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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.
Ancient Warfare 3
Jannik NickelDeveloper
Jannik NickelPublisher
2017-12-21Release
🎹🖱️ Keyboard + Mouse
Overwhelmingly Positive (2045 reviews)
VR Support
Public Linux Depots:
  • Ancient Warfare 3 Linux_Universal [584.43 M]
Update 1.8

Object tag system

\nThere is a new scripting tag system for reference objects. It works similar to the unit tags, but instead uses reference objects as input and outputs. Tags can be added when selecting an object in the battle editor or by using the AddTag node in scripts. Please note that unit and object tags are two separate systems, meaning a unit can have both unit and object tags!\nGame Description Image\n\n

Scripting features

\n
    \n
  • Added Trigger/SetName node to change the name of a scripting trigger which can help to identify triggers created from scripts\n
  • Added AddTag / RemoveTag / HasTag / GetTags / GetObjectsWithTag / CountObjectsWithTag nodes for the new object tag system\n
  • Added Inventory/SetAdditionalSlotCount / SetAdditionalSlotCount nodes to add up to 4 additional weapons slots.\n[list]\n
  • Weapons slots can be accessed with the weapon 5 - 8 keybinds\n
  • Picked up weapons 5 - 8 are not visible on the player\n
  • Weapons for these slots can only be picked up while playing a battle, they are not part of the save system for player settings\n
  • The existing inventory nodes can be used to add / remove / modify these weapon slots\n
\n
  • Added weapon reference output to the Inventory/GetWeapon node. (Should be used with caution to prevent any issues)\n
  • Added SetMagazineContent and GetMagazineContent nodes to control the amount of bullets in a weapon\n
  • Added OnHeal, OnHealGlobal, BindOnHeal event nodes to detect when a unit receives healing\n
  • Added driveOver input to the SpawnTransportVehicle and SpawnGroundVehicle nodes\n
  • Improved node suggestions when dragging an output into an empty area for special inputs that accept any reference or numeric value as input\n
  • Holding Shift or Alt will stop node alignment even when one of the options is enabled\n
  • [/list]\n\n

    Other features and improvements

    \n
      \n
    • Added variants of the burn barrel and campfire without flames\n
    • Doors of cabinets and similar objects are now transparent in the battle editor\n
    • Added autosaving for prefabs (uses the same settings like for battles)\n
    • Using the \'CustomUnit\' filter in the placement list for objects and equipment items will now filter the list by custom items\n
    • Added equipment specific filters to the equipment placement list in the battle editor\n
    • Copying colors in the clothing color panel will now also copy the metallic and smoothness values\n
    • Increased player squad limit from 8 to 16\n
    • Improved file saving stability to prevent broken save files when something goes wrong while overwriting an existing save\n
    • Added shortcuts to the passive animation editor:\n[list]\n
    • Ctrl + C / Ctrl + V = Copy / Paste\n
    • I = Insert keyframe\n
    • Delete (keybinding) = Delete keyframe\n
    \n[/list]\n\n

    Bug fixes

    \n
      \n
    • FIxed icon https download issues on linux when libcurl or tls stack is not installed\n
    • Fixed selection material when using Ctrl + X on special objects like the player\n
    • Fixed incorrect handling of the DropWeapon / DeleteWeapon nodes\n
    • Fixed maxDst input on the Raycast scripting node\n
    • Fixed a bug that caused MarkV tanks to teleport when the battle starts\n
    • Fixed performance degradation when picking up physics objects\n
    • Fixed armband color saving when using individual colors per side\n
    • Fixed MLRS shooting\n
    • Fixed tank mortar projectile despawning and accuracy issues\n

    [ 2025-07-22 19:53:32 CET ] [Original Post]

    Minimum 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
  • Memory: 4 GB RAM
  • Recommended Setup

    • OS: Ubuntu 16.04+ 64bit
    • Processor: Quad Core 3.0GHz+Memory: 4 GB RAM
    • Graphics: OpenGL 3.2+ or Vulcan capable
    • Storage: 3000 MB available space
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