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Custom Vehicles Update - Early Access Build 7

You can now drive/fly/walk around in your favorite vehicle in Ravenfield - Vehicle modding is out! Why not give one of the several available jets a whirl and take out some bandits?



To try out a vehicle mod, simply find one on the Ravenfield Workshop and click subscribe. Now start the game, and choose the vehicle mod you want in the Vehicle Switch menu found in under Instant Action! Some custom maps even come with special vehicles regardless of if you have a vehicle mod installed or not.

Also, the AI now carries the Scalpel weapon with lock on missiles. Don't forget to deploy flares (Default key X) when you get a lock on warning, it could save your life!




Full EA7 Change Log:

Game:

- Added custom vehicle support available in two flavors:
- Custom vehicle mods can be downloaded to replace vehicles in all levels
- Custom maps can have special vehicle spawners that spawn specific, special vehicles no matter what vehicle mod is loaded

- Added Vehicle Switch menu, accessible from the Instant Action menu
- Text above the vehicle switch button will show you what mod is currently loaded
- Vehicle switch allows you to load specific vehicle mods, or even combine multiple ones!
- By default, the latest downloaded vehicle mod will be automatically loaded into the vehicle switch menu. This behaviour can be toggled in the options menu
- Some minor changes to the handling of official vehicles
- Added support for new types of vehicles, including ones driven entirely by animation (can be used for walkers, turrets on arms? Drivable snakes?!)
- Added support for an in-vehicle repair tool (not available in any vanilla vehicles)
- Added missile lock indicator and sound (available in all vanilla aircraft)
- Added support for flares and similar countermeasures to remove missile lock (available in all vanilla aircraft)
- Added Vehicle Countermeasure (to pop flares) key bind to the options menu
- Added support for weapons to fire from multiple muzzles at once
- AI can now use lock on weapons such as the Scalpel
- Minor changes to how AI drives vehicles and vehicle pathfinding
- Tank now has rolling tracks texture animation
- Improved sound behaviour, the 3d surround sounds should now always lign up properly with the camera
- Added in-world ammo count display that can be used on custom weapons
- Fixed occlusion culling issues on Dustbowl


Mod Tools:

- A slew of new scripts and prefabs for creating custom vehicles
- Added target locking scripts and Scalpel prefab
- Improved the sanity check system to detect potential problems with maps/mods
- Streamlined the export system, so you can export your map or mod by just pressing ctrl+e


Hotfix 1:

- Fixed -nocontentmods flag bug
- Fixed melee weapons bug where the AI could not use them (This would also cause game crashes for a few people)


Known issue:

In very high speed vehicles such as jets, the sound will sometimes become choppy. I'm working on figuring out why this is and fixing this issue.


If you are interested in creating your own custom vehicles, you should drop by the official Ravenfield discord chat where you can find links to the mod tools, and ask any questions to help you get started! The Ravenfield discord server is here: http://discord.gg/ravenfield

My focus will now shift from modding support to creating more official maps and content for the game. The Conquest mode will require several more maps before it will be functional, so this is what I will be focusing on now.


Enjoy this update!

/SteelRaven7

Bomber and vehicle improvements - Early Access Build 6

It's time to drop bombs in the new update for Ravenfield, adding this new iron bird:



This update has also significantly improved the handling of ground vehicles, allowing you to more smoothly cruise around the map in your jeep or tank! Other vehicles such as planes and helicopters have also had their handling tweaked, but there's still some work to be done to really nail the feel, so let me know what you think about the changes so far!

Full change log:

- Added Bomb Plane
- Added ability to have multiple, switchable weapons in vehicles (switch between them like you switch infantry weapons)
- Added additional ground attack rocket weapon to the Attack Plane.
- Complete overhaul of car based vehicles (Jeeps, Quads, Tanks)
- Added third person camera to vehicles. Toggle it with C by default
- Added Raven Control game mode parameter - this makes the Raven team start owning all neutral points
- Slightly increased helicopter and attack plane speed
- Rebalanced attack plane machine guns, they now deal slightly less damage so dogfights last longer
- Added armor rating system to vehicles and weapon projectiles. This allows modders to specify what projectiles can damage what vehicles in a much better way.
- Attack planes, Quads and RHIBs can now be damaged by small arms fire.
- Added team indicator stripes on Planes and Helicopters
- Scalpel and Hydra now has lock on sounds/animations
- Plane wings come off when the plane is destroyed
- Slight changes to Archipelago island airfield to acommodate the bomber
- Added support for modded levels to use custom hand models
- Nerfed SLAM-R slightly by reducing its projectile speed and damage.
- Added third person weapon model to the player soldier 3d model so shadows look correct
- Improved character animations when looking around while seated.
- Added vehicle testing level to try out vehicles in a simple way
- Added testing game mode that lets you spawn on any capture point.
- Added fallback code to prevent game crashes related to physics.
- Added a "-noworkshopmods" launch option that disables the loading of workshop mods/maps
- Added a "-nocontentmods" launch option that disables the loading of weapon mods
- Pressing F9 in the spectator camera mode will now take a super high res screenshot and save it in ravenfield_Data/screenshot.png
- A bunch of smaller bug fixes


Hotfix 1:

- Improved Archipelago navmeshes to prevent vehicles (especially tanks) from getting stuck near the island airport
- Tweaked AI car/tank driving so to reduce some wobbly, zig-zag driving behaviour
- Fixed Tank and Quad names showing up as VEHICLE in the squad order UI
- Fixed Tank sliding along the ground when destrotyed


Known bugs:

- The Bomb Plane sometimes causes a physics-related crash. I'm still trying to figure out ways to mitigate this problem.



On top of the changes to official vehicles, this update has also laid the groundwork for vehicle modding which I intend to roll out in the coming weeks. If you want to try custom vehicles out as soon as possible, make sure you keep up with the updates on the Beta branch of the game.

For more information about vehicle modding, you can chat with me and other community members on the official Ravenfield discord server at https://discord.gg/ravenfield


Enjoy this update!

/SteelRaven7

Ravenfield - Now Deader than Ever!

While Halloween may have already passed, there's still some time to be spooky!
https://www.youtube.com/watch?v=FFSLFD3Y0mA

You can now challenge your survival skills with the new Haunted game mode!

Full change log:

- New Haunted game mode (Will stay in the game in future updates too)
- Spooky menu overhaul
- Added sabre weapon
- Improved melee AI, they will now rush close targets with melee weapons.
- Tweaked the pistol sound a bit
- A few bugfixes

Right now, there's a known bug that sometimes will cause enemy waves not to spawn in Haunted. This will be fixed as soon as possible, thank you for your patience.

Hotfix 1:

- Possible fix for the wave spawning bug.
- Added script logging to help track down the issue if it isn't fixed.

Bonus update:

- Some skeletons wear hats
- Added reload animation for bots
- Improved AI reloading, they will now use all their primary ammo
- Rebalanced the Haunted game mode, it's now slightly harder.
- Try beating Haunted on hard!

Enjoy this update!

/SteelRaven7

Custom weapon support is here! - Early Access build 5

Attention soldiers!

You may already have noticed a surge of weapons on the Steam Workshop page, but now everyone can try them out! There are already around 100 custom weapons available to download and play, so what are you waiting for? Check them out now!



Not only the community has been making weapons, I've also added an official M1 Garret (inspired by the classic Garand) rifle, complete with that PING sound when you empty the clip!

Maybe you're interested in creating your own custom weapon for Ravenfield? I'm working on a guide on custom weapon creation which will be published in a few days. In the meantime, you can always ask for directions and help on the Ravenfield Discord server at https://discord.gg/xavGMJa.

Here's the full change log of the EA5 update:

- Added custom weapon support!
- Added M1 Garret
- Added AI weapons page in the instant action menu that lets you set exactly what weapons the AI should use
- Overhauled loadout UI to work better with a larger number of weapons
- Added weapon tagging, weapon makers can tag their weapons to group them together in the loadout UI and AI weapons page.
- Made it so that resolution and fullscreen settings only can be changed in the main menu (You could change them ingame before, but they didn't have any effect, which caused some confusion)
- Fixed a bug on mac where the game would try to load non-workshop mods from the wrong directory.
- Added restart button to the ingame menu.
- Added the launch option -nocontentmods that disables auto loading of content mods when the game starts.

Hotfix 1:

- Fixed some custom weapons intended to not be usable by AI could be manually enabled via the AI Weapons menu, producing buggy results.

Hotfix 2:

- Fixed the majority of pink texture issues on projectiles/explosions/smoke effects that was present on Mac and Linux.

Enjoy this update!

/SteelRaven7

AI Commanding - Early Access build 4

Heya!

It's time for a new Ravenfield update, Early Access build 4! This update focuses on AI commanding and letting you control the battle!

Important: This update introduces a few new keys to the game. These will automatically be bound to default values, but you can rebind them in the input options menu. A few users have reported some issues with their inputs when starting the game for the first time. If this happens to you, fix it by simply loading an input preset or bind any weird keys.



Changelog:

- Updated to Unity Engine 5.6.3p1
- Added 2 new weapons: Automatico and the Greaser
- Added 1 new tool: Squad leader kit
- Significantly overhauled Spec Ops mode, with improved AI and alarm feedback if you get detected!
- Added a new custom map selection menu, makes it way easier to scroll through a large number of maps
- If no icon is provided for a custom map, the game will now display the workshop preview image instead
- Moved vehicle health bar slightly.
- Significantly improved plane dogfighting AI
- AI usage of grenades and rockets against infantry has been slightly reduced to prevent explosion spam.
- Improved AI target filtering. For example, a guy with a rocket launcher equipped will now be more prone to target tanks and cars instead of infantry
- Turrets in most vehicles now turn independently of the vehicle body - this means you'll have an easier time hitting targets while moving!
- AI will now only spawn after you have accepted your loadout, which allows you to make a Battle Plan before the game starts (see below)
- The input menu will now default any unbound keys to the keyboard preset.
- Added bindable key to toggle nightvision if you have it equipped (default N). This also works in vehicles!
- Added bindable key to bring up the Squad leader kit order map (default B). This also works in vehicles!
- Game match settings are now saved between games, so it's way easier to replay that scenario you just set up
- Misc bugfixes and balancing
- Definitely did not add any secret weapons

There are a bunch of new ways to control the battle and command your troops:
- Added Battle Plan tab on loadout/deploy screen, use it to draw a plan for your team
- You can optionally tick "Always follow plan" to make AI never stray from your orders (unless none of your orders are active)
- In battle planner, click a point to create a defense order or click and drag to create an attack order

- Added Squad commanding, aim at a teammate and press the Call Squadmember key (default G) to have them join your squad
- The number of members in your squad will be displayed over the health/ammo indicator.
- Press the squad key to make your squad move to a location
- Aim down when pressing the squad key to have your squad regroup and follow you
- Hold down the squad key to bring up other orders, aim at one and release the key to issue the order.

Available squad orders include:
- Commandeer vehicle (Have any passengers join your squad)
- Enter/Exit vehicle
- Attack/Defend flag
- Goto (Aim at the ground)
- Regroup (Aim at your feet)



You can also issue most of these squad orders via the Squad Leader kit ordering map, giving you more flexibility when your squad is far away from your location.

Hotfix 1:
- Fixed equpiiing night vision goggles preventing you from spawning

The squad commanding UI still needs some fine tuning, but I think it works well enough for now!


I hope you'll enjoy this update!

The modding community has been aching to get custom weapons into the game, so official weapon modding support is what I will focus on for the next update. I also want to add a new official map soon.

/SteelRaven7