Update 0.47

Ancient Warfare 3

Dive into a sandbox full of action and customization! Choose from different game modes like deathmatch, conquest, king of the hill, zombie survival and many more. Create your own scenarios and content in the easy to use in-game editors or use one of the 50k+ workshop items from other players...

[h3]Melee combat improvements[/h3] [list] [*] Players can now hold their shield instead of having to time it. This makes it possible to block incoming projectiles and melee combat is much easier. [*] Attacks can be started while defending and the player will automatically defend after the attack, if the defend key is pressed. [*] While defending without a shield, the weapon will be held while holding the defend key. In addition, the player will choose the correct defend direction automatically while looking at a unit. [*] Added a visual effect when the shield or weapon is hit while defending [*] Hitting the environment or other objects with a melee weapon will now stop the attack and play a sound [*] To balance the new defending, AI units can now break the player's defense by hitting the shield/weapon [list] [*] The probability depends on the weapon: 0-10% chance based on weapon weight + 5% bonus for blunt weapons [*] Defending will not be possible for 1.0-1.25 seconds [/list] [*] The hit detection of shields and melee weapons in first person has been improved [*] Melee weapons will no longer register double hits due to incorrect hit detection [/list] [h3]RTS mode changes[/h3] [list] [*] Removed the real time strategy button from the spectate HUD [*] It can now be started with the SetStrategyMode scripting node to create dedicated maps for it [*] The scripting node also allows you to select the strategy mode options and whether you want to show the spectate UI or not [/list] [h3]New scripting nodes[/h3] [list] [*] Added SetSpectateCamPos/Rot and RestrictSpectateCam nodes to create custom camera logic or cutscenes with the spectate camera [*] Added LerpRot and SlerpRot nodes to help with interpolating rotations [*] Added ViewportPosToRay node to start raycasts from the camera [*] Added ActivateSpectateHUD node to toggle the visiblilty of the vanilla spectate UI [*] Custom info UI can now be enabled and used while spectating with the new SetCustomInfoSpectate node [*] Added Spectate and IsSpectating nodes [*] Added Input/DialogGraph, SetDialog, AddDialog, SetMessageHint and ShowMessageHint to modify unit dialoges and hints through scripting [/list] [h3]Other features/improvements[/h3] [list] [*] Updated battle start, spectate, respawn and end UI to match the style of the battle editor [*] Added support for non square custom terrain shapes [/list] [h3]Bug fixes[/h3] [list] [*] Fixed various problems related to prefab placement, object deletion and height changes in the battle editor [*] Fixed issues when trying to update workshop icons [*] Fixed a crash that was caused by certain undo operations [*] Fixed a crash when trying to deactivate large scripting walls which block AI units [*] Fixed a bug that caused placement problems for some custom items [*] Grenade launchers will now trigger the OnProjectileImpact node [*] Fixed that some of the scripting node descriptions were shifted [*] Fixed glass door material settings [*] Fixed incorrect animation behaviour for units which control weapons in vehicles [*] Fixed that using the color picker while choosing player equipment in the scripting view would break the editor UI [*] Fixed that hidden scripting objects could still be selected which resulted in various problems [*] Fixed a bug that could lead to incorrect camera behaviour after using a vehicle [/list]