Update 0.35.7
First person improvements The first person view is now properly implemented. Started as a small feature with just a different camera position, we now have a 'real' first person mode. The perspective got changed, so that more of the weapon is visible. The fov does no longer affect how the weapons look and the overall feel of weapons got improved. Instead of being static, they are now a bit disconnected from the player while moving and pre-move slightly while rotating. Depending on the weapon, they are more or less sluggish. To further improve the first person view, there are small animations when jumping and landing. First person view by default With the changes made to first person and the increased amount of options for players to interact with objects in the world, it was time to make first person the default view when starting a battle to make interactions easier. Animation improvements The rifle animations got slightly adjusted to have better default poses. There was a lot of snapping in some repeating animations, which got fixed now and everything is smooth. In addition, there are new animations for pump shotguns, repeat rifles and bullpup reloads. The pistol animations got reworked. Units will now hold the pistols closer and more centered which also fixes the annoying off center aiming when playing as a player with a pistol. Also, ranged weapons will now be blocked when the muzzle hits a wall in first person, which means you can no longer glitch shoot through walls. Recoil improvements Recoil got completely reworked and will now continue after a lot of shots. Previously the recoil stopped when the weapon reached a certain point. Weapons will now move more with more horizontal recoil, which can be difficult to predict and control when shooting fully automatic weapons. Shooting while moving is also more difficult. Overall, rifles have much more recoil than before and submachine guns are very easy to control. You can see the individual recoil values for each weapon in the arsenal. Overview The best way to experience the changes to the weapon feeling by playing, but here is a small video to show some of the changes above: https://www.youtube.com/watch?v=4u8HGXWe5gc Other improvements
There are a lot of bug fixes in this update to improve the overall experience of the game
[ 2021-03-16 15:02:11 CET ] [ Original post ]
Content
- Added 9 decorative horn variations for custom units
- Added a trench shotgun (WMC reward)
Features & Improvements
First person improvements The first person view is now properly implemented. Started as a small feature with just a different camera position, we now have a 'real' first person mode. The perspective got changed, so that more of the weapon is visible. The fov does no longer affect how the weapons look and the overall feel of weapons got improved. Instead of being static, they are now a bit disconnected from the player while moving and pre-move slightly while rotating. Depending on the weapon, they are more or less sluggish. To further improve the first person view, there are small animations when jumping and landing. First person view by default With the changes made to first person and the increased amount of options for players to interact with objects in the world, it was time to make first person the default view when starting a battle to make interactions easier. Animation improvements The rifle animations got slightly adjusted to have better default poses. There was a lot of snapping in some repeating animations, which got fixed now and everything is smooth. In addition, there are new animations for pump shotguns, repeat rifles and bullpup reloads. The pistol animations got reworked. Units will now hold the pistols closer and more centered which also fixes the annoying off center aiming when playing as a player with a pistol. Also, ranged weapons will now be blocked when the muzzle hits a wall in first person, which means you can no longer glitch shoot through walls. Recoil improvements Recoil got completely reworked and will now continue after a lot of shots. Previously the recoil stopped when the weapon reached a certain point. Weapons will now move more with more horizontal recoil, which can be difficult to predict and control when shooting fully automatic weapons. Shooting while moving is also more difficult. Overall, rifles have much more recoil than before and submachine guns are very easy to control. You can see the individual recoil values for each weapon in the arsenal. Overview The best way to experience the changes to the weapon feeling by playing, but here is a small video to show some of the changes above: https://www.youtube.com/watch?v=4u8HGXWe5gc Other improvements
- The OKP and PSO sights can now be attached to the S12 rifle
- Taking damage repeatedly in very short time is now more obvious
- Attachments modify how sluggish a weapon is
- Shotguns will now reload 50% faster, but pump shotguns require to be pumped before shooting again
Bug fixes
There are a lot of bug fixes in this update to improve the overall experience of the game
- Fixed shadow flickering while aiming down sights
- Fixed a lot of problems related to prefab placement and duplicating selected objects
- Fixed that shooting too fast after running would cause the weapon to get stuck in the run animation
- Fixed that spamming the weapon key (1, 2, 3, 4) would reset the recoil
- Deleting custom units will now directly remove them from the game and always delete their icons correctly (when deleting from the embedded unit editor in the battle editor, you can still place deleted units in the editor until you restart it)
- Fixed that custom zombie units could not be added to zombie spawners
- Fixed that keyboard shortcuts for selected units did not work while the mouse was hovering the UI
- Fixed a bug that caused unit animations to randomly turn into T-poses (very rare)
- Fixed a bug that allowed units to clip between foundations if many units got placed in one spot
- Fixed a bug that caused wrong placement collisions after rotating objects
- Fixed that searching for a face equipment and selecting it would reset all other face equipments
- Bugs related to editing units from within the battle editor
- Changing to a weapon with different animations would trigger the T-pose
- Changing the unit size would cause problems
- Changing skinned clothing objects caused invisible joints
- Editing a horse/elephant unit would cause the unit to fly up in the editor
- Fixed that replacing duplicated buildings after a terrain change would cause problems
- Fixed that placing prefabs would not update trees
- Fixed missing menu music in the apocalypse menu background
- Fixed aiming with the AA launcher
- Fixed that weapons couldnt be dropped while holding a shield
- Fixed that players could control passive or thrower units after dying
- Fixed that airdrops would always be enabled in zombie survival mode
- Fixed grid overlay on siege weapons in the prefab editor
- Glass will no longer break from the player touching it
- Fixed player camera rotation before the battle started
- Fixed workshop TOS UI button centering
- Fixed not working weapon attachments in the arsenal
Ancient Warfare 3
Jannik Nickel
Jannik Nickel
2017-12-21
Indie Strategy Simulation Singleplayer EA
Game News Posts 147
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(2364 reviews)
https://store.steampowered.com/app/758990 
The Game includes VR Support
Ancient Warfare 3 Linux_Universal [584.43 M]
Ancient Warfare 3 is a complete redevelopment of the second part to improve the experience from the core of the game. Dive into a huge sandbox full of action and customization! Choose from different gamemodes like Deathmatch, Reach point, conquest, king of the hill, zombie mode, arsenal and more. Download level bundles to play small campaigns or create you own scenarios in the custom battle editor. Choose your rules, change the environment, place units, objects or traps, choose your equipment or just relax and spectate a battle.
Explore the content from all kind of eras like stone age, high cultures, medieval ages, WWI, WWII and compare them to modern and future weapons or just recreate some historic battles.
Your player can use a very advanced and mixed equipment which will allow a dynamic combat. Use a sword to cut your enemies into pieces, a baton to punch them down, guns or bows to shoot at them, or an rpg to blow them up. Protect yourself with a shield and wear armor to get some protection for different kind of weapons. To support you and your mates, you can carry different grenades, medipacks or ammo supplies.
Much content is already in game and there are still much more gamemodes, units, weapons and equipment planned. Until then, you can test the 300+ units in game with 150+ equipment objects and place 43 different objects.
This is an early version of the game and many things will change until the completion of the game. The system specs are provisionally and may change at any time.
Explore the content from all kind of eras like stone age, high cultures, medieval ages, WWI, WWII and compare them to modern and future weapons or just recreate some historic battles.
Your player can use a very advanced and mixed equipment which will allow a dynamic combat. Use a sword to cut your enemies into pieces, a baton to punch them down, guns or bows to shoot at them, or an rpg to blow them up. Protect yourself with a shield and wear armor to get some protection for different kind of weapons. To support you and your mates, you can carry different grenades, medipacks or ammo supplies.
Much content is already in game and there are still much more gamemodes, units, weapons and equipment planned. Until then, you can test the 300+ units in game with 150+ equipment objects and place 43 different objects.
This is an early version of the game and many things will change until the completion of the game. The system specs are provisionally and may change at any time.
MINIMAL SETUP
- OS: Ubuntu 16.04+ 64bit
- Processor: Quad Core 2.5GHz+Memory: 3 GB RAM
- Memory: 3 GB RAM
- Graphics: OpenGL 3.2+ or Vulcan capable
- Storage: 3000 MB available space
- OS: Ubuntu 16.04+ 64bit
- Processor: Quad Core 3.0GHz+Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.2+ or Vulcan capable
- Storage: 3000 MB available space
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