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Ravenous Horde News

Server tools, Patch 1.1.0 and 48 hours to go!

[p]Fellow Hunters,[/p][p][/p][p]The Ravenous Horde Dedicated Server tools have been released! You can find a small guide over here: https://steamcommunity.com/app/2179490/discussions/0/725769023703355993/[/p][p][/p][p]The timer is ticking down and it's only 2 days till launch day. Here's what is going to happen on launch day:[/p]
  • [p]The demo game will be taken offline, and the demo servers will be converted to the launch version.[/p]
  • [p]Your demo save files will be converted to the release version once you open the full game.[/p]
  • [p]The full game and DLC will be available at the indicated time on the store page.[/p]
  • [p]I'll be monitoring the servers in case they catch fire or if additional servers are needed.[/p]
[p][/p][p][/p][h2]Patch 1.1.0[/h2][p][/p][p]I'm already at work for the upcoming patch 1.1.0 which will introduce NPC Hunters and in-round perks to be bought. I wanted to add another map too, but I decided to split it into 2 separate patches so that you have the better experience quicker. I'm expecting to be done in about ~2-3 weeks.[/p][p][/p][p]The NPC hunters will have 'roles' and will act based on the role they got:[/p]
  • [p]Leader NPC Hunters will roam around, shooting whatever comes on their path. [/p]
  • [p]Camping NPC Hunters will camp spots on the map and move occasionally from one spot to another.[/p]
  • [p]Follower NPC Hunters will follow leaders and players, they'll try they best at protecting their target. leaders and players can have more than 1 follower.[/p]
[p][/p][p]Here's me and the NPC boys: https://i.imgur.com/HAiRzDA.mp4[/p][p][/p][p]And a pic of the latest map, Carnival, available on launch.[/p][p][/p][p][/p][p][/p][p]It's been a long ride, thanks to everyone who supported me so far! [/p][p]- Rinke[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

2 Weeks Till Launch + Patch Notes

[p]Fellow Hunters![/p][p][/p][p]Only 2 weeks are left till launch day and today I'd like to talk about some changes in the demo / launch version and upcoming changes.[/p][p][/p][h2]Launch Changes[/h2][p][/p][p]Currently in the demo whenever you join an empty server mid-round you'd have to deploy as a zombie and then instantly the round ends (due to no hunters being alive). A bit confusing so currently in the launch version, the server will reset the map whenever one joins an empty server during mid-round. This is a temporary placeholder as the actual fix is coming shortly post launch. (see Upcoming Changes)[/p][p][/p][p]Also in the demo, there's a bullet spread formula that is also in effect when aiming down the sights. So when aiming down the sights at a zombie far away, the bullet could still miss. This is something that didn't felt right as when aiming you are "shown" where the bullet is supposed to go. Currently in the launch version when aiming down the sights there's no spread. It feels snappier and great![/p][p][/p][p]Zombies currently spawn based on if they're far away from all the hunters, but what isn't considered in the demo version is that some spawns are really far away. So the zombies have to run a whole lot to get to you. In the launch version, there's a maximum range added, so they'll spawn close, but not too close.[/p][p](If no good spawn based on minimum/maximum range is found, a random one will be chosen)[/p][p][/p][p]As some players mentioned, the hunter flash light feels weak and doesn't brighten the area in front of you well enough. In the live version, the range and intensity has been increased so you can see further ahead.[/p][p][/p][p]The last thing I'd like to mention (these are just some of the changes, but are the most impactful) is that player controlled zombies now have glowing eyes. These eyes are a noticeable indicator for hunters to see which zombies are the most dangerous, and can be picked out more easily in a crowd.[/p][p][/p][p][/p][h2]Upcoming Changes[/h2][p][/p][p]Alright so a lot of people are wondering if there will be enough players to ensure the 64-player experience, and whilst I don't have the answer I can make it happen regardless of being dependant on others. (I can only guess based on wishlists, and there are quite a lot of those!)[/p][p]So I'm currently at work on AI/NPC controlled hunters. They'll be on the leaderboard, and they'll have tactics of their own, this will also fix the issue of joining an empty server mid-round as there will be hunters to populate it. Some hunters will run around, some will follow others (even you!) and some might just camp a bit.[/p][p]And whilst working on this I have greatly optimised the lag that was caused by 50+ hunters and 50+ zombies. There's some more work left on that but it's pretty good for now. This optimisation is already present in the current launch version.[/p][p][/p][p]Another topic is in-game progression. Whilst there are often things to do in a map such as turning on power, gambling in the casino or upgrading your weapon, there is something more missing. So in the same first post-launch patch you'll be able to spend your points on some new perks that you cannot get in your load-out.[/p][p][/p][p]And I'll throw in a new map too.[/p][p] [/p][h2]Roadmap[/h2][p][/p][p]So for the first post launch patch (1.1.0):[/p]
  • [p]AI/NPC controlled hunters to maximize chaos[/p]
  • [p]In-round perks to gain[/p]
  • [p]A new map[/p]
  • [p]Some other changes/additions most likely such as balancing and inverted Y axis option[/p]
[p][/p][p]After that there's a list of things I want to look at but not in a particular order:[/p]
  • [p]New weapons[/p]
  • [p]New special equipment, like a bazooka and perks for it[/p]
  • [p]Special grenades, such as smoke grenades[/p]
  • [p]Molotov grenades and sticky grenades[/p]
  • [p]More maps[/p]
  • [p]Being able to heal other hunters (when you are a hunter) with your syringes[/p]
[p][/p][p]Pretty much continuing to add new content in all aspects the game has to offer.[/p][p][/p][h2]Custom Servers[/h2][p][/p][p]As mentioned before, you'll be able to host your own servers. Complete with password if needed and being able to add moderators who can kick/ban in case that is needed. I'll make a pinned community post with all the info you need in order to set one up yourself. The server will be available in Linux and Windows format.[/p][p][/p][p][/p][p]Thank you all for the support so far! It's going to be a tense last 2 weeks![/p][p]- Rinke[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p][/p]

Demo Update - Patch 0.2.0

[p]Fellow Hunters,[/p][p][/p][p]In preparation for the full release this November, the demo is now updated to the last balancing / optimisation build. Things like achievements and the store are disabled (as they don't belong in a demo).[/p][p]This is the last demo update before the full release. (Unless major bugs arise)[/p][p]At release the demo will be taken down as the game is free to play.[/p][p][/p][p][/p][h2]Patch notes (0.2.0)[/h2]
  • [p]Added a minigun for the last hunter. (Has unlimited ammo but needs to reload. Also can be upgraded at the booth.)[/p]
  • [p]Added the ability to disable explosion screen shake.[/p]
  • [p]Added achievements. (Localized too in all languages shown on the store page.)[/p]
  • [p]Added controller support and rebinding of those keys. (Playstation icons are still to be added! It's showing Xbox icons exclusively for now.)[/p]
  • [p]Added more perks. (all non-demo ones as they're lvl 20+)[/p]
  • [p]Added the landmine special equipment.[/p]
  • [p]Added map objectives (personalized) which give 1k xp per completion.[/p]
  • [p]Added the store to the game. (Disabled in demo)[/p]
[p][/p]
  • [p]Optimized the foliage which mainly affects the Tropicana map.[/p]
  • [p]Optimized the rain, fire and grenade particles.[/p]
  • [p]Reduced lightning intensity on all maps.[/p]
  • [p]Optimized the lighting on 3rd person guns. (The other hunters' guns you see.)[/p]
  • [p]AI Zombies now have some randomized values regarding navigation, they won't huddle together anymore.[/p]
  • [p]Oil Rig now has better arrows on the floor/walls to guide you a bit.[/p]
  • [p]Gore particles and objects now fly less far.[/p]
  • [p]You can now press escape to go back a screen.[/p]
  • [p]AI Zombies now has reduced melee range and stopping range. (They now stop within 1m of you instead of 2m.)[/p]
  • [p]AI Zombies now wait a bit when they're in range of doing damage to let you get away.[/p]
  • [p]AI Zombie amount has been drastically increased, and their hp is reduced.[/p]
  • [p]AI Zombies now will explode your face off when you are in a spot where they can't reach with their arms. (But can by exploding.)[/p]
  • [p]Added the store stuff and outfit support.[/p]
  • [p]Some textures had their size reduced. (More to come in the future.)[/p]
  • [p]Traps now have an icon on the minimap, and icons now always face upwards.[/p]
  • [p]Upgrading a weapon is now more clear to what it does. (10% increased damage per tier)[/p]
  • [p]Made it more clear that when a round is over who has won.[/p]
  • [p]Saving of player data happens at the end of the round now or when you quit.[/p]
  • [p]Door prices have been increased as more zombies are on available to kill.[/p]
  • [p]Grenades and landmines don't damage the owner any more.[/p]
[p][/p]
  • [p]Fixed an internal bug with the water on Oil Rig. (Which affected the server.)[/p]
  • [p]Fixed another memory leak. (Very tiny, but over the course of weeks/months it would add up for servers.)[/p]
  • [p]Fixed a bug where your total score would show up as 0 on the end screen. (Just a visual bug)[/p]
  • [p]Fixed a bug where sometimes the values on the end screen would be the placeholder values.[/p]
  • [p]Fixed a bug where AI zombies would sometimes hit harder than expected.[/p]
  • [p]Fixed various glitch spots.[/p]
  • [p]Fixed a crash that would happen if another player had a secondary or special weapon equipped and a primary weapon skin that was not the default.[/p]
  • [p]Fixed a bug where reloading/swapping weapons when doing healing/throwing grenades would bug out stuff. (I assume this is fixed, I couldn't reliably replicate it as it had to do with packet order sending.)[/p]
  • [p]Fixed some light baking issues on several maps.[/p]
[p][/p][p]Thank for all the support so far! A little of 2 months to go which can now be focussed on more content.[/p][p]- Rinke[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p][/p]

Ravenous Horde Releases November 6th!

[p]Fellow Hunters,[/p][p][/p][p]I'm pleased to let you all know that Ravenous Horde is set to release November 6th!
The game will be available around approximately 10AM CEST. (1AM PDT / 4AM EDT)[/p][p][/p][p]From that point on the server tools should also become available for you to deploy, and the demo will be taken down. (Any progress made on the demo will carry over to the main game.)[/p][p][/p][h2]What has been done[/h2][p][/p][p]Here's a shortlist, not everything done is on this list:[/p]
  • [p]Zombie AI has been improved to wait a bit when they get near you, they won't instantly melee or explode anymore but rather give you some time to get away.[/p]
  • [p]Zombie AI has its health reduced at the round start, but the amount of zombies that spawn over time is greatly increased so it feels actually like a horde.[/p]
  • [p]Traps now have an icon on the minimap.[/p]
  • [p]You now get 3 bonus objectives on every round, these are personal and randomized and will give you 1000 extra XP per completed objective.[/p]
  • [p]When you upgrade a weapon it's clearly shown what benefits you get.[/p]
  • [p]Round ending is now clearer and not as abrupt.[/p]
  • [p]All perks that could be added have been added. (see pics below)[/p]
  • [p]Controller support has been added! (Steamdeck yet to be tested for performance etc.)[/p][p][/p][p][/p][p][/p][p][/p][p](The incendiary mine perk makes good work of large zombie groups)[/p][p][/p][p](If you have the flamethrower sentry attachment perk, your sentry will look different too!)[/p][p][/p][p][/p]
[h2]Things left to do[/h2]
  • [p]Add achievements.[/p]
  • [p]Send over all non-localized texts to be localized.[/p]
  • [p]Add a minigun for the last hunter.[/p]
  • [p]Add probably 2 more maps for now, it's going to be a tight schedule.[/p]
  • [p]Add more server controls for those who own a server, such as the ability to kick/ban players, designate moderators etc.[/p]
[p][/p][h2]One more Demo update[/h2][p][/p][p]When the localized texts are done I'll update the demo. You'll have more performance and improved/balanced gameplay. I'm estimating this will happen around the end of August.[/p][p][/p][p][/p][p]Thanks for all the support so far![/p][p]- Rinke[/p]

What's being worked on

[p]Fellow Hunters,[/p][p][/p][p]It's time again to update you all on what has been done and what's going to come. I've read all the feedback that has been given and taken it into account for the plans before the release at the end of this year.[/p][p][/p][h2]What has been done[/h2][p][/p][h3]Landmines[/h3][p]I've added a new special weapon, the landmine. You'll get 5 at the start of the round and can place them underneath you. When one gets blown up a new one will be re-added to your inventory in 30 seconds. This is to ensure it's as useful as the flamethrower and sentry (both have unlimited ammo) and the delay is to make sure you can't keep spamming it. Landmines will have their own perks at full release too.[/p][p]Also you are no longer damaged by your own grenades and landmines.[/p][p][/p][p][/p][p][/p][h3]Performance[/h3][p]I've done another performance pass, mostly affecting the Tropicana map. But also all other maps as some lights now no longer cast heavy shadows, and several effects have been updated to be lighter on the GPU too, such as the flamethrower, rain particles and the explosion effect. I've also removed another server specific memory leak.[/p][p](Also reduced the lightning intensity whenever it storms on a map, some people mentioned that being too intense)[/p][p][/p][p][/p][h3]Microtransactions[/h3][p]Whilst it's not everybody's favourite thing, I too got to eat. There's a limited amount of MTX (commonly shortened version of microtransactions) available at the full game launch, priced at what I think would be fair for a Free to Play game. [/p][p][/p][p]Most of these are full outfits which are a new clothing type that has been added to the game, meaning you can now either handpick your looks by face/body/pants etc. or just one full outfit. Check a few out below![/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]All of these come with cloth physics and the last one has physics based attachments to it. Some MTX packs also have separate parts of the outfit available as a back/face/hat etc. item.[/p][p][/p][h2]Things to come prior to full release[/h2][p][/p][p]I hope to add all of it, but it might not be due to time constraints.[/p]
  • [p]Traps will have an icon on the minimap[/p]
  • [p]Maps will have objectives to guide you to turn on power, open doors etc. (You always win as a Hunter after 15 minutes, but some players need some more hand holding or been given an objective)[/p]
  • [p]Clearer showing what upgrading a weapon does. (It adds 10% increased dmg per tier)[/p]
  • [p]Add new perks[/p]
  • [p]Achievements[/p]
  • [p]Controller support[/p]
  • [p]Give the last hunter a minigun[/p]
  • [p]Add 2-3 more maps. The Carnival, and Hospital are first on the list.[/p]
[p]The demo will be updated in some time whenever some more gameplay changing things have been added, such as objectives.

[/p][p]Thanks for all the support so far![/p][p][/p][p]- Rinke[/p]