Ancient Warfare 3 cover
Ancient Warfare 3 screenshot
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Genre: Simulator, Strategy, Indie

Ancient Warfare 3

Update 0.37.3

Next major update


Hello everyone, just in case you missed it, custom weapon, armor, equipment and object creators are coming to Ancient Warfare 3 in the next major update!
https://www.youtube.com/watch?v=GLvXIpComqU
Until then, there will be intermediate updates like this one.

Alpha 0.37.3


Scripting tag system


Handling units in the scripting system has always been somewhat difficult. Whether it's the question if a specific type of unit was involved in certain actions or getting certain units without having them referenced beforehand, there was no easy way of doing that.
This update introduces tags which can be added to units in the scripting view or with scripting nodes.


By using tags you can quickly test if a unit has a tag to identify a type of unit or gather a list of units with a certain tag to quickly create groups of units which can be controlled as a whole. Units can have an infinite amount of tags which can be added and removed at any time.

Other scripting features


New restrict nodes Added RestrictShoot, RestrictMelee and RestrictSupport nodes to prevent the usage of melee/ranged weapons or support equipment like grenades
CustomInfo output Added an output for the reference to the HUD element when using the CustomInfo node which allows you to delete the HUD element before redrawing it in the next frame. That way custom HUD elements can be drawn without any overlapping or flickering
Preview selected reference When selecting any reference in the scripting view, the currently selected referenced will be highlighted in red now
Bullet spawning Bullets can now be spawned from scripts by using the SpawnBullet/SpawnBulletEx nodes

Bug fixes



  • Fixed a bug that prevented workshop items from being uploaded if the thumbnail was too large
  • Fixed that controlling the siege shield would result in weird movement
  • Fixed despawning of equipment (from scripting) for units with dual wielding
  • Fixed that passive non hostile units spawned by scripts would be attacked
  • Fixed missing icons for ropes/wires
  • Fixed a bug that caused (scripting controlled) music to continue to be played after leaving the battle
  • Fixed OnLand scripting node visuals
  • Fixed that punching with ranged weapons would damage allied units with friendly fire deactivated
  • Fixed a bug that caused various problems when starting to control a unit with projectiles stuck in them
  • Fixed that pasting text in a text field would also paste copied nodes in the script editor

Update 0.37.2

Content



  • Added decorative ropes (default rope, metal rope, wire) to the game, which can be placed between two points with custom width and weight settings


Features & Improvements



  • Default save path is now hidden on the UI
  • Added scripting nodes to change color, intensity and range of (scripting)lights
  • Added scripting nodes to check if a unit is passive, corpse or animal
  • Scripting nodes will now show their description while hovering over them
  • Scripting node input and output parameters will now show a description while hovering over them
  • Modular parts will no longer be destroyed when the attached object is destroyed


Bug fixes



  • Fixed that spawned weapons by scripting would despawn
  • Fixed that spawned shields by scripting wouldnt fall down
  • Fixed that spawned horses by scripting would fly
  • Fixed that selected x-shaped sticky nodes would break the selection of objects
  • Fixed player swimming
  • Fixed various problems with the scripting light settings UI
  • Fixed bullet shell directions on HMGs
  • Fixed that vanilla siege units didnt save their equipment correctly
  • Fixed that roof walls could not be placed on triangle roof parts
  • Fixed that units that were pushed off by the player would fly in the air
  • Fixed various animation issues related to snow coverage in the editor
  • Fixed issues related to copy/pasting while snow coverage is enabled
  • Fixed a bug that prevented modular parts from being placed after the terrain got changed


As already said in the last patch notes, the development of the next big update will begin next week. Make sure to join the discord server to stay up to date with the latest development previews and news:
https://discord.gg/jnigames

Update 0.37.1

Hello everyone, version 0.37.1 is now available!
First of all I want to apologize for the lack of updates in the last few months. Unfortunately the development was stopped due to health issues, but in the future to can expect more regular updates again. Now to the new stuff in this update:

Content



  • Added 45° modular roof parts
  • Added 2 future energy shields (round and rectangular version)

  • Added a decorative blood particle effect


Scripting walls


In the scripting mode you can now place custom sized walls similar to triggers. Scripting walls feature various options to block (or not block) the player and/or AI units as well as all other physical objects like projectiles. In addition scripting walls can be completly invisible, semi transparent with a custom color or static/animated striped. Placed walls can be referenced in scripts and enabled/disabled at any time. Walls which dont block the AI can also be moved around with scripts.


Modular material settings


The material of concrete and metal modular parts can now be adjusted for each individual part by selecting them. You can choose an rgb color multiplier as well as metallic and smoothness values of the material.


New scripting nodes



  • Added restrict move, look, attack, jump, crouch, sprint and lean nodes to prevent the player from doing certain actions
  • Added InfoLeft/InfoRight nodes to show text notifications on the HUD
  • CustomInfo node allows the creation of custom HUD messages with options for:

    • font size
    • vertical/horizontal text alignment
    • text color
    • background color
    • background transparency
    • duration
    • x/y positions in screen coordinates [0, 1] from the bottom left corner
    • width/height in percent of the screen size [0, 1]



Bug fixes



  • Fixed missing units in zombie spawner UI
  • Fixed full balaclava clipping through some items
  • Fixed spawning with red players in the arena
  • Fixed impact effects and sounds on modular building parts


Coming up next


There will be a small update in the first week of 2022 which will include decorative ropes/wires/chains/... (small preview below) and a better in-game documentation of individual scripting nodes to quickly figure out what a node does and how each input works, as well as fixes for some minor open bugs.

[previewyoutube="G9U0GZ6TUYw;leftthumb"]










Between christmas and new year there will be some prototyping to figure out whether certain stuff works which hopefully lead to the biggest update AW3 has ever had towards the end of 2022.

Merry christmas and a happy new year! - JNI

Halloween Event Result

The halloween event is over! The top 3 are:

[table]
[tr]
[th]Rank[/th]
[th]Name[/th]
[th]Score[/th]
[/tr]
[tr]
[th]1[/th]
[th]login[/th]
[th]224730[/th]
[/tr]
[tr]
[th]2[/th]
[th]IsaacBuddy[/th]
[th]185965[/th]
[/tr]
[tr]
[th]3[/th]
[th]TheIdiotWithABongo[/th]
[th]185820[/th]
[/tr]
[/table]

1st place can choose 2 equipment items or objects, 2nd/3rd place can choose one equipment item or object each. If you are one of the top 3, please reach out to me in the comments of this event or on discord.
Rewards have to make sense in the game and copyrighted stuff is not allowed.

Halloween Event

Halloween menu scene


We have a temporary menu background scene created by GeOmEtRy for this year's halloween event. You can check it out in game or on youtube: https://youtu.be/YHw_7CUzYoo

Unfortunately, if you have a very low end computer (2 cores or less, 5gb RAM or less) you will still see the default menu scene to make sure the menu works fine.

Halloween event map



We also have an awesome event map called "MASTERCHEF HELLS COOK" which was created by Noita Wizard. You play as a cook and have to complete as many orders as possible while collecting ingredients from units and other places. You can start the event from the main menu. There are also rewards for the 3 players with the most points on October 31st.

Rewards
Winner: Choose 2 equipment items or objects
2nd & 3rd: Choose 1 equipment item or object each
Rewards have to make sense in the game and copyrighted stuff is not allowed!

Update 0.37.0

Content



  • Added SVD rifle (DMR D in game)
  • Added dark and desert colored variants of all modern vanilla units


Features & Improvements



  • Randomized vanilla units

    • Clothed units are now the default variant in the unit placement list
    • The existing variants (clothed, naked, light/heavy/full armored) still exist
    • Vanilla units spawn with randomized gear depending on their faction

      • Clothing, face equipments, hair, armor, shields and weapon attachments will be randomized

    • Vanilla units in old maps stay the same
    • The exact randomized variant of placed units will be saved and loaded

      • Exceptions: Units which spawn from spawners, in conquest/KOTH or drop from vehicles

    • When duplicating a randomized unit it will get a new set of random items

  • Scripting

    • Increased .ogg file size limit to 1.5MB (Using large audio files will increase the map size and loading times)
    • Script execution time is now shown when using the debug.fps 2 command in the console
    • Added player to health cast node
    • Added skill input to Spawn(Custom)UnitEx nodes
    • Added increment/decrement nodes for float/int
    • Added Get/Set Ammo nodes to modify the amount of bullets in the player's current weapon
    • Added SetGuardMode node to set a unit to guard mode with a specific pose
    • Added hit normal output to interaction raycast node
    • Added OnJump/OnLand event nodes for the player
    • Added vignette screen effect node
    • Added Get/SetSkill nodes to modify the AI skill

  • Campaigns

    • Large campaigns will now load without freezing the game
    • Added "keep equipment from previous level" option for campaign levels
    • Added "keep ammo from previous level" option for campaign levels

  • Unit stats randomization

    • When a unit spawns its stats will be slightly randomized
    • Health: +- 10hp
    • Skill: +- 10%
    • Attack distance: Increased by up to 5

  • Increased default unit attack distance from 30 to 50
  • Increased pellet damage from 17 to 25
  • Decreased shorty pump animation duration
  • Slightly adjusted the models of "Helmet 1" and "Helmet 4"
  • Boats can now drop units if the landing spot is blocked by other objects which units can walk on


Bug fixes



  • Fixed a bug that caused wrong rendering of transparent face equipment items while editing/playing a battle
  • Fixed inaccurate fps counter for slowed down battles
  • Fixed that face equipments were not being added correctly to the campaign inventory
  • Fixed that gatling guns were floating
  • Fixed the campaign level close button
  • Fixed working rotors on landed AE500
  • Fixed typo in lush alien environment objects
  • Fixed back left wheel material on LAV-25
  • Fixed framed door frame collision
  • Fixed SAM turret destruction when the object below the turret got destroyed
  • Fixed skeleton corpse model
  • HMGs should now hit strafing players in close range better
  • Fixed door opened/closed scripting events
  • Fixed that modifying the terrain would reset custom rotations of environment objects
  • Added slight delay to prevent modular drag placement from being used when placing from certain angles
  • Other minor fixes

Update 0.36.6

Content



  • Added 3 SAM turrets which shoot rockets at air vehicles
  • Added stack of arrows ammo pack
  • Added stack of bolts ammo pack
  • Added gold and silver ingots as money (3 sizes each)
  • Added landed versions of AE500, future helicopter, future jet, heavy dropship


Features and improvements



  • Scripting

    • Added OnDamageGlobal event which gets invoked when any unit in the battle takes damage
    • Added ColorOverlay node which can be used to fade (0-1 intensity) the screen to a specific color (rgb)
    • Added DeleteEquipment node to delete the equipment of units which just died (OnDeath -> DeleteEquipment can be used to prevent the player from picking up the unit's weapons)
    • Added GetCustomUnitData to get the custom unit data if possible to spawn another unit with the same gear
    • Added global variables to share data between scripts

      • Global variables can be placed from the toolbar in the scripting view
      • Select variables to set a name and type
      • GlobalVar input node can be used to reference global variables from multiple scripts
      • GetGlobal/SetGlobal can be used to get/set the value

    • Added GetTarget node to get the target of a unit (can be a position or another unit)
    • Added GameSound node to input vanilla sounds

      • Contains all in-game music and some effect sounds. More effects will follow

    • Particle effects are movable objects now
    • Objects which are referenced by scripts can now always be deleted with the 'Delete' node
    • Setting the text of a unit hint (message bubble) to null or empty will hide it now
    • OnDamage events will now be invoked even if the unit died

  • Buffed AA tanks (Marksman, AMX-10) with faster projectile speed and weapon rotations
  • Added dark color theme for all ground vehicles
  • Added an option to close the unit editor without updating the unit when it was opened from within the battle editor
  • Custom units with anti air launchers will now always prioritize air vehicles


Bug fixes



  • Fixed a bug that caused weapon to get knocked out of the player's hands
  • Fixed that invalid sound files in a script would prevent the script from being compiled
  • UI elements will now longer be affected by keyboard input

    • This will prevent a variety of bugs that caused invisible selected UI elements to be modified

  • Fixed frequent lag spikes in the unit creator
  • Fixed reloading of underbarrel gl
  • Fixed that loading equipment from custom units would be possible in campaign levels with restrictions or inventory
  • Fixed a bug that allowed units to move while crouching
  • Fixed a bug that caused the animation for chambering a bullet to play after switching the gun
  • Fixed a bug that caused some objects to be visible through other objects when the transform handles were visible


Next update



    The next update will be 0.37.0 with randomized vanilla units to make them more interesting and some other improvements.

Update 0.36.5

Content



Updated/recreated weapon models

  • Sword
  • Longsword
  • Mace
  • Battle axe
  • Heavy sword
  • Ancient Knife
  • Warhammer
  • Nail bat
  • Katana
  • Crossbow
  • Spear
  • Pike
  • Bisento
  • Pirate dagger
  • Saber
  • Slim saber
  • Some lord equipment


New weapons

  • Flanged mace
  • Medieval dagger
  • Chokuto (replaces the tanto sword)
  • Tsurugi
  • Nagamaki
  • Yari



Shields

  • Added 11 new wooden shields
  • Added 11 new improvised wooden shields




Features and improvements



  • Improved rendering of fully clothed/armored custom units (up to 80% faster rendering time and ~63% RAM reduction)
  • When an equipment or environment object is selected in the editor, you can now edit the rotation/position with transform handles
  • Unit hint messages are now above their head equipment
  • Added a toggle to the scripting mode to show all scripts
  • Added a new SpawnVehicle node to spawn vehicles with a specific color option
  • Added sounds effects for wooden shield impacts (melee/projectile)
  • Increased helicopter explosion size


Bug fixes



  • Fixed a memory leak when editing units or player equipment
  • Fixed a blood splash culling issue
  • Fixed that units placed on ships would get replaced when changing the terrain
  • Fixed that when editing terrain with the cursor off the terrain, the modification would be applied below the camera
  • Fixed that destroyed air vehicles would move while the game is paused
  • Fixed that having a single dialog node with no answer would not trigger the scripting event
  • Fixed that loading a unit in the scripting menu would overwrite the player equipment
  • Fixed some modular building problems related to roof walls
  • Fixed spawning of siege weapons from scripts
  • Fixed PlayAnimEx/PlayAnimExF nodes
  • Fixed that playing a custom animation with mode once would not allow the animation to be restarted

Update 0.36.4

Content



  • Added Panzer IV WW2 tank
  • Added 10 fang variants for custom units


Scripting features



  • Node to get the name of a custom unit
  • Ignore node to ignore/unignore possible targets for a unit
  • Node to change the unit behaviour (default, guard, wander)
  • Nodes to remove any player weapon, support equipment and shield
  • Input node for instrumental notes

    • Available instruments: Piano, Drums, Organ, 4 Guitars, Flute, Glockenspiel, Harp, Marimba, Trumpet, Vibraphone, Violin
    • Available notes/octaves depend on the instrument

  • Input node to write instrumental notes as songs and nodes to play the song in 3d world space or 2d
  • Input node for custom .ogg vorbis sound files

    • WARNING! If you use copyrighted songs in workshop items, you will risk to get banned from AW3's workshop/steam group and the copyright holders could take further actions against you.
    • -> Only use audio you are allowed to redistribute and give credit to the author if required

  • Various nodes to play and control sounds

    • Play, Play2D
    • Get sound duration
    • Get pitch/range/volume
    • Set pitch/range/volume
    • Pause, restart, resume, stop
    • Set loop
    • Get/Set playback time
    • Set position



Bug fixes



  • Fixed a crash caused by endless event loops in scripts
  • Fixed wrong input type on EquipmentId to int node
  • Fixed wrong output name on array length node
  • Fixed OnConsume/OnPickupObject/OnPickupEquipment events
  • Fixed default object id input node value
  • Fixed that objects with variants could not be spawned from scripts
  • Fixed that some exoskeleton parts could not be picked up
  • Fixed mesh of ushanka hat
  • Fixed some collision bugs with barrels and fences that could cause the player to glitch below foundations/terrain
  • Fixed flak cannons
  • Fixed some minor problems related to unit targeting
  • Fixed that starting money wasnt given to the player when spawning in conquest/koth
  • Fixed vehicle crosshairs
  • Fixed a bug that prevented weapon switching when trying to reload the single shot flamethrower
  • Fixed a bug that could cause grenades to get stuck in the player's hands when reloading a shotgun
  • SetHealth node will now correctly set the max health of the unit
  • Fixed that tank gunners didnt continue to find targets after the first one
  • Fixed that the RemoveBullets node didnt update the UI
  • Fixed a bug that prevented the IsZombie node to not detect zombie dogs
  • Fixed a bug that allowed respawning at a helicopter

Patch 0.36.3.1+2

Alpha 0.36.3.1



  • Fixed that some food items were missing in the object id input node
  • Adjusted culling settings for food items
  • Fixed scrolling UI problem for the object type filter


Alpha 0.36.3.2



  • Fixed a bug that caused units from spawners to not work in some cases
  • Fixed missing unit reference output for ReplaceUnit nodes
  • Fixed that dogs could be selected as squad mates
  • Fixed visual bugs related to some version of the skeleton corpse
  • Fixed destruction and collision of modular metal railing
  • Fixed that the player could enter destroyed siege shields
  • Fixed that objects could not be placed on bridge objects
  • Fixed modular roof walls while/after placing prefabs