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Tank & Quad - Early Access Build 15

The Tank has received a significant overhaul in EA15, sporting both a new look and handling characteristics. The new Tank can take more damage and also has a new turret system that will prevent the barrel from getting caught in walls. Also, make sure you don't miss the new Tank sound effects!



Along with the Tank, the Quadbike has also had a facelift, along with new sound effects.

There have been several AI improvements to ground vehicle combat. For example, the AI will now stand still when attempting those tricky long range shots. When taking damage, bots will now turn towards the direction of the shooter and attempt to retaliate.

Full change log:

- Updated Tank to new style, including improved handling, new sounds, effects and more.
- Updated Quad to new style, including improved handling, new sounds, effects and more.

- Added support for turret springs and max turn speed, used on the tank main cannon
- Added support for throttle sounds that only play when accelerating a vehicle.
- Added support for fancy geometric tank tracks - no more cheap scrolling images ;)
- Increased tank health to 4000 (was 3000 before)
- AI will now stop when aiming long range shots. This also applies to vehicles.
- Major tweaks to AI aiming. They are now a little deadlier than before at low and medium range.
- AI will now always fire their weapon after aiming at an enemy for a while. Sometimes they would just aim but never fire before this update.
- When being attacked inside vehicles with anti-tank weapons, AI drivers/gunners will now turn towards their attacker.
- Anyone dealing high damage to a vehicle will be marked as a high-priority target. This means that AI are more likely to attack anti-tank units if they have recently fired.
- Fixed incoming damage indicator not showing up inside vehicles.
- Improvements to vehicle sound mixing. The vehicle you're inside should always be at the highest volume now.
- Changed the APC team color indicators
- Fixed the player minimap viewcone sometimes not turning with the player view.



Enjoy this update!

/SteelRaven7

APC & Skirmish Mode - Early Access Build 14

EA14 adds a highly requested vehicle to the game - an amphibious APC! The APC is designed to safely transport infantry to the front lines, but don't underestimate its power against vehicles. The APC also introduces a more detailed vehicle style, both in its look and handling. Expect updates to the existing vehicles to bring them up to par!



EA14 also introduces Skirmish mode, a brand new game mode with limited respawns. When you die, you take the place of a bot on the battlefield. This means that you will no longer have access to the weapons you picked at the start but will have to make do with whatever the bot was carrying. Improvisation is key here!

As the battle rages on, reinforcements will be airdropped onto the battlefield. Here you have a chance to pick a new loadout to bring into battle. The number of airdrops are limited though, so make sure your team doesn't run out of soldiers or you'll lose the battle. Any team can also win by capturing and holding more flags than the other through a domination victory.


Full change log:

- Added APC
- Added Skirmish game mode with limited respawns.

- Several improvements to vehicles (mainly car improvements):
- Added Forward/Reverse gear that takes a brief moment to switch between.
- Added tipping force when turning sharply and accelerating/braking.
- The engine will struggle a little bit when the suspension is under high load
- Added support for new sound such as shifting gears, suspension stress, engine ignition.
- New sound mix when sitting inside an enclosed seat.
- Added support for amphibious (floating) cars.
- Added stable turret that doesn't rotate with whatever it's attached to.

- Some various minor tweaks to levels to help AI get into/from their vehicles a little easier.
- AI can now get into vehicles just after leaping off a surface, especially useful for vehicles in water. Before they had to wait until they were swimming before they could get in.
- Fixed a bug that would cause AI to perodically slow down when following a path.
- Added modding support for weapon parameters such as custom sight modes and weapon alt fire modes.
- Added secondary fire mode to Thumper where it fires smoke rounds. This is useful for both blocking view and ranging your grenades.
- Fixed a bug that would cause vehicle gibs such as wing parts to jitter when on the ground.
- In the weapon picking loadout UI, weapon tags are now hidden if they contain no weapons.
- Moved the Player Has All Weapons checkbox to the instant action page.
- Player Has All Weapons setting will now persist between games.
- Player Has All Weapons setting is now saved with your game configuration saves. By default it's set to off.
- All weapons are now always visible in the Weapon Switch menu. Any weapons that can only be used by the player is highlighted grey.
- Improvements to how AI pick weapons, they will now prioritize long range weapons such as snipers and assault rifles on longer engagement ranges and vice versa.
- AI will now pick up two equipment items (previously they only picked one). They also have a slightly increased chance of picking an anti-tank weapon in slot 4.
- Smoke grenades particles will now be lit according to the level ambient lighting conditions. For example, they will no longer appear super bright during night time.
- Vehicle HUD sounds such as missile lock on will now also be heard in third person mode.
- Increased grenade launcher damage when hitting a vehicle directly. This makes them more effective as anti-armor weapons (But rocket launchers are still the better choice).
- Smoke grenades now have a unique 3d model

Enjoy this update!

/SteelRaven7

Rivers & Citadels - Early Access Build 13

Rivers? Check.


Citadel? Check.


Smoke? Check.


This update introduces new maps to Ravenfield: River Delta and Citadel. This brings the total number of maps up to 9! Included in the update are numerous tweaks to the AI. Bots will now use entirely new paths to attack flags, so expect battles to be more dynamic than ever!



The official Ravenfield armory has also received some new weapons such as a smoke grenade and entirely new grenade launchers! You can try out the new sight zeroing feature on the grenade launchers, especially useful for hitting long range shots (Hold T and scroll up/down to zero the sights). You can see what sight option you're using next to the ammo counter in the bottom left corner:



Full change log:

Main features:
- Added River Delta map
- Added Citadel map (it's still in early development, expect bugs!)
- Added Smoke grenades to block sight
- AI will use smoke grenades to cover their attacks.
- Added support for alternate weapon fire, switch with X. (available on the Patriot GL)
- Added support for alternate sights, switch by holding T and scrolling up/down (available on Patriot GL and Thumper)
- Added Patriot GL, which is a Patriot with an underslung grenade launcher.
- Added Thumper grenade launcher.
- Improved how AI navigates the map, they will now spread out and use new paths when attacking.
- Added support for objects blocking the AI's vision. This is used in smoke grenades and some trees to block their vision.
- Added loading screen when starting a map. It's work in progress and silly, I think you'll like it!

Other fixes:
- Buffed Patriot by increasing its projectile speed and reducing the spread slightly.
- Scalpel has been reworked, it now deals significantly less damage but can be resupplied and comes with spare missiles. Makes it a viable but slow anti-armor weapon at long ranges.
- Reduced bounce on grenades to make it easier to land them just where you want them.
- Some tweaks to audio mixing.
- Added a slight speed boost to infantry if they haven't been in combat recently. This makes it a little quicker to reach the front lines on foot.
- Updated weapon reflection sounds to include a firing sound.
- Fixed AI not driving animation driven vehicles (such as walkers) properly.
- Removed AI running away from incoming vehicles (It's much more fun to just run over them instead)
- AI now runs away from grenades only if they can see them.
- AI now distinguishes between different target types when looking for targets. Infantry can be spotted up to 1 km away. Vehicles up to 3 km and really large vehicles up to 10 km. These are only the theoretical maximum values, in reality AI's vision range greatly depends on the map's fog setting.
- Fixed a bug where AI would not fire in vehicles.
- Fixed a bug that would sometimes cause very long loading times for custom maps.
- Improved how AI drives vehicles. This especially affects boats and will make them less prone to crashing into scenery.
- Fixed some camera bugs with photo mode.
- Misc AI tweaks


Hotfix:

- Added some missing colliders on houses in Citadel.


Enjoy the update!

/SteelRaven7

Going Prone - Early Access Build 12

That's right - you can now go prone in Ravenfield! Being prone makes you a smaller target, but it will also let you fire weapons with reduced recoil and spread, making those long range shots easier to land!



You can now load skins from your favorite mod into any map! Skins are even saved with your game configuration. On the instant action page you can now see a preview image with a sample of what weapons/vehicles/skins each team has available:



In the example above, the Eagle team uses all official weapons, vehicles and skins while the Raven team uses items from various WW1 themed mods created by the Ravenfield modding community.

Also, the main menu now has a button taking you to a list of featured mods. This is a list of community-curated mods that are worth checking out. The plan is to feature those really cool mods that might have slipped you by, so both new and old mods will be featured here.

Finally, you can now enter photo mode from an ingame match. Simply press F8 at any time. This will pause the game and put you in a spectator camera which controls just like the normal spectator mode. If you want to disable the UI, you can do that with the Home and End buttons. Here's an example of a photo taken by Mason from the Ravenfield Discord server:




Full change log:

Main features:
- Added prone (Default key: Z)
- Added skins
- Added game preview image when setting up an instant action match
- Added photo mode
- Added featured mods list

Other fixes:
- Fixed a bug where AI would sometimes spawn with the wrong skins (including the box man skin)
- Improved how the player transitions between stand/crouch/prone stances. It now feels more smooth and is less likely to get the player stuck.
- Added FOV based mouse sensitivity. This makes the mouse sensitivity consistent on all weapons based on how zoomed in they are.
- Fixed an issue with bullet hole material where it would render fog badly.
- Blood and bullet hole decals are now cleaned up when exiting a level.
- Fixed a bug with AI on custom maps where they would never leave their spawn
- Added debug key (F9) to show all available AI orders that are assigned by the AI commander.
- Fixed a bug where jeeps/quads would sometimes spawn instead of turrets.
- Added charing bool value to custom weapon animators so you can play custom animations when a weapon is charging up.
- Fixed various spectator camera bugs.
- Fixed a bug where AI weapons would sometimes not render in the killcam.


I hope you'll enjoy this update!

/SteelRaven7


Quick edit: Don't forget to nominate Ravenfield for a steam award on the store page. Maybe the “Most Fun with a Machine” award fits best seeing as how you're playing against machine controlled bots??