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Transport Heli + Game Improvements - Early Access Build 22

Hey everyone! Here are the update notes for EA22!

Things didn't go exactly to plan with this update, as it turned into quite a big bug-squash rather than a full on update to new Spec Ops mode. For that reason, The Spec Ops update pt. 2 will be launced next time as EA23. Nontheless, there are still a bunch of new additions to Spec Ops ready for you to try out today, such as patrolling enemies and issuing target orders to your squad!


To issue a target order to your squad, aim down sights and hold the squad order key. Release the key when hovering over your desired target.


EA22 fixes a ton of issues or bugs with the base gameplay of Ravenfield, along with a few new performance optimizations that should help keep your framerates nice and stable! There have also been a number of fixes/improvements to the Ravenfield AI, including new combat movement, and a fix to the old bug where AI would sometimes always fire at the player, even when there were other closer targets. (Oops!)



EA22 also updates the transport helicopter to a shiny new model, along with improvements to minigun aiming. It is now even possible to land the helicopter safely thanks to a new innovation on the Ravenfield: Landing gear suspension!

You may also notice that all vehicle look a bit nicer thanks to the new baked occlusion maps, which make the vehicle models pop more!

[h3]Full change log[/h3]

Spec Ops change log
- Added enemy patrols to Spec Ops mode
- Tweaks to how unalerted AI detects players, slightly speeding up their target acquiring.
- Improved hero armor so it also works on instances where you get hit by a ton of low-damage projectiles at once (shotguns, low-damage, high rate of fire weapons)
- Hero armor now blocks explosion damage more consistently.
- Slightly reduced number of soldiers defending each Spec Ops objective
- Changes to the spawn position of the player squad. On large maps they spawn around 200 meters away from the closest objective, and on tiny maps they spawn on a regular spawn point flag.
- If you pick Patriot TAC in spec ops, all teammates will also pick it so you can enjoy the laser show!
- Added Important audio mix group intended for game mode, UI or story audio clips that really should be heard
- At least one teammate will now always spawn with an anti-tank weapon in spec ops.
- Improvements to where the attackers spawn in spec ops, I tried making it pretty random, but you should always spawn around 200 meters from an objective, and never closer (if possible).
- Added spawn indicator to spec ops minimap that shows you exactly where you will spawn.


Game Improvements
- Added support for Wedge, Vee, Line, File, Echelon and Diamond squad formations. AI Squads will randomly select one of these. You can't select the formation of your own squad yet, but this is a planned addition!
- AI infantry squads will now have 3-5 members, instead of always 3.
- Fixed a bug where AI would sometimes switch between medic/ammo bags and their primary weapon super fast
- Added water footstep sounds and particle effects
- Added DataContainer class to Ravenscript and beta branch mod tools
- Added RequiredGameVersion class to beta branch tool, place it next to your content mod components to notify the user if they are on an unsupported verison of the game.
- Fixed an issue related to one-way-neighbors where AI squads would attack flags their team already owns.
- Added AlwaysManTurrets defense strategy, which allows squads to defend a flag only if there are available turrets.
- Updated infantry pathfinding on Dustbowl to make AI able to reach the AT turret on airbase
- Updated glacier navmesh, which fixed an issue where the bots would never use the stairs at the center of the map.
- Fixed a bug where bots would sometimes prioritize firing at the player over other closer targets.
- Added Attack Target squad quick order. Access it by aiming down sights when holding the squad order button.
- Attack target orders override the current squad rules-of-engagement setting, so you can use it to force attack enemies in spec ops.
- Using the attack target order when not being in a squad will mark that target as a "High Priority Target" for your teammates for 60 seconds. High Priority Targets are prioritized over closer targets by AI.
- You can now cancel squad point orders by pressing the aim down sights button while holding the squad order button.
- You can now cancel squad target orders by releasing the aim down sights button while holding the squad order button.
- Fixed spawn countdown timer!! (It only took 3 years!!!!)
- When taking over a bot in skirmish mode, that bot will temporarily have hero armor to make it very unlikely that they die while they are being taken over.
- Reduced vehicle knockback from projectiles when they are manned by soldiers.
- Fixed the water on rafts level so the fish don't fall out of the water!!!
- Inceased max audio channels from 32 to 64, meaning up to 64 sounds can play at once (if your sound card supports it, but it probably will since it's 2020).
- AI now never halts (stops and takes aim at distant target) while entering a vehicle.
- Added combat movement to Infantry, they will now strafe their target when in close range (less than 50 meters). This makes it so infantry is less likely to just rush a point while taking tons of fire.
- AI can now hear footsteps of nearby actors walking/running while standing. To suppress this effect, you can crouch/prone walk.
- Hehe funny boat
- Fixed a few bugs related to camera management and UI elements such as the UiTargetTracker.
- Fixed some bugs related to turrets and orders initialization at the start of games.
- Fixed an issue where AI would not spawn after manually configuring flags.
- Melee damage will now always deal damage to enemies in range if possible. Team damage will only be dealt if no enemies are hit by the melee range check.
- Bots can no longer deal team damage when using melee weapons.
- Improved bot melee charge so it's less jittery.
- Sabre and Wrench weapons are no longer instakills
- Added third person unholster animations
- If a primary weapon is set to be effective against infantry, the game will now force set that weapon to be preferred - meaning that bots will always prefer it over any secondary weapons so long as ammo is available and the target is in effective range.
- Fixed an issue where the mouse input would sometimes stop working in menus
- Slightly reduced AI sprint speed to better match player
- Added a few more default bot names
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- Misc improvements to the AI

Vehicle change log
- Increased max plane sensitivity by request.
- Updated transport helicopter to new model
- Added suspension to tranport heli landing gear
- Transport heli now has an additional co-pilot seat, so it can carry 8 people in total!
- Updated heli miniguns to stabilized mounted turrets, making them easier to aim + update the camera.
- Added occlusion maps to all updated vehicles.
- Cars now have a bit of downforce applied, which makes the stick to the terrain/road a little better!
- Added transport heli to vehicle testing level
- Proximity fuze projectiles can no longer be triggered by the vehicle they were fired from.
- Added error handling to handle issues with custom vehicles that would sometimes cause projectiles to float/get stuck in mid-air.

Game optimization
- Projectile spawning/despawning has been significantly improved, which should yield higher and more stable frame rates. The effect of this optimization should be most noticable on computer with slower RAM.
- Content mod file data is now unloaded after all content has been initialized, which removes unneccesary RAM usage. You can expect to see a 5-20% reduction in RAM usage when running the game with a lot of mods.
- Code Exceptions caused by mods will no longer be logged in normal gameplay, which should help with performance hits from mods that cause many errors.
- When running the game in test content mod mode, any code errors will be logged to the Ravenscript console. There is also an error count text message that will notify you if new unread errors have been logged whenever the console is closed.

[h3]Ravenscript change log[/h3]
- Added support for OnEnable() and OnDisable() functions on ScriptedComponent behaviours. These are similar to Unity's built in OnEnable and OnDisable functions.
- Added support for disabling number row inputs, allowing modders to use the number row for special inputs.
- Exposed AudioSource output mix.
- Added Debug class for drawing rays/lines ingame. Please note that this feature is only available in test mode for performance reasons.
- Exposed IngameDialog to Ravenscript.
- Exposed audio source audio spectra and sample data fetching
- Exposed portrait generation to RS via PortraitGenerator
- Exposed Player/Game mode hud values in GameManager
- Improvements to function variant selection, making Ravenscript calls prefer functions with float parameters over ints
- Added DataContainer class to Ravenscript and mod tools
- Exposed setting the actor team skin (which automatically affects all actors of a team whose skin has not been overriden):
- Exposed resetting an actor's skin to its' team skin
- Exposed Runtime Animation Controller to RS (Which should make it possible to replace character animations and cool stuff... maybe)
- Spawn Points now have an outgoing and incoming neighbor list, which keeps track of what flags can be attacked by / can attack a particular spawn. Also exposed to RS.
- Spawn countdown is no longer visible when the player actor has been deactivated through RS.

Order
- Create orders through Order.Create()
- Orders can have a Vector3 override target, allowing RS to control exactly where bots go to complete an order.

Squad
- Added support for Wedge, Vee, Line, File, Echelon and Diamond squad formations.
- Added support for custom squad formations, allowing modders to create their own formations via RS through squad.SetCustomFormation()
- Exposed Remove and Split functions to Squads.

Weapon
- Exposed various configuration values
- Exposed Add and Remove subweapon functions to Weapons.
- Exposed weapon.ReloadInstantly

AiActorController
- Exposed Goto() functions, allowing RS to control AI movement.
- Added OverrideDefaultMvoement() which disables all built in game movent, giving RS full control over bot movement.
- Exposed AiActorController.hasPath to RS
- Exposed AiActorController IsInFOV()

Spec Ops Pt 1 - Early Access Build 21

Heads up: Ravenfield is 50% off from Tuesday to Thursday!



EA21 is the first half of the two part Spec Ops game mode overhaul - introducing improvements to stealth AI, an objective screen and ingame dialog support!

Spec Ops now generates a scenario with multiple objectives, which you can tackle in any order you'd like. Objectives range from eliminating officers to destroying vehicles and ammo boxes, with more objective types being planned for the next part of this update in EA22.

When playing as Eagles, you will take control of TALON, an elite spec ops branch of the Eagle military. TALON is commanded by the Eagle Advisor, who now appears with her update look, with artwork by long time community member and illustrator Starstrafe.

EA21 also overhauls the night vision and squad order menu. You no longer need to carry the specific item to use these features, just hit their specific keys which can be rebound in the input options menu. Night vision has also been improved, with glowing soldiers, making it easier to see the soldiers on the battlefield.



Finally, EA21 adds a new Patriot Tactical variant, featuring a suppressor and a laser sight, making it a perfect companion for stealth operations!

Full change log:

Spec ops improvements:
- Added 4 objective types, increase the game length value to get more objectives at once!
- Spec ops defender AI now has significantly reduced sight range
- Spec ops attacking AI will now only fire on enemies that have been alerted
- When playing as Eagle using the default soldier models, you will play as a TALON soldier.
- Added dialog chatter between the attacking team and their HQ leader.
- Added detection indicator.
- Added slow detection, where AI will not immediately spot you if you are far away.
- Spec Ops enemies will now be alerted by sounds such as nearby unsuppressed gunfire and vehicles
- Attacking team now keeps a closer formation, should make it easier to navigate levels without one of them running to weird places while following the player.
- Improvements to spec ops defender pathfinding, should solve cases where all defenders are stuck in a single spot on custom levels.

Game improvements:
- Improvements to stealth AI and systems
- Removed night vision item, night vision mode is always available by pressing the night vision (default N)
- Squad order menu is now always available by pressing the squad menu key (default B)
- Improvements to actor animation blending.
- Actors will now glow slightly in night vision mode.
- Cool fade in effect when you start a game (WOW!)
- Added cool new tactical patriot version with suppressor and laser sight!

Ingame map editor:
- Added many new textures to the ingame map maker, including solid color textures.
- Improved the ingame map maker texture search function to scroll up to the top results.

Planned additions for Part 2:
- More objective types.
- Enemies that roam the level and look for you.
- Expose new stealth/story functionality to Ravenscript.

I hope you'll enjoy this update! Please look forward to the additional Spec Ops mode features coming in EA22!

/SteelRaven7

Mutators & Ravenscript - Early Access Build 20

Early Access Build 20 is probably the biggest update to the modding tools so far - introducing Ravenscript, a Lua based scripting language that allows you to completely change the way the game works! If you're interested in getting started with Ravenscript, you can find the documentation here: http://ravenfieldgame.com/ravenscript/. Make sure you join the discord server if you have any questions: https://discord.com/invite/ravenfield


[previewyoutube][/previewyoutube]
Thanks to EaglePancake for creating a video teaser for the update!


Along with Ravenscript, build 20 also adds Mutators to the game. Mutators are small or big tweaks to the gameplay that can be downloaded directly from the Steam Workshop. There are even some built in mutators bundled with the official game which you can enable by clicking the Mutators button in the Instant Action menu.

Here is the game running with the official Crosshair and Name Tag mutators:





The modding community has already been busy at work creating Mutators which you can find in the Workshop. Here are some of my favorites:

Weapon Pickup by Chryses - Killed soldiers will drop their weapons, allowing you to pick them up:
https://steamcommunity.com/sharedfiles/filedetails/?id=2095193497


Juggernaut by EaglePancake - A random enemy becomes super powered with tons of health. Try to take them out or just run away:
https://steamcommunity.com/sharedfiles/filedetails/?id=2050327062


Blink by Atherline5 - Inspired by Dishonored, this mutator allows you to blink around the battlefield:
https://steamcommunity.com/sharedfiles/filedetails/?id=2083985675


Sized by Lordaloa - Change the size of the soldiers. Maybe set up a battle where you are attacked by giant Ravens?
https://steamcommunity.com/sharedfiles/filedetails/?id=2080602838


You can find more mutators on the workshop:
https://steamcommunity.com/workshop/browse/?appid=636480&requiredtags[]=Mutators


The old Battalions mode has also recieved an update, with improvements to gameplay and UI. The game mode has now been renamed to Battle. Battle is now the default game mode for resource maps in Conquest mode.

Finally, Reinforcements in Conquest mode now cost gold. This means that you need to carefully consider when to spawn reinforcements and when to keep your gold. Spawning reinforcements in your HQ is cheaper compared to spawning them in the field. Additionally, some tech tree entries now also cost gold.



Here is the full change log for EA20:

Modding:
- Added Ravenscript, a scripting language for Ravenfield based on Lua.
- Added Mutators, which are prefabs that are spawned in at the start of a game. These prefabs can contain Ravenscript behaviours that alter the game.
- Added Mutator Configurations, some mutators have a wrench button on the mutator selection page. Click the wrench button to show all configurable options of that mutator.
- Added bindable console key.
- Open the console while testing a content mod to see the mod's memory footprint.
- Added Crosshair Mutator
- Added Name Tags Mutator
- Added Chat Feed Mutator
- Added Mutator tag to the workshop browser.

Conquest:
- In Conquest mode, you now need to spend gold to buy reinforcements. Spawning reinforcements in your main base is cheaper than at the center of the world map.
- Some tech tree items also cost gold to buy.
- Fixed a Conquest AI bug where the AI would sometimes try to defend levels that the player couldn't attack.
- Misc Conquest AI improvements.

Game:
- Reworked Battalions mode, and renamed to Battle. Holding two thirds or more flags will bleed enemy tickets. Reducing an enemy battalion's ticket count to 0 will prevent some enemy bots from spawning, giving you a slight advantage in numbers.
- Improved stability on ground vehicles, in particular the quadbike.
- The game will now warn you if you load so many mods that they cause performance issues. This is based on the available RAM on your computer.
- Fixed the halloween quest being broken.
- Fixed camera offset bugs when seated in a vehicle or climbing ladders.
- Added a -modstagingpath launch parameter that can change the folder the game loads mods from. This has no effect on loading workshop mods.
- Fixed a bug causing the AI to switch to their sidearm way more than they should.

I hope you will enjoy this update!

/SteelRaven7

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