Sep 26, 2022
Ancient Warfare 3 - JNI-Games
  • Fixed some scripting node descriptions
  • Fixed incorrect weapon rotations in some menu backgrounds
  • Fixed incorrect snowman hat interaction after being dropped
  • Fixed that the head device (night vision) could not be toggled on/off
  • Custom corpses can now be referenced as movable object in scripting
  • Fixed preview of armor in equipment panel
  • Planes will now crash when their pilot died
  • Fixed custom item icon preview tool
  • Fixed a bug that caused custom items to become missing when subscribing to new units or prefabs
  • Fixed flipped normals on the improvised semi auto rifle
  • Fixed a bug that allowed invalid .obj files with NaN normal values to be imported
  • Fixed siege and animal filters in the placement list
  • Fixed that the custom particle system cone arc was limited to 90° instead of 360
  • Fixed that using units with unknown custom equipment from the quick play menu would result in them missing their equipment when playing
  • Fixed that when loading player equipment presets with unknown custom items, the items were missing on the player
Sep 5, 2022
Ancient Warfare 3 - JNI-Games
Custom object creators
Based on the first custom creator update for custom weapon and equipment items from the beginning of June, the custom object creators are now available!

Similar to the custom equipment items, custom objects can be used anywhere, where you can also use vanilla objects. And custom objects can be uploaded and downloaded from the workshop too.
There are also various UI improvements which also apply to the equipment creators like improved contrast and look, better warning/error messages, additional information while hovering over some UI settings and some creators also show information, errors and warnings directly in the settings without having to validate the item settings.

Custom environment objects
The environment object creator can be used to create Trees, Bushes and Rocks which can be placed in the battle editor and prefabs.


Custom Consumables
The custom consumable creator can be used to create objects which can be consumed/used by the player. You can choose from a variety of preset consumables like Food, Drinks, Meds, Ammo and Keys or create custom functionality with scripting events. The UI notifications and interaction sounds can be modifed too.


Custom Modular Parts
The custom modular creator allows you to create all the different modular building parts like Foundations, Walls, Floors, Doors, Windows, Roofs, etc.
The default modular size can also be exceeded to create custom parts like this fishing pier.


Custom Effects
Custom effects are particle effect only objects which can be placed to decorate your battles and controlled with scripting.


Regular Objects
This creator can be used to create a variety of different objects like small or large decorative objects, objects with collisions, objects where units, objects or equipment can be placed on, and objects which can be destroyed. There are also a variety of different placement settings to adjust how the object is placed in the editor. And to quickly add functionality there are a variety of features to enable and set up:
  • Ammo Crate - adds bullet to the player while in the radius of the object
  • Heal Create - heals the player while in the radius
  • Light Effect - adds a point or spot light source to the object which can be adjusted in the battle editor and with scripting
  • Particle Effect - adds a custom particle effect to the object which can be adjusted with scripting
  • Text - adds a text which can be adjusted in the battle editor and with scripting
  • Scripting Interaction - the player can interact with this object and scripting can be used to add custom functionality
  • Trap - custom or preset particles/sound can be played and damage effects set up to make the object work like a land mine for instance
  • Damage Area - while units are close to the object, regular, poison or flame damage can be applied
  • Container - A door and animation can be selected, the object can be locked with keys in the battle editor and controlled with scripting


Background Objects
Background objects are large scale decorative objects which can be placed on or next to the terrain to create backgrounds like skylines.

Scripting Integration
As already mentioned, objects with features like text, lights, particle, effects, etc. can be referenced and controlled with scripting, similar to how vanilla objects with these functions. In addition, objects which dont block or provide AI surfaces can be spawned and moved with scripting.


Improved Color Management
There is a new color management tool to store colors by name and organize them into categories. Colors can also be sorted by name, color or date. This management tool can used to load and save colors for each color picker in game.


More Details
If you want to have a more detailed look at the features above, you can play around with the update yourself, or check out the two development blogs about the consumables and environment objects
https://youtu.be/t53EmjJpfdo
and complex, modular and background objects
https://youtu.be/OjcR_R3fyVo

Next Update
There will probably be a few small patches in the upcoming week to improve the stability of the newest update. After that there are a bunch of small gameplay improvements and quality of life changes planned that have accumulated due to the size of the last two updates. There will also be a fixed update schedule from now on. On the first monday every month, there will be a bigger update with features, improvements and maybe content. So the next regular update will be released on October 3. If you want to follow the development, make sure to join the official discord server, where I regularly post previews for upcoming updates.

Bug Fixes
(and small improvements)
Below are is a list of all the bug fixes in this version:
  • Added a 'None' value to all database id input nodes to allow comparison against custom item ids
  • The high culture menu scene now spawns on low end computers
  • Renamed GetPositionDelta to GetPositionDeltaLocal and added GetPositionDeltaGlobal to avoid confusion
  • An error is now displayed when 'gas' caliber is used without flamethrower preset
  • Fixed that when placing new custom corpse units with the same gear but different poses would result in wrong poses in the editor
  • Fixed a bug that caused camera to get stuck when a tank was destroyed while the player was the gunner
  • Fixed that planes dont avoid helicopters
  • Fixed a bug that caused worse rendering performance for some unit clothing setups
  • Fixed incorrect colors of some face equipments
  • Fixed a bug that caused different instances of the same custom corpse to cause bad rendering performance
  • Fixed that duplicated ground vehicles could be placed on foundations
  • Fixed SG11 shotgun barrel opening
  • Fixed S47 gas tube opening
  • Fixed P1911 flipped normals
  • Fixed incorrect light opimization in the battle editor
  • Fixed that fog areas would block snow coverage in the editor
  • Fixed incorrect AI behaviour in fog areas
  • Fixed future and 6 inch turret's bullet accuracy on long ranges
  • Fixed that the reaper unit's weapon was missing
  • Fixed that vignette and other scripting image effects could get stuck
  • Fixed wrench model handle
  • Fixed that using the bow animation would cause miss fires that would still use ammo but dont spawn a bullet
  • Fixed that custom prefab icons were invisible on lowest graphics settings
  • Fixed that M2 flamethrower could not be used in the arsenal
  • Fixed that placing custom weapons in safes would not rotate them properly
  • Fixed that some parts of the glass door stopped being transparent after breaking
  • Fixed that scripting lights could not be referenced as movable objects
  • Fixed that falling into water from very high height would still cause fall damage when reaching the land again
  • Fixed terrain paint biome color list
  • Fixed rug object's default color setting
  • Fixed flipped normals on halloween tree 2 model
  • Fixed that default/custom feral zombie speeds didnt match
  • Fixed that spawning or selecting a weapon with smoke particle effect preset would play it for no reason
  • Fixed that custom rpg could not be validated when an external magazine was set before switching the preset
  • Fixed that when controlling a vanilla unit, the face equipment was missing
  • Fixed that using the GetPosition node on a player in update causes it to be default at first frame
  • Fixed some scripting node documentation errors
  • Fixed a bug that prevented custom units with certain items from being generated
  • Fixed that loading the same map with custom items twice would cause a loading error
  • Fixed flipped normals on AP40 iron sight
  • Fixed that setting the bullet amount for a custom placed gun would reset when loading the battle
Ancient Warfare 3 - JNI
Hello everyone.

After working on the custom item creators since the beginning of 2022, the custom object creator update will be released next monday (September 5)!

In the meantime, please make sure to check out this video about custom modular parts and objects:
https://youtu.be/OjcR_R3fyVo

And if you haven't already, this is the first video about custom environment objects, consumables and effect objects:
https://youtu.be/Z-pkkQwlfIc
Ancient Warfare 3 - JNI
Hello everyone, work on custom objects is still ongoing. If you want to see some of the upcoming custom object types, make sure to check out the video below:
https://youtu.be/t53EmjJpfdo
Ancient Warfare 3 - JNI
Hello everyone, the work on custom objects is still in progress and there will be more news about them very soon.

In the meantime, make sure to check out this podcast with Tomebinder, creator of The Good Of The Company Campaign, and developer JNI, where they talk about indie game development, the current work
and the future of the game.
https://www.youtube.com/watch?v=dDTDQFmn6D4
Jun 17, 2022
Ancient Warfare 3 - JNI
Alpha 0.38.1 is an intermediate update. After this update, the focus is going to shift towards custom objects and there will probably be another feature update before the release of the custom object editors.

Content
  • Added high versions of the sand bag barricades
Features & Improvements
  • The script editor will now zoom towards the mouse position
  • Conquest improvements
    • Added spawn multiplier options to flags for each team to adjust the probability of units spawning at each flag
    • Added spawn exhaustion option which can be used to reduce the amount of units spawning at a flag when a certain amount of units got killed in the radius of the flag. This option can be used to create more dynamic conquest battles.
    • Added a respawn point selection to allow players to choose where they want to respawn (this can be deactivated in the battle settings)
    • Added Get/SetSpawnMultiplier scripting nodes to modify spawn probabilities in scripts
    • Added a scripting event for when the owner of a flag changes
    • Added Get/SetCurrentProgress nodes to modify the capture progress of flags in scripts
    • Added Get/Set/Add/RemoveConquestTickets nodes to modify the ticket amount in scripts
  • Added an option to mute the audio if the game is minimized/not focused
  • Added SpawnWarPlane scripting node to allow you to spawn planes with bombs from scripts
  • Added short game tips to the loading screen (you can suggest tips by using this google form)
  • Improved workshop content loading stability

Bug fixes
  • Fixed a bug that caused slow script compilation speed in some cases
  • Fixed inaccurate helicopter unit dropping
  • Fixed that scripting collection would not save light references
  • Fixed egyptian clothing/armor clipping
  • Fixed a bug that caused slow workshop content loading
  • Fixed a bug that caused workshop content to be reloaded even if not required
  • Fixed a bug that prevented maps from being loaded if there was unknown custom face equipment on the player

Patch notes of previous small fixes (0.38.0.1-0.38.0.4)
  • Saving custom scripts will now correctly save and load unknown custom items
  • Equipment panel presets will now correctly save and load unknown custom items
  • Fixed invisible tooltips on small resolutions
  • Fixed backpack slot positions
  • Fixed testing of middle equipment
  • Fixed melee weapon anim presets
  • Fixed that the 'allow shield' option didnt work
  • Fixed rotation of ranged weapons in the arsenal
  • Fixed incorrect sight setup on a lot of vanilla weapons
  • Fixed that attack distance could no longer be adjusted
  • Added color marker to color pickers in custom unit creator
  • Fixed a crash when trying to load certain things in the prefab editor
  • Fixed a bug that prevented regular calibers from doing damage when using one shot gl anim preset
  • Repair fluid caliber will now generate repair fluid beam
  • Custom units with custom repair fluid guns will now target their own faction
  • Repair beam effect is now rendered correctly in first person
  • .obj files exported from autodesk maya can now be imported
  • Fixed selection of trading items
  • Fixed transparency bullet decals
  • Fixed that the colors of the player's face equipment could not be adjusted
  • Fixed invisible bone armor
  • Fixed aim of custom units with repair guns (there are still some problems related to movement)
  • Fixed impact + sound effects of wood log walls
  • Added a back button to the import/load panel to quickly return to the item type selection
  • Improved support for different kind of .obj file formats
  • Fixed a bug that prevented custom RPGs from being generated
  • Backup files will no longer be loaded as content
  • Added keepMaxHp bool input to the SetHealth node
  • Fixed incorrect attachment previews in the arsenal
Ancient Warfare 3 - JNI
Custom equipment creators
In the create panel of the main menu, you can open the new custom item creators, where you can import custom models, adjust settings and download/upload workshop items.

The type of items you can create are:
  • Melee weapons
  • Ranged weapons
  • Shields
  • Grenades
  • Helmets
  • Chest Plates
  • Arm/Leg Plates
  • Face Equipment
  • Middle Equipment (new slot for static equipment which is attached to the body of a unit)
  • Backpacks
  • Attachments (Sights, barrels, grips, laser/lamps, bayonets)
The custom equipment items can be used pretty much anywhere, where you can also use vanilla equipment. This means custom units, placed items, prefabs, battles, traders, scripting, ...
In most parts of the game there is no real difference between vanilla and custom equipment. And the best part is that you never have to subscribe to or download additional files when you try to use content (battles, units, prefabs, ...) with custom items, because everything will be included in the battle/prefab/unit file. Unlike other content, custom items are also protected. That means that only you can modify and upload your item to the workshop, but everyone else can use it in their creations.
A lot of work has been put into this feature to make sure everything is as easy to use as possible. The game contains descriptiong for all item settings and will show what's wrong if your item settings are invalid. I recommend to read this guide which contains all you need to know about importing, creating and using custom equipment items: https://steamcommunity.com/sharedfiles/filedetails/?id=2810060862

Other improvements
This update also contains some other minor improvements.
  • Reduced lag when returning from playing a battle back to the editor
  • Reduced lag when entering the custom battle editor from the main menu
  • Adjusted tooltips so that they can be read more easily
  • Added warning icon to menu buttons when workshop content is not fully loaded

Bug fixes
More fixes for known errors will be coming soon!
  • Fixed for loop node when used to count down
  • Fixed a bug that caused custom HUD info messages to flicker
  • Fixed that static HMG with shield could not be aimed up and down
  • Fixed WW1 chest armor clipping with WW1 shirt
  • Fixed incorrect behaviour of the key input event nodes
  • Fixed a bug that caused placed vanilla units to be re-randomized when playing
  • Fixed that flamethrowers would cause friendly fire when friendly fire was deactivated
  • Fixed missing wall attachment slots on modular door frames
  • Fixed a bug that caused a picked up weapon to the dropped out of the player's hands
  • Fixed wrong output type on the 'OnConsume' event node
  • Fixed main menu button animations
  • Fixed that the mech control unit would clip through the mech while rotating
  • Fixed that units could walk through gun safes
  • Fixed a loading crash when invalid control characters were present in prefab files
  • Workshop item loading process in main menu will now display the correct progress

Coming up next
  • Bug fixing patches + stabilization of the custom equipment creators
  • Regular small game features + improvements
  • Improvements for the custom creators. There is more stuff planned to improve things like color management and other features to further enhance the functionality of these editors.
  • Custom object creators
    • Similar to this update there will be another big update which will allow you to create a variety of different custom objects!
Ancient Warfare 3 - JNI
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
Apr 1, 2022
Ancient Warfare 3 - JNI
More modular building material settings
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
Feb 28, 2022
Ancient Warfare 3 - JNI
Features & Improvements
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
...