1. Ravenfield
  2. News

Ravenfield News

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

Engagement Levels and Conquest First Look - Early Access Build 17

The meat of EA17 is in the brand new Engagement Levels. They are all about fast paced battles, often focused on infantry combat. There are 4 new levels introduced in this update taking place on a wide variety of scenery. 3 of them are still works-in-progress, but Glacier is for the most part finished!



You'll notice that some maps have recieved a face lift in the form of baked lightmaps! This is an approach I'll use for some levels which benefit from having more lights than just the sun. Especially Interiors get a visual pop, just check out this before and after:



Baked lightmaps are available on Temple, Glacier and Tunnel for now.



This Early Access build comes with a first look at the Conquest Mode. You can play around in it and move your soldiers around the battlefield, attacking and defending maps. While things are still very much in their early stages, I wanted to keep the open development style of Ravenfield and show this new mode off from its' humble beginnings. Expect more things to come in future EA updates!


Full change log:

Conquest:
- Basic world map gameplay is in place, you can move your troops around and attack/defend levels.
- You can gain resources, but right now only the battalion resource does something (spawns new troops each turn)
- Conquest disables some "cheaty" features like slow motion.
- Conquest is still super early, so expect tons of improvements over time!

Added 4 Engagement Levels: (These are smaller, typically infantry focused levels)
- Glacier
- Tunnel
- Twin Islands
- Desert Hill

Game tweaks:
- Added support for high quality baked lighting
- Baked lightmaps are available on Temple, Glacier and Tunnel
- Added support for loading a different night version scene for night maps.
- Improvements to ambient lighting, Skybox ambient lights are now fully supported!
- Added special footstep sound when walking on terrain
- Bots now make footstep sounds
- Redid the victory/defeat animation from scratch.
- Added music sting volume slider, controlling the volume of the victory/defeat stings.
- Added Endless Instant Action option in the options menu. This option can be disabled if you want the game to end on victory/defeat in instant action.
- Skirmish mode domination victory unlocks later, but fills up faster.
- Made AI tracking missiles less likely to kill teammates
- Reduced APC health from 2500 to 1900
- Added support for maps to have different flag layouts depending on the game mode
- Added ghost type spawn points. These can be spawned on as usual, but they do not count towards your team's score in skirmish or point match mode. The AI will not attempt to capture these points, but they can be captured.
- You can no longer mark a spawn point in skirmish mode after your initial spawn, since it made no difference anyway.
- AI helicopter pilots will now prioritize ground targets over other helicopters targets in the default helicopter.
- Taking over a bot in skirmish mode will now ensure all weapons are reloaded.
- You can now sprint while reloading.
- Fixed a bug where "loaded ammo" and "no ammo" animation parameters would not be set correctly when spawning and when getting up from ragdoll.

Known bugs:
- Night vision doesn't light up the environment in some levels
- Tunnel and Citadel maps only have daytime versions.


October 11 Patch:

- Fixed bug where starting Glacier in Skirmish mode at night would not start the match properly
- Fixed the ingame pause menu appearing over the options menu
- Fixed not being able to fire through custom weapons with colliders (such as shields)
- Fixed custom weapons with colliders colliding with vehicles, making them spaz out
- Fixed AI not being able to drive animated vehicles such as walkers
- Minor tweaks to AI car driving


I hope you'll enjoy both this update and all the *interesting level descriptions*!

/SteelRaven7