting me for a few weeks without a not working feature during early access. If you want to tell me that I'm doing a bad job, you can go ahead and do it in a reasonable way and I will consider it to improve myself. If you want to insult me, you can do that in the public forums to show everyone your real character. We could have had vehicles back much earlier, but I needed some distance from the harassment. Those messages caused nothing but delay and demotivation. Most developers are always open about constructive criticism and I'm one of them. But you also have to respect the humans behind computer games, because they sacrifice a lot of time and energy to entertain you.
Next update There will probably be multiple small updates to balance and fix some stuff in the upcoming days.
Technical Update 0.34.2
This technical update reduces the RAM usage on large maps with custom heights and fixes bugs related to navigation on high terrain. If you notice any problems, please report them in the bug-reports thread or on discord.
Update 0.34.1
Below is a list of all changes and fixes since the 0.34.0.1 version of the game.
Changes
Removed options to not replace some objects and units after changing the terrain to prevent illegal placement of some objects
Modular buildings can still be ignored and objects placed on buildings will be ignored too
Added an option for flags to only spawn units on the terrain
Bug fixes
Fixed range multiplier for custom siege units
Fixed UI interaction when overwriting a loadout in the main menu
Fixed problems when copying modular buildings on raised terrain
Fixed road nodes on raised terrain
Fixed jungle rock rotation
Fixed the placement of air vehicles outside of the terrain bounds
Fixed parachute movement when the unit died
Fixed multiple problems with duplicated modular buildings
Alpha 0.34.0 Hotfix 1
Features and Improvements
Optimized the deletion of large modular buildings
Added options to ignore some units when changing the terrain
Lowered recoil of LBR rifle
Bug fixes
Fixed S4 compensator position
Fixed placed objects on ice got messed up when the terrain got changed
Removed bullets from the weapon category in the arsenal
Fixed broken prefab placement in some cases
Fixed wrong bush object rotations
Fixed selection of shield fields
Fixed that low foundations could end up flying in biomes with ice water
Fixed navigation on the new stair parts
Fixed the ladders on modular floors
Fixed that units could get stuck under the new modular stair parts
Update 0.34.0
Content
Added LBR, S4, A12 rifles
Added pitch resin area
Added hair equipment items
Added triangle foundations and floors
Added 3 stair modular building parts
Added modular rampart wall
Added modular floor with ladder
Added metal and rusty metal modular building parts
Features & Improvements
AI improvements
New more reliable AI decision system for detecting units in range
Improved ranged AI behaviour around corners
Fixed that AIs would walk back for no reason in some cases
Modular building changes
Removed most restrictions for the modular building systems
Pillars can be used to build a floor on top of a foundation or as decorative objects
Walls can be stacked and floors can be attached at both sides of a wall
Floors can be attached to other floors to create overhangs
Stairs can extend other stairs
Building parts that are not connected to a foundtion will be deleted in the editor and destroyed in a battle
Terrain changes will update modular buildings based on the foundations
Updated the engine for improved stability
Custom unit values can now be entered directly
Single objects can now be deselected by clicking on them while holding shift/ctrl
Fire damage per second is now 3 times higher
Reduced lag after deleting objects
Melee custom units will now determine the optimal attack distance automatically
Units can now get closer to the edge of floors with small walls
Player loadouts can now be saved/loaded in the main menu
Helicopters will now try to keep distance to the terrain
Bugs
Fixed navigation preview in the prefab editor
Fixed clothing visual bugs with certain cloth/weapon combinations in first person
Fixed that AI would shoot enemies through some modular building parts
Fixed that custom units with lasers would generate an empty icon
Fixed that flags would spawn units on top of objects instead of the terrain
Fixed that the drop plane marker would be visible twice
Fixed that wire fences did not block navigation in some cases
Fixed underwater grass when grass is deactivated
Fixed that replaced objects could not be selected
Fixed that some objects were allowed to be built off the map
Fixed WWII pants
Fixed collision on ruined apartment buildings
Fixed a bug that caused the editor selection effect to stay
Fixed that duplicating stacked objects would sometimes result in wrong placement
Fixed that melee units from spawners would not work in some cases
Fixed picked up bayonets didnt work
Fixed that static units could not get targeted by melee units in some cases
Next update
The next update will be released in 1-2 weeks and will contain AI improvements and features.
WMC (5-8) Poll Results
Total votes: 863 REWARD | VOTES SVT-40 | 244 Hair | 273 Tricorn | 81 Heavy Bolter | 265
Thanks for participating! The unit hair equipment items will be in the 0.34.0 update, which will be released in about 2 weeks
Update 0.33.14
General
Removed ground vehicles from the game (for now), old maps can still spawn the vehicles
Bug fixes
Fixed the UI of the apartment building settings
Fixed lag that could happen when multiple spawners used the same spawn rate
Fixed a lag that could happened when duplicating spawners
Fixed UI issues in the custom unit creator when using a 21:9 apsect ratio
Update 0.33.13
Bug fixes
Fixed that AIs would try to shoot through environment objects
Reduced lag when deleting objects in the editor
Fixed selection functionality and visibility of some objects like fences and signs
Fixed the drop zone marker for future dropships
Removed barrel attachment slot on the Val
Fixed the dent in house 8
Fixed clipping problems with greek garnment and greek armor
Fixed that AIs would not target small units
Update 0.33.12.1 + WMC Poll Results
Bug fixes
Fixed that flags spawned units in the air
Fixed that players could not choose elimination targets and squad units
Fixed that units in guard mode did not work as expected
Fixed that trenches could not be placed in some cases
The laser beam rifle will be added in the 0.34.0 update.
Update 0.33.12
Content
Added a variant of the swat helmet without face shield
Added a night vision effect for the night vision device, if the player is wearing one (Toggle on/off with "n")
Features & Improvements
Improved cpu performance while playing a battle with units
Improved the rendering performance of environment objects, indestructible or objects with deactivate destruction while playing a battle
Reduced editor cpu usage
Improved editor physics performance
Minor custom battle editor UI improvements
Updated battle start and end UI
You can now preview walkable AI areas in the editor
Loading battles from the workshop will run async now
The editor info tooltip now shows the amount of environment objects
Editing roads will now show the road and node index
Flashbangs have a higher effect radius and work more reliably now
Replaced the beach biome environment sound
Container towers can now be placed on other objects
Bug fixes
Fixed that duplicating (or placing prefab) foundations would reset their height
Fixed that duplicating (or placing prefab) modular bridges would reset their height
Fixed that unarmed players could not throw grenades
Fixed that containers did not block AI movement
Fixed that spawn/capture flags did spawn units inside foundations and other objects
Fixed that placing a player while editing a drop vehicle could result in 2 players in one battle
Fixed a bug that prevented the main menu from loading
Fixed a UI bug that messed up placement options when duplicating some objects
Fixed that flashbangs did not stop already walking units
Fixed a bug that some objects did not block AI movement the way they should have
Fixed that changing the start color of the flag would not change the material of it
Fixed broken custom unit thumbails after subscribing to it
Fixed a bug that prevented low foundations to connect to the terrain in some cases
Fixed illegal placement of some objects if they got connected to another object of the same kind
Fixed that subscribing multiple times in the same session would duplicate workshop units
Next update The next update will probably take a little longer than a week. Follow the roadmap (https://aw3.jnigames.com/) or #development-preview channel on discord to see what is currently being worked on