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Ravenfield News

EA32 Security Patch

[p]Earlier today, a security patch to the Unity engine was released by Unity, which patches a security vulnerability in games built with the Unity engine. Today's patch updates the game engine to the latest version, 2020.3.49f1 in which this vulnerability has been patched.[/p][p]For security reasons, I have disabled the builds of the game that were previously available on the legacy branches. I intend to rebuild these versions of the game next week with the patched engine version, but until then those versions of the game will be unavailable. Please note that the legacy-EA25 version is still available as this versions of the game runs on Unity 5.6 which is unaffected by the vulnerability.[/p][p][/p][p]For more information about the security vulnerability, please see Unity's message here: https://discussions.unity.com/t/unity-platform-protection-take-immediate-action-to-protect-your-games-and-apps/1688031[/p][p]
EDIT: All legacy branches have now been rebuilt in the 2020.3.49f1 engine version and are safe to use!
[/p][p]/Johan[/p]

EA32 Patch 2

[p]Here's another patch for EA32 mainly focused on optimizing the new instant action menu to prevent freezes and lag:

- Optimized vehicle and weapon pickers in the instant action menu which should prevent the game from freezing for a few seconds when loads of weapons/vehicles are being loaded in.
- When testing a content mod from the mod tools, any non-modded vehicles vehicles will now be filled with the official vehicles.
- Fixed spec ops teammate count. Up to 9 teammates can be assigned to the player team by setting the player team actor count. If more than 9 teammates are assigned, the game will default to 3 teammates.
- Spec ops helicopter exfil crew will use the same skin as the player team UNLESS playing as the Talon team.
- Made instant action dropdown styles consistent across all menu pages.[/p][p][/p][p]September 25 hotfix:[/p][p][/p][p]- Fixed some dropdown values in the instant action menu not showing up properly[/p]

EA32 Patch 1

[p]We just pushed out a patch for EA32 that fixes some common issues:

[/p]
  • [p]Changed how game configuration saving works to prevent accidental lost team weapon/vehicle setups. When saving a game configuration without linking to saved teams, the current team setups will be saved inside the game configuration file. This means the game configuration save system works like it did before, making team saves optional. It is however still recommended to save actual team config files and to link them to your game configuration as this allows things like loading teams to any team slot, updating multiple game configs by changing just one team save and more.
    [/p]
  • [p]Updated game config team linking description text
    [/p]
  • [p]Fixed vehicles not showing up in conquest mode
    [/p]
  • [p]Fixed aspect ratio issues with the new instant action menu on 4:3 and ultrawide monitors
    [/p]
  • [p]Added really good game mode icons [/p]
[p]
We'll keep on the look out for any more issues that needs fixing for EA32! If you're experiencing any issues, the best way to reach us is through the Ravenfield discord. Enjoy![/p][p][/p][p]September 11 fixes:[/p]
  • [p]Fixed a bug where the options menu could not be applied while ingame[/p]
  • [p]Fixed a bug where the loaded team would sometimes not update when loading a game configuration with linked teams[/p]
  • [p]Fixed a bug where a game config would sometimes link both team slots to the same team.[/p]

EA32: Rarity & Configuration

[p]PHEW!! It's been quite a few months of non-stop work over here, but we're finally ready to get EA32 out to everyone. A huge thank you to all the testers over in the Ravenfield Discord for your patience and feedback, we have had to rework plenty of systems to get something we were happy with![/p][p]This update is all about configuring Ravenfield to exactly how you want it to play. We're introducing rarity tiers on both weapons and vehicles, which decides how often that weapon or vehicle will spawn ingame. This means it's finally possible to control spawn rates of weapons! This can be used to balance out gameplay, for example allowing only a few bots to equip lock-on weapons. No more having to deal with a constant barrage of missiles heading your way every time you take off in your helicopter![/p][p]For vehicles, it is now possible to pick multiple vehicles that can spawn for each vehicle type. You could for example set up 10 different tanks, which the game will randomly pick between everytime a new tank spawns. Or why not add a rare boat to your enemy's helicopter slot for giggles?[/p][p][/p][p][/p][p]There are 3 rarity tiers available, Common (white), Uncommon (green) and Rare (blue). Using the weapon picker rarity painter, you can control how often a bot is able to spawn with that particular weapon. Just pick a rarity color and start painting over the weapons! At the moment, Common weapons are picked 70% of the time, Uncommon 25% and Rare 5%. For vehicles, Common vehicles spawn 60% of the time, Uncommon 30% and Rare 10%. While the rates are currently hardcoded, we are planning on making the rarity spawn rates configurable in a future update.[/p][p]With the configuration update, we have also overhauled how game configurations are saved. Previously, a saved configuration would contain the loadout and vehicles of both teams, but by popular request we have now added support for saving and load individual teams in EA32.[/p][p]When setting up a team, you can now save that team's configuration to a team configuration file. This makes it possible to load that team to either team slot for future games. After saving (or loading) both teams, you can save a game configuration with your mutator setup which can optionally link to your two active teams. Loading this game configuration will also load your two linked teams.[/p][p][/p][p][/p][p][/p][h3]Full Change Log[/h3][p]Instant Action + game config changes[/p]
  • [p]Added support for multiple vehicles per vehicle type slot. When a vehicle spawns, one of the available vehicles for that slot will be picked.[/p]
  • [p]Added vehicle rarity levels. This affects how often a vehicle of a specific tier will spawn. The pick percentages are currently hardcoded to 60% (Common), 30% (Uncommon), 10% (Rare). These values iwll be moddable in the future.[/p]
  • [p]Added weapon rarity levels. This affects how often a bot will spawn with a specific weapon. The pick percentages are currently hardcoded to 70% (Common), 25% (Uncommon), 5% (Rare). These values will be moddable in the future.[/p]
  • [p]Complete rework of Instant Action UI.[/p]
  • [p]Added support for team name and color selection thru the Instant Action UI.[/p]
  • [p]Redesigned Weapon/Vehicle/Skin/Map/Game mode picking UI to be more unified. It is now possible to filter out specific items, for example only displaying items from a specific mod.[/p]
  • [p]Overhauled game configuration save, each team can now be saved in separate files, and game configuration saves can link to the saved teams. This means that the game now supports loading of individual teams which is a heavily requested feature. Loading a game configuration with linked teams will still load the teams just like the previous save/load system.[/p]
  • [p]Legacy configuration saves can still be loaded.[/p]
  • [p]Game and Team configuration files can now be deleted via the configratuib saving UI.[/p]
  • [p]Official weapons now have varying rarity levels for balancing purposes (EG making Scalpel rare prevents constant lock ons on massive, flat levels)[/p]
  • [p]Config flags mode now has a reverse flags button.[/p]
[p][/p][p]Bugfixes[/p]
  • [p]Fixed an issue where bots would sometimes should thru walls[/p]
  • [p]Moved flag capture UI element down slightly to prevent it from overlapping with some game mode UIs[/p]
  • [p]Updated default quality settings to Good (previously booting the game for the first time would put you in the worst quality option... oops!)[/p]
[p][/p][p]Ravenscript changes[/p]
  • [p]Added PlayerCamera.isUsingFPCamera[/p]
  • [p]Added PlayerCamera.GetCameraRay(camera) and PlayerCamera.GetActiveCameraRay()[/p]
  • [p]Added Physics.RaycastActor()[/p]
  • [p]Added ActorManager.CreateExplosionEffect()[/p]
  • [p]Added ActorManager.SetBloodParticleParameters()[/p]
  • [p]Added GameEvent.onBloodParticleLand event[/p]
  • [p]Replaced Vehicle.team with Vehicle.ownerTeam which uses the correct Team type rather than an integer. The old value is still available but hidden in the RS documentation, so mods still relying on this value will continue to work.[/p]
  • [p]Exposed MeleeWeapon type[/p]
  • [p]Seat.isEnclosed is now writable[/p]
  • [p]Exposed Weapon.aimSensitivityMultiplier[/p]
  • [p]Writing a weapon's heat value through RS will now trigger an overheat if the value assigned is 1 or higher[/p]
  • [p]Exposed Weapon.currentMuzzleIndex[/p]
[p][/p][p]Trigger System changes[/p]
  • [p]Fixed TriggerCondition ActorIsRagdolled not having an actor field[/p]
  • [p]Added usePickedLoadout field on TriggerSpawnPlayer, which allows the player to spawn with their picked loadout.[/p]
  • [p]Added TriggerOnLoadoutAccept which fires a signal when the player accepts a loadout.[/p]
[p][/p][p]Modding improvements[/p]
  • [p]Added Projector to component whitelist[/p]
  • [p]Added UnityEngine.Animation and UnityEngine.Animation.Rigging components to whitelist[/p]
  • [p]Added defaultRarity fields to WeaponEntry and Vehicles[/p]
[p][/p][p]Ingame Map Editor improvements[/p]
  • [p]Added support for controlling vehicle spawner rarity options.[/p]
[p][/p][p]To close out this update post, I'm happy to announce that Ravenfield is no longer a solo project, we are now 8(!) people working on the game! While most of us has just gotten started, we already have cool things in the works, and I'm very excited about the upcoming updates to the game. We have already gotten quite a bit of work done for the EA33 update which will introduce the new custom campaign system, allowing modders to create anything from story campaigns to their own conquest mode to entirely new games running inside Ravenfield. Expect to see more about this soon on the Ravenfield Discord![/p][p][/p][p]We hope you'll enjoy this update. See you soon![/p][p]/Johan and the Ravenfield dev team[/p]

EA31: Shotgun Revamp

Today's update completely revamps one of the oldest weapons of the game, the old trusty 76 Eagle! For a while now, this shotgun has been a the black sheep among the other weapons in Ravenfield: not quite looking like the rest of them with its desert camo and not always being a reliable option for battles beyond an arms (or a kick's) reach. With update EA31, all aspects of the shotgun has been completely revamped, from its animations and sounds to its statistics.



The shotgun should now feel way more reliable in close to mid range combat, with its reduced spread and higher firing rate. At the same time, the shotgun pellets will do reduced damage on ranges over 50 meters, reducing the chance of random lucky headshot kills at long ranges. The shotgun also features improved animations, and the possibility of canceling a reload by holding down the right mouse button (or your aim down sights binding)

Full change log

Gameplay changes:
  • Completely remade the 76 Eagle shotgun from scratch with animations and rebalancing changes
  • Remade Bundle o' Buss sprint animations
  • Remade Automatico Akimbo sprint animations
  • Garret reload animation can be canceled by holding RMB.
  • Players will now automatically holster their weapon while climbing ladders
  • Added cloth foley sounds to various player actions such as walking/kicking/jumping/entering vehicles/reloading etc.
  • Added 'wants to aim' bool parameter to weapon animators, this is used to cancel reload animations early by holding RMB.
  • Added 'walk cycle' float parameter to weapon animators, this can be used to synchronize sprint or walk animations with the player character weapon bob/footstep sounds.
  • Fixed actor onTakeDamage event firing when the actor took splash damage while inside an enclosed vehicle seat that protects it.
  • Fixed actor onTakeDamage firing while the actor is dead
  • Misc changes to audio mixing of the player audio. Should result in more noticable player footstep/jump/land sounds.


Trigger System:
  • Added TriggerOnPlayerLineOfSight, sends a signal when a transform point enters or leaves the player's line of sight
  • Added TriggerSetVelocity, used to set a vehicle or rigidbody velocity or to apply an acceleration.
  • Fixed TriggerOnVehicleDestroyed firing the onDestroyed send instead of the onDisabled send when a vehicle is disabled.


Ravenfield Mod tools:
  • Added missing IsVehicle filter type for OnVehicleDestroyed and related vehicle filtering components. This allows you to send signals when a specific vehicle has been destroyed


I'm also happy to announce that we are now multiple people working on Ravenfield in order to speed up the game development process. While this update is quite small as we're still getting things rolling, you can expect more content soon as we're working away on support for a weapon and vehicle rarity system. This system will make it possible to set which weapons and vehicles will appear more frequently, and will also allow multiple vehicles of the same slot to be used in the same game. Expect this to drop as EA32 soon!

I hope you'll enjoy this update!

/Johan (SteelRaven7)