Alpha 0.37.7 is just a small technical update to improve the stability of the game and change some minor things in preparation for the custom creator update.
There is also some new stuff:
Added an option to campaign levels to not show the description/prepare UI between levels (this screen will still be visible when starting the campaign from the main menu)
Added an Array/Clear scripting node to remove all elements from an array
Added nodes to help with different aspect ratios when creating custom UI
CurrentWidth, CurrentHeight, AspectRatio nodes can be used to get information about the current dimensions of the game window
NormalizeX & NormalizeY can be used to convert screen coordinates or sizes from absolute pixels into normalized values (0-1)
[Win64] When overwriting a save file and using the recycle bin is not allowed, the game will create a '__backup.xml' file in the same directory to prevent accidental loss of save files
Material settings (color, metallic, smoothness) have been added to glass and stone modulars. The transparency of glass modulars can be adjusted as well.
Air vehicle improvements
Placed air vehicles in the editor will now be placed depending on the terrain height below them (or the height of the closest terrain edge if placed outside of the terrain)
Modern and future era planes and helicopters now have flares to defend from anti air missles. The amount of available flares depend on the air vehicle and every time flares are used, there is a 90% chance that the missle targets one of the flares instead
Added the LH100 bomber (fictional) which is similar to real life stealth planes
Helicopter improvements
Added inertia to helicopter movement
They will now look ahead when calculating their target height to prevent crashes
Height calculations will now consider modular buildings and other objects
Before crashing into a building, helicopters will try to stop and move up now
Helicopters will no longer try to shoot through the terrain and objects (if there is no chance that the target can be hit)
Improved destruction: Helicopters will start to smoke and fall down with their current velocity and random rotation, once they hit the ground they will explode
Plane improvements
Plane movement is no longer physics based to make it more predictable and reliable
Planes will look ahead (similar to helicopters) to calculate and keep a safe flight height
Their targeting has been improved slightly and ground only targeting should work again
Improved plane/plane avoidance in the air
Dropped bombs will now have inertia. As a result, planes will drop their bombs much earlier to hit their target
Instead of just breaking apart when being destroyed, planes will now start to smoke and fall to the ground similar to helicopters
New scripting nodes
Added OnUnitStart event node which runs for each placed/spawned unit
Added nodes to get information about an equipment id: GetDamage, GetCaliber, GetMagazineCapacity, GetArmorClass
Added OnBeginReload and OnReload event nodes which will run when the player starts to reload and when the reloading process has just finished
Other improvements
Updated the pause menu
Added a volume adjust slider to the pause menu, which can be used to quickly adjust the volume while playing a map from the workshop.
Modular pillars can now be dragged upwards to place multiple at once
Bug fixes
Fixed that punching with ranged weapons would trigger the OnShoot event node
Fixed generation of destroyed vehicle variants in the editor
Fixed that png files with uppercase extension (.PNG) could not be loaded
Fixed that searching with uppercase text for units in transport vehicles would not find any
Fixed that the fog edit button would be hidden in the fog for high fog intensity
Fixed that custom poisoned zombies did not cause poison damage
Fixed that fog would become invisible when returning from the custom unit editor
Fixed various errors related to zombie grenades
Fixed incorrect aim point positioning and weapon accuracy when using scripting walls which only block the player
Fixed a bug that caused the max health of the player to be set to the amount of the previous campaign level
Fixed a bug that caused the plant in plant pots to stay in place when the pot dropped
Fixed various issues that caused wall mounted objects to fall to the ground when deleting any object with a relation to it
Fixed that open doors would break as if they were closed
Fixed plane settings UI errors
Fixed that editing modular colors would result in slight rgb value differences when selecting the same object again
Fixed a bug that allowed objects to be deselected while using transform handles
Alpha 0.38.0 (Custom Creators)
The custom creators are still being worked on. The first private beta test is next week to test the functionality of the editors. If everything works well, I'm going to start implementing the custom items in the save system and other parts of the game, which will bring it much closer to release. If you want to see the creators in action, here is a video about them: https://www.youtube.com/watch?v=Z-pkkQwlfIc
New scripting loop nodes Added 3 new loops which allow you to quickly implement timers and linear interpolation without using the update node and variables.
TimedLoop runs every frame for 'duration' seconds
LinearLoops runs every frame for 'duration' seconds and linearly interpolates between two values during that time
SmoothStepLoop works like LinearLoop but uses a interpolation function that smooths the beginning and ending of the interpolation
Unlike the EndlessLoop node, these nodes can be started multiple times in one script and will then run concurrently
Fog zones Added fog areas to the scripting view. You can create fog cubes with custom size, color and intensity. These areas can be controlled with scripts to change the visuals dynamically based on gameplay events.
Collection node Added a scripting collection input node which outputs and array, but allows you to select multiple references at once in the scripting view instead of having to create and select an input node for each individual reference.
Zombie infection option Added an option to the battle settings which will result in the zombie infection to spread.
If a unit gets bitten by a zombie, it will transform into a zombie after 2.5 - 3.5 seconds
While the bitten unit is transforming, zombies will be far less aggressive towards that unit
If a bitten unit dies, it will stay dead but still turn into a rotten corpse
Feral and poisoned zombies will cause the infected unit to transform into a feral/poisoned zombie as well
If the player gets bitten, its body will start to rot which will result in the player dying after 7-10 seconds
Other improvements
Future walkers and mechs will now break apart when being destroyed
Saved at path message will now hide the default path similar to the file browser
Recycle bin errors (missing permission, etc) will now be visible in the console
Bug fixes
Fixed a bug that caused spawned units to be covered in snow with snow enabled
Fixed AI visibility detection through door frames
Fixed invisible spectate notification
Fixed a possible error when closing the script editor
Fixed that the IngoreTarget node did not work for multiple targets at once
Fixed that most custom units were immune against poison and most gas grenades
Fixed that reloading the steam workshop panel could result in white icons
Fixed that HUD/ShowProgress node didnt work in some cases
Fixed that placing a prefab with scripts multiple times could result in various bugs (e.g. unwanted deletion of scripts)
(0.37.4.1)
Fixed a problem that prevented the deletion of battles if the game has no rights to use the recycle bin
Fixed a crash when opening the edit terrain shape panel
(0.37.4.2)
Fixed a problem that caused massive performance degradation when using scripting panels before playing a battle
Fixed increasingly slow loading times when opening scripts after each other
Improved CustomInfo node performance when generating a node every frame
Color and intensity of the environment fog can now be controlled with the new scripting nodes 'SetFogColor' and 'SetFogLevel'
Added scripting input nodes for keybinds (attack, defend, interact, ...)
Please note that changes to keybinds will only take effect after restarting the battle
The age of workshop battles is now shown next to the name and creator when inspecting the item
You can now load custom terrain brushes (grayscale heightmap images) into the custom terrain editor
Custom brushes can be used to modify the height and paint color on the terrain
Shapes can now be rotated with Q/E while painting the terrain
Added a distance slider while selecting scripting references to hide far away selection points and make it easier to select the reference of your choice
On windows, when overwriting or deleting battles, prefabs or units the deleted file will now be moved to the recycle bin instead of being permanently deleted to prevent data loss
This can be deactivated in the game settings and is enabled by default
Bug fixes
Fixed a bug that caused flying vehicles when entering them as a player
Fixed a crash that could happen when dividing by 0 in scripts
Fixed that copy/pasting wire settings would cause them to despawn
Fixed inverted materials on 'Jungle Tree 23'
Fixed that units tried to shoot through destroyed ground vehicles
Fixed incorrect SubF node description
Poison damage will no longer be applied indefinitely in very small amounts
Next update
There will be another intermediate patch in two weeks (28.02.22) with qol/regular features and the latest bug fixes. Work on the big custom creator update continues alongside.
Please note that there are issues with the windows 32bit version that are preventing it from receiving this update. Once these problems are resolved, the update will be released for 32bit as well.
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
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
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.
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.
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.
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!