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Ravenfield News

The Big One - Early Access Build 11

Get ready for the biggest update so far: EA11

This update features 2 new maps, Mountain Range and Canyon:



Mountain range is a large map focusing on air combat, so prepare to put your dogfighting skills to the test! All air vehicles, from attack planes to transport helicopters are available on this level which makes the airspace quite chaotic. You can also fight on the ground, battling for capture points along a range of mountains.



Canyon is a very open, mid-range map with lots of room for tanks and infantry to get around. The battle takes place in a drained dam, and even features a stranded aircraft carrier! The center of the map is entirely open, so prepare for a massive battle. Alternatively, you can flank the open area using a cave system.

With EA11, it's now possible to specify weapons and vehicles on a per-team basis, allowing you to recreate historical battles, zombie apocalypses or whatever you can imagine! Maybe Eagle with pistols vs Ravens with anti tank launchers?

EA11 also improves how your AI buddies get around, making them move smoother around the battlefield. On top of that, several key areas of the game have been optimized, so you should get higher framerates than before!

Full change log:

Main features:
- Added new map: Mountain Range
- Added new map: Canyon
- Added team-specific weapons and vehicles game configurations
- You can now restrict player weapons too with a checkbox in the weapons switch.
- You can also save and load your game configurations
- Changed how vehicles/turrets spawn, they will only spawn on capture points owned by a team
- Added priority based sound mixing. This should help make important sounds such as gunfire close to you stand out more, and generally make the game sound clearer.
- You can kick dead bots to spawn a small ammo pickup. Perfect for when you're running dry!

Other fixes:
- Added zoom to spectator camera, hold ctrl and scroll to zoom.
- Fixed spectator camera bugging out when attached to vehicles that die.
- AI now avoids using weapons with splash damage if it can hurt teammates with it. In some circumstances (such as on a tank capturing a flag) they will still fire no matter what.
- AI movement improvement, now way smoother than before
- AI will sprint more than before, making it faster for them to reach capture points
- AI defense improvements, they will now track down units who are capturing a flag.
- AI now has a high chance of picking AT weapons when defending a flag that is under attack by a vehicle.
- AI will now play climbing animations when climbing steep hills/obstacles
- AI will no longer be able to automatically spot enemies if they are not in their viewcone.
- Removed kill feed from skeletons in haunted mode.
- Misc improvements and bugfixes to AI
- Overall game optimization
- Added draw distance option
- Added v-sync option
- Scalpel now only has 1 round, use it wisely!
- Fixed an issue with helicopter miniguns sometimes not working correctly
- A few minor tweaks to anti-tank weapon damage
- M1 Garret now uses sniper sensitivity when aiming for more precise long range shots
- Unlocked some previously secret weapons by default.
- Sprinting while being crouched will now make you automatically stand up (only applies to toggle crouch mode)
- Misc bugfixes


Enjoy this update!

/SteelRaven7

Paratroopers - Early Access Build 10

An exciting new invention has reached the Ravenfield: Parachutes!



As there is now fall damage, make sure to deploy your parachute by pressing the jump button when exiting any aircraft. Bots will also use parachute insertions from the new transport helicopter to take over capture points, so keep your eye on the sky!

This update also adds several gameplay tweaks and details, such as an improved sound system, scoreboard and kill camera:



This means that you can now keep track of how well you and your teammates are performing in the heat of battle! It's also possible to use custom bot names, or even use your steam friends' nicknames!


Full change log:

- Added Parachutes and fall damage (Press jump in mid air to deploy the parachute)
- Added Transport Helicopter
- Added Scoreboard
- Added Killcam
- Spawning redone (Press fire to spawn at the last point, or open the loadout to change spawn point)
- Improved swimming
- Improved sound system with filtering based on distance, walls and surroundings.
- Reworked vehicle blips on the minimap
- Moved AI pathfinding to separate thread
- Increased render distance from 2 to 4 km.
- AI Tweaks
- Misc bugfixes


Hotfix 1:

- Removed the joke intro with the swimmer speaking in french! (Don't ask haha)

Hotfix 2:

- Fixed a bug where you, or the bots would not spawn when using Steam Friend bot names while steam is offline.
- Slight speed up on maps with many water volumes.

Hotfix 3:

- Fixed a bug where some custom maps would not start properly and get stuck on the scenery camera.

Hotfix 4:

- Fixed an issue where sometimes custom maps would not start on mac and linux

I hope you'll enjoy this update!

/SteelRaven7

Dialog Testing - Early Access Build 9

Hey everyone, and sorry about the radio silence lately!

I've been taking some time off development, but now I'm back with regular updates again!

This update adds a dialog system to the game. The dialogs will be mainly used in the conquest mode (which obviously isn't available yet), but I figured I should spend some time working on this feature and get your feedback on its first iteration. This means the gameplay changes in this update are very light, but you should look forward to some of the upcoming changes that are hinted at in this update ;)!

Right now there are two dialogs available in the game. The first one will automatically pop up, but the second is hidden in the game. Make sure you check out the new roadmap page for some hints to find it!



The roadmap was added to give a more clear picture of what remains to be added into the game before it leaves Early Access. I want to keep adding features to the game after it leaves Early Access too, so don't get discouraged if your favorite game suggestion isn't on the roadmap, it might be added later down the line anyway!


Full change log:

- Added dialog system
- Added roadmap menu page
- Fixed some minor issues when loading modded maps/weapons
- Added some weapon modding features allowing modders to create more realistic weapons with simulated chambered rounds and mag drops.
- For sure no secrets!!!


To anyone a bit sad that this update doesn't contain more gameplay updates - sorry about that! I'll make sure to update the beta branch with new gameplay elements as soon as possible, so be on the look out!!!

Finally, Ravenfield has now been on steam for exactly one year, and I'd like to thank everyone for the massive support for the game! Thanks to you, I can work full time on the game without any worries which is super exciting! Thank you!


Enjoy this update!

/SteelRaven7

Coastline - Early Access Build 8

This update is mainly about the new map - Coastline!



Coastline is probably the most ambitious Ravenfield map to date, and focuses on close quarters engagement and verticality with the battle raging from sea level all the way up to the mountain ruins.



This update also introduces new features such as the Configure Flags option, allowing you to customize a map's flag layout before starting the game!



Full EA8 Change Log:

- Added Coastline Map
- Added Configure Flags option
- Significant AI changes:
> AI will now acquire new targets much faster, giving them a quicker reaction time and challenge
> AI now has a Close Quarters mode where they automatically take cover when under fire.
> Improved AI's CPU load so it's more spread out, meaning less frame drops/stutters caused by AI.
> Misc AI fixes

- Added ladders (Press use key to enter them)
- Added water volumes, allowing maps to have lakes/etc on other heights than just the ocean water level.
- Added alternate path AI hints, letting map makers hint the AI on how to spread out in a level when attacking capture points.
- Added damage zones
- Added speed limit zones, letting map makers hit the AI on what speed to traverse special zones in a level.
- Added configurable-per-flag AI defense strategies for map makers.
- Added one way level neighbors
- Player only takes balance damage from getting hit by AI (still needs some tweaks, but it's better than just insta dying!)
- Added cloud
- Strictly no ET activities allowed


Hotfix 1:

- Looks like the ET activities have been contained... for now...


I hope you'll enjoy this update!

/SteelRaven7

Coastline - Early Access Build 8

This update is mainly about the new map - Coastline!



Coastline is probably the most ambitious Ravenfield map to date, and focuses on close quarters engagement and verticality with the battle raging from sea level all the way up to the mountain ruins.



This update also introduces new features such as the Configure Flags option, allowing you to customize a map's flag layout before starting the game!



Full EA8 Change Log:

- Added Coastline Map
- Added Configure Flags option
- Significant AI changes:
> AI will now acquire new targets much faster, giving them a quicker reaction time and challenge
> AI now has a Close Quarters mode where they automatically take cover when under fire.
> Improved AI's CPU load so it's more spread out, meaning less frame drops/stutters caused by AI.
> Misc AI fixes

- Added ladders (Press use key to enter them)
- Added water volumes, allowing maps to have lakes/etc on other heights than just the ocean water level.
- Added alternate path AI hints, letting map makers hint the AI on how to spread out in a level when attacking capture points.
- Added damage zones
- Added speed limit zones, letting map makers hit the AI on what speed to traverse special zones in a level.
- Added configurable-per-flag AI defense strategies for map makers.
- Added one way level neighbors
- Player only takes balance damage from getting hit by AI (still needs some tweaks, but it's better than just insta dying!)
- Added cloud
- Strictly no ET activities allowed


Hotfix 1:

- Looks like the ET activities have been contained... for now...


I hope you'll enjoy this update!

/SteelRaven7