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Mutators & Ravenscript - Early Access Build 20

Early Access Build 20 is probably the biggest update to the modding tools so far - introducing Ravenscript, a Lua based scripting language that allows you to completely change the way the game works! If you're interested in getting started with Ravenscript, you can find the documentation here: http://ravenfieldgame.com/ravenscript/. Make sure you join the discord server if you have any questions: https://discord.com/invite/ravenfield


[previewyoutube][/previewyoutube]
Thanks to EaglePancake for creating a video teaser for the update!


Along with Ravenscript, build 20 also adds Mutators to the game. Mutators are small or big tweaks to the gameplay that can be downloaded directly from the Steam Workshop. There are even some built in mutators bundled with the official game which you can enable by clicking the Mutators button in the Instant Action menu.

Here is the game running with the official Crosshair and Name Tag mutators:





The modding community has already been busy at work creating Mutators which you can find in the Workshop. Here are some of my favorites:

Weapon Pickup by Chryses - Killed soldiers will drop their weapons, allowing you to pick them up:
https://steamcommunity.com/sharedfiles/filedetails/?id=2095193497


Juggernaut by EaglePancake - A random enemy becomes super powered with tons of health. Try to take them out or just run away:
https://steamcommunity.com/sharedfiles/filedetails/?id=2050327062


Blink by Atherline5 - Inspired by Dishonored, this mutator allows you to blink around the battlefield:
https://steamcommunity.com/sharedfiles/filedetails/?id=2083985675


Sized by Lordaloa - Change the size of the soldiers. Maybe set up a battle where you are attacked by giant Ravens?
https://steamcommunity.com/sharedfiles/filedetails/?id=2080602838


You can find more mutators on the workshop:
https://steamcommunity.com/workshop/browse/?appid=636480&requiredtags[]=Mutators


The old Battalions mode has also recieved an update, with improvements to gameplay and UI. The game mode has now been renamed to Battle. Battle is now the default game mode for resource maps in Conquest mode.

Finally, Reinforcements in Conquest mode now cost gold. This means that you need to carefully consider when to spawn reinforcements and when to keep your gold. Spawning reinforcements in your HQ is cheaper compared to spawning them in the field. Additionally, some tech tree entries now also cost gold.



Here is the full change log for EA20:

Modding:
- Added Ravenscript, a scripting language for Ravenfield based on Lua.
- Added Mutators, which are prefabs that are spawned in at the start of a game. These prefabs can contain Ravenscript behaviours that alter the game.
- Added Mutator Configurations, some mutators have a wrench button on the mutator selection page. Click the wrench button to show all configurable options of that mutator.
- Added bindable console key.
- Open the console while testing a content mod to see the mod's memory footprint.
- Added Crosshair Mutator
- Added Name Tags Mutator
- Added Chat Feed Mutator
- Added Mutator tag to the workshop browser.

Conquest:
- In Conquest mode, you now need to spend gold to buy reinforcements. Spawning reinforcements in your main base is cheaper than at the center of the world map.
- Some tech tree items also cost gold to buy.
- Fixed a Conquest AI bug where the AI would sometimes try to defend levels that the player couldn't attack.
- Misc Conquest AI improvements.

Game:
- Reworked Battalions mode, and renamed to Battle. Holding two thirds or more flags will bleed enemy tickets. Reducing an enemy battalion's ticket count to 0 will prevent some enemy bots from spawning, giving you a slight advantage in numbers.
- Improved stability on ground vehicles, in particular the quadbike.
- The game will now warn you if you load so many mods that they cause performance issues. This is based on the available RAM on your computer.
- Fixed the halloween quest being broken.
- Fixed camera offset bugs when seated in a vehicle or climbing ladders.
- Added a -modstagingpath launch parameter that can change the folder the game loads mods from. This has no effect on loading workshop mods.
- Fixed a bug causing the AI to switch to their sidearm way more than they should.

I hope you will enjoy this update!

/SteelRaven7

Early Access Build 19 - Domination & Rafts

Hey everyone, time for a new update. I'm sorry that it took a little longer than usual but here it is! Make sure you check out the update overview video made by long-time community member EaglePancake:

[previewyoutube][/previewyoutube]
EA19 introduces the new Domination game mode. In Domination, the teams are tasked with capturing and holding a small number of flags. Holding the majority of the flags will fill the domination bar and, once filled, remove an enemy battalion from the game. Defeat all the enemy battalions to win the game.

You can also duke it out on the new Rafts map. This level features wooden houses floating on rafts on top of a river cutting through the terrain, complete with a massive waterfall! Rafts is entirely focused on infantry combat, so make sure you keep your head down and your weapon ready!



EA19 also has a new world layout for Conquest mode. Road tiles now work differently, allowing a group of battalions one extra move per turn. This should make Conquest mode play faster and be a little more tactical!

Full change log:

- Added new engagement level: Rafts
- Added Domination mode
- New conquest mode world layout. I removed the duplicate placeholder levels.
- Redid how road tiles work in conquest mode: Once per turn they now allow the first battalion group that land on them to move again. You have to own the tile to be able to use this extra move.
- Reworked the Conquest AI entirely. It's still a work in progress, but the AI will now attack from multiple tiles and plan multiple moves ahead.
- The AI team now always start with the Dagger in conquest mode (So you can't cheese them by rushing tanks)
- Improved jump feel (I added an slight weapon bobbing animation when jumping/landing and some sound effects)
- Flags are now faster to neutralize, but somewhat slower to capture. This means that you don't need to spend as much time worrying about enemy AI spawning on top of you while you're capturing a flag.
- Skirmish mode: The plane now fires smoke rounds before dropping off a respawn wave, making the spawning soldiers harder to hit. The plane also flies a little lower than before.
- Updated airdrop plane 3d model.
- Slightly increased fall speed when using a parachute
- Fixed a bug with animation transitions when an actor gets up from being ragdolled.
- Fixed a bug where the audio would cut out if you were inside a turret while a nearby flag was captured, despawning the turret.
- Improvements to vehicle actor collision physics. Should prevent the player from flinging away at max speed after behing hit by a vehicle.
- Actors will now take damage based on the speed at which they were hit by a vehicle.
- Running over someone will count as a kill on the scoreboard.
- Minor tweaks to car driving physics.
- Tweaked ragdoll max forces values which hopefully should help prevent the spaghetti man bug.
- Removed sniper sensitivity sniper (it didn't do anything anyway)
- Reduced the physics iteration count somewhat, trading some physics accuracy for higher FPS.
- Bugfix on mounted stabilized turrets that should make it easier to set up modded vehicles correctly
- AI will no longer enter water when following a squadleader (unless the squadleader is in water themselves)
- Projectile raycasts will now hit water volumes (instead of just the global ocean water)
- Slightly reduced pathfinding penalty to underwater infantry navmesh nodes
- Added launcher window that lets you choose between starting the game normally or without mods (So you can easily check if mods are causing any issue such as crashing or low frame rates)
- Mod tools: Added aim sensitivity multipliers for modders. These can be used to tweak the aim sensitivity if needed (although I recommend keeping the multiplier at 1 for most cases)
- Mod tools: Added walkBobMultiplier, sprintBobMultiplier and proneBobMultiplier which allows you to change the amount of weapon bob for different stances. This can be for example used to reduce the built in sprint bob to 0 and replace it with your custom sprint animation.


Because so many people are at home due to the covid-19 situation, I decided to run a 50% discount over the weekend, so now is a really good time for you and your friends to pick up the game if you haven't already!

I hope you'll enjoy this update!

/SteelRaven7

Attention Chinese players

There is an unathorized clone of Ravenfield running on android phones available on multiple app services in China. I wanted to make it clear that this is not an official Ravenfield product, and it is not being developed by me. The app uses modified code stolen from Ravenfield, so I have no way of knowing if this app is safe to use. Please refrain from downloading it. If you come across the app, please report it to the app distribution service!

Thank you and happy Chinese new year!

/SteelRaven7

Tech Trees and RHIB Update - Early Access Build 18

Upgrade your army with the new Tech Trees introduced in EA18. Keep an eye on the weapons and vehicles your enemy deploys and make sure you're not caught up in a nasty tank battle without an effective counter! Please note that the tech tree UI is a very early work-in-progress. It will be improved over time!



You should definitely take a test drive in the new and improved RHIB. This update adds completely new watercraft mechanics and handling to spice up those cool beach landing scenarios. Try speeding across the ocean at max speed and you will feel, see and hear the new RHIB skipping across the waves!



Finally, the improvements to the night vision goggles should really brighten up your day (or night). Nighttime friendly fire rates have plummeted after the introduction of IR flares that blink on your teammates.



Full change log (A few things were added early in the halloween mini-update):

Conquest:
- Added tech trees to conquest mode (Access them via the computer terminal on the right side of the command room)
- AI also uses tech trees to unlock new stuff in conquest mode.
- A bunch of changes to the save system. I have most likely broken any existing saves, so please start a new conquest game!
- Improvements to conquest UI, it's now not possible to move around in the command room while having the battle UI or tech tree UI open.

New Rhib + Water Improvements:
- Added upgraded RHIB model.
- Redid the sound, handling and particles for the RHIB.
- Added water planing physics model. This means that the RHIB now rises out of the water at high speeds. Planing also makes high speed watercraft more stable. (This feature will not affect previously created custom boats, and needs to be added by modders through a component)
- Added new water splash effects.
- Added a small wave simulation which makes watercraft bob around a little in water.

Gameplay Improvements:
- Reworked the Greaser and Signal DMR with improvements to animations and stats. They also have reload sounds now!
- Improved night vision look, everything will now light up properly regardless of color.
- Added IR flares that blink on your teammates and friendly vehicles, making it easier to identify targets.
- Respawn tickets now drain faster in Battalions mode, rounds now play quicker.
- Respawn waves take a little longer to appear in Skirmish Mode.
- If the enemy has no remaining respawn wave in skirmish mode, a friendly respawn wave will only occur when at a disadvantage.
- Most vehicles now have cool new names!
- Improved the loadout screen to handle unavailable weapons better (Weapons can be unavailable by not being unlocked in the tech tree in the campaign, or disabled in instant action).
- Fixed a bug where weapons would sometimes end up in the wrong loadout slot.
- Blocked off a weird infantry path down a steep hill on the Temple map.
- Multiple improvements to AI target aquisition, making it easier to hide when prone.
- Fixed a bug where AI would target enemies beyond their field of view.
- Fixed a bug where fog was not taken into account for AI targeting.
- Fixed a bug where the patriot grenade launcher sight did not work properly.
- Night mode option now persists between ingame level editor and test play mode
- Improvements to the player hitbox while prone. It is now harder to get hit while prone behind cover.
- Improved the third person sidearm holding animation.
- Improved the third person hold position for the Automatico.
- Updated to Unity engine version 5.6.7f1.

Enjoy this update!

/SteelRaven7

Halloween Mapping Contest



We are running a Halloween themed mapping contest on the Ravenfield Discord server! The contest runs from today until Saturday October 26. The goal is to make a spooky but fun level using either the Ravenfield Tools for Unity or the ingame map editor.

Two contest winners will be awarded 25€ Steam Digital Gift Card - So get over to the Ravenfield Discord server and boot up the mapping tools today!

Join the Ravenfield Discord here: http://discord.gg/ravenfield
Contest rules: https://docs.google.com/document/d/1mZDsiNsz37HYbvuaaBHL9vF7Hix_7NuFn_WE5RoEvMw/edit?usp=sharing


I hope to see your submission soon!

/SteelRaven7