[p]Hey everyone! We have been super busy over the winter months working away on the game's first official campaign mode (we're not counting that old conquest mode). We are now happy to finally release ARCADE MODE![/p][p][/p][h3]ARCADE MODE[/h3][p]Arcade mode plays like a rougelike, where you need to get through 9 rounds of matches without losing all your reinforcements. In-between each match, you get to choose wether to unlock more weapons, a new vehicle or call for extra reinforcements.[/p][p][/p][p]
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[/p][p]Each unlock category consists of a mini-game:[/p][p]
Equipment Drop - Roll weapon and tool cards from a box. If you don't like what you get, you can choose to keep one card that you really like and reroll the rest![/p][p]
New Vehicle - Try to time your desired license plate by cliking. Each license plate corresponds to a vehicle category (ground/naval/air) and a rarity level. The rarest vehicles have intricate license plate designs inspired by animals.[/p][p]
Reinforcements - Use the radio to call in more reinforcements to help out in the upcoming battles. A better signal means more reinforcements will hear your call.[/p][carousel]
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[/carousel][p]Arcade mode is built upon our new Custom Campaign system, which we are designing to allow modders to create their own campaigns. We still have some ideas on how to expand Arcade Mode, so we will be releasing an Arcade Part 2 update that adds a couple of more features and polish that we didn't have time to add for this update.[/p][p]In the Part 2 update we will also be adding support for modders to create their own Custom Campaigns. As Arcade mode is created entirely using Ravenscript and the Trigger System, we will be bundling the completed arcade mode with the mod tools for modders to inspect or expand upon once Custom Campaign modding is fully ready! We hope you're looking forward to that :)[/p][p]Because we have completely redesigned how campaigns work in Ravenfield, we had to remove the old conquest mode as it no longer works with the game. To make up for it, we are in the process of recreating conquest mode using the new systems, which will allow for modded content and maps to be used! Things are still early, but we hope to share some more information and screenshots of the new conquest mode soon![/p][p][/p][h3]NEW SIDEARM[/h3][p]We are also happy to finally be adding a new weapon to the game, the INGRESS 700[/p][p]
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[/p][p]Inspired by the weapon of a certain special agent, the Ingress 700 packs a punch thanks to it's special ability. The last shot fired in the magazine deals higher damage and knockback, which is also indicated by it's retro-movie inspired sound design. Hopefully you're able to use this special shot to turn around critical situations. You can also press X to play a cool gun spinning animation for extra style points.[/p][p]The Ingress 700 also has a secondary special function, when testing a custom map from the Ravenfield mod tools or the ingame map editor and playing the gun spinning animation, your character gains the ability to bunny jump by spamming the jump button, which builds a ton of speed. This can be used to quickly get around your level without having to walk or use vehicles! This feature is not available in the base game for balancing reason, we still want you to try out the fresh new look for the S-Ind 7 after all! Ohhh, about that:[/p][p]
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[/p][p]We (read: the graphics artists now working on Ravenfield) decided that the 2016-era low poly weapons of Ravenfield need a bit of a face-lift for the 1.0 release. Therefore we're redoing a lot of models, animations and sounds on existing weapons. We started with a model and animation overhaul for the S-Ind 7 and Quicksilver weapons. A couple of other weapons also received some new sounds for unholstering, reloading and firing. Expect more weapons to get this treatment in the following months![/p][p][/p][h3]FULL CHANGE LOG[/h3][p]
Game changes[/p][p]- ADDED ARCADE MODE! This mode is is implemented as a custom campaign and will be made available to the modding community in a future update.[/p][p]- Added Ingress 700 pistol[/p][p]- Press X when using the Ingress 700 to do a cool gun spin!![/p][p]- The last round in the Ingress magazine deals more damage and has a retro style sound[/p][p]- When starting the game from the mod tools, the Ingress has a special ability: While spinning the gun, you can bunny jump to build a lot of speed. This allows you to quickly traverse the map you're testing if you want to check our a specific area. This ability is completely disabled in normal gameplay.[/p][p]- Added audio cues for when you're about to run out of ammo in your magazine.[/p][p]- Added systems for custom campaigns along with RS api changes to allow scripting of custom campaigns from RS.[/p][p]- Major changes to how the game handles scene loading to support full map/game mode/team configuration from RS[/p][p]- Removed old conquest mode as it is not compatible with the new custom campaigns system. We are in the process of recreating conquest mode from the ground up, so expect updates on this soon![/p][p]- Added game mode art to the instant action menu[/p][p]- Fixed an issue where configuration data would not be deserialized correctly[/p][p]- Fixed a bug where vehicle filters were not working correctly in instant action team configuration page[/p][p]- Added support for hidden mutators (IE mutators that don't show up in the menu but can still be loaded thru RS)[/p][p]- Added new triggers for playing particles/audio, these will be added to the mod tools later.[/p][p]- TriggerGlobalSignalReceiver component now registers in OnEnable(), so it will be able to receive signals immediately.[/p][p]- TriggerGlobalSignalReceiver component now deactivates in OnDisable(), which fixes a bug related to vehicle impostor spawning.[/p][p]- Fixed missing checkpoints on citadel mission[/p][p]- Refactored game mode configuration to prepare for custom game mode support. Game modes now store their configuration inside ConfigurationData types which are accessible to RS. Some built in game modes have different UIs because of this change.[/p][p]- Spec Ops dialog now reflects the current team name.[/p][p]- Fixed minimap centering in the ingame map editor sometimes failing when no capture points had been placed[/p][p]- Created a new way for weapons to play Fire sounds that allows them to play random Audio Clips.[/p][p]- Added a simple way to add a separate Fire sound that can only be heard when the player fires that weapon.[/p][p]- Added weapon "rattle" values that can be configured to make a weapon shake/rattle when fired. This can also be triggered from Ravenscript and through animation events.[/p][p]- Added an option for Proximity Fuse Projectiles to ignore team targets.[/p][p]- Updated the models and animations for the S-IND 7 and Quicksilver.[/p][p]- Updated the model for the Frag Grenade.[/p][p]- Added various new sounds to the Greaser, Quicksilver, S-IND 7, Patriots, Automatico, Recon LRR, and Dagger.[/p][p]- Buffed the S-IND 7 and Quicksilver to bring them more in line with other weapons.[/p][p]- Added an option for Proximity Fuse Projectiles to ignore team targets.[/p][p]- Made it possible for melee weapons to play random on hit sounds.[/p][p][/p][p]
Ravenscript/Trigger updates[/p][p]- Exposed various API systems related to starting matches from custom campaigns[/p][p]- Exposed GameInfo class used to configure which teams and mutators are used when starting a match from RS[/p][p]- Exposed TeamInfo class used to query and configure a team's weapon/vehicle/skin/name configuration from RS. It is possible to both read and write configurations from RS, which is used to set up matches based on unlocked weapons/vehicles in arcade mode.[/p][p]- Exposed VehicleSpawner.SpawnVehicleImposter() that is used to spawn vehicles without attached scripts and rigidbodies, this is used for background vehicles in the Arcade mode vehicle unlock scene.[/p][p]- Added support for saving weapon, vehicle and map references in SaveData.[/p][p]- Added ConfigurationData type for storing and getting game mode configurations in RS.[/p][p]- TriggerNamedSignalReceiver component now respects once/repeating modes when receiving named signals.[/p][p]- The lua engine can now resolve source script components when invoking RS coroutines, which solves a couple of rare issues with the RS API.[/p][p]- Exposed Weapon maxAmmoPerReload and useMaxAmmoPerReload to RS[/p][p]- Added BezierPath/BezierCurve types that can be used to set up and evaluate 3D bezier curves. WE MAY CHANGE THE NAMES OF THESE TYPES IN THE NEXT UPDATE SO USE AT YOUR OWN RISK![/p][p]- Added BezierPath along with scene view editor to DataContainer[/p][p]- Added weapon "rattle" values that can be configured to make a weapon shake/rattle when fired. This can also be triggered from Ravenscript and through animation events.[/p][p]- Created a new way for weapons to play Fire sounds that allows them to play random Audio Clips.[/p][p]- Added support for player only weapon firing sounds.[/p][p]- Made it possible for melee weapons to play random on hit sounds.[/p][p][/p][p]We hope you'll enjoy this update and are looking forward to the new possibilities that custom campaigns will bring to the table once it rolls out it the Arcade pt 2 update![/p][p][/p][p]/Johan and the Ravenfield team[/p][p][/p]