Ravenfield - SteelRaven7
Hi, I hope everyone is having a good time in the summer heat!

Have you ever wanted to see what the Ravenfield community can do when they get access to Ravenfield's mapping tools? Then you're in luck! Check out the over 30(!) maps already available on Ravenfield's Workshop page: http://steamcommunity.com/app/636480/workshop/

The workshop already features some amazing creations, including the world famous flying turtle level by Viotech3, SkyTurtle:



Make sure you check out this map and all other cool stuff available on the workshop! If you want to make your own level, check out the Official Map Creation Guide! You can also reach other map makers on the Discord chat server at https://discord.gg/xavGMJa and talk to other map makers!


Changelog:
  • Custom map making support!!!
  • Steamworks integration including workshop integration.
  • Added several useful ways for map makers to influcence pathfinding and AI decision making, including avoidance zones and pathfinding links.
  • Updated to Unity Engine version 5.6.2
  • Solved an issue where the player could sometimes clip through objects seemingly randomly.
  • Explosions no longer deals damage through walls.

Hotfix 1:
  • Fixed menu buttons not working on some linux computers

Hotfix 2:
  • Removed the floating machine gun in archipelago that I totally placed there on purpose... :P
  • Added a steam_appid.txt file so you the game automatically connects to steam even if you launch it via the executable file.
  • If the game is not connected to steam, there now is a text indicating this in the mods menu.
  • Improved Scan Pathfinding functionality for map makers with automatic Relevant Pathfinding Point placement and area colors.

Hotfix 3:
  • Fixed a bug when running Scan Pathfinding.

Hotfix 4:
  • Reverse mode now works again!
  • Hopefully fixed Helicopter/Tank/Other explosions sometimes not dealing damage. I've had some trouble reproducing and testing this, so let me know if it's still an issue!
  • Made Custom Actor Model component a bit more robust if you give it weird input.

Enjoy this new update!

/SteelRaven7
Ravenfield - SteelRaven7
Hi, I hope everyone is having a good time in the summer heat!

Have you ever wanted to see what the Ravenfield community can do when they get access to Ravenfield's mapping tools? Then you're in luck! Check out the over 30(!) maps already available on Ravenfield's Workshop page: http://steamcommunity.com/app/636480/workshop/

The workshop already features some amazing creations, including the world famous flying turtle level by Viotech3, SkyTurtle:



Make sure you check out this map and all other cool stuff available on the workshop! If you want to make your own level, check out the Official Map Creation Guide! You can also reach other map makers on the Discord chat server at https://discord.gg/xavGMJa and talk to other map makers!


Changelog:
  • Custom map making support!!!
  • Steamworks integration including workshop integration.
  • Added several useful ways for map makers to influcence pathfinding and AI decision making, including avoidance zones and pathfinding links.
  • Updated to Unity Engine version 5.6.2
  • Solved an issue where the player could sometimes clip through objects seemingly randomly.
  • Explosions no longer deals damage through walls.

Hotfix 1:
  • Fixed menu buttons not working on some linux computers

Hotfix 2:
  • Removed the floating machine gun in archipelago that I totally placed there on purpose... :P
  • Added a steam_appid.txt file so you the game automatically connects to steam even if you launch it via the executable file.
  • If the game is not connected to steam, there now is a text indicating this in the mods menu.
  • Improved Scan Pathfinding functionality for map makers with automatic Relevant Pathfinding Point placement and area colors.

Hotfix 3:
  • Fixed a bug when running Scan Pathfinding.

Hotfix 4:
  • Reverse mode now works again!
  • Hopefully fixed Helicopter/Tank/Other explosions sometimes not dealing damage. I've had some trouble reproducing and testing this, so let me know if it's still an issue!
  • Made Custom Actor Model component a bit more robust if you give it weird input.

Enjoy this new update!

/SteelRaven7
Ravenfield - SteelRaven7
Hi everyone! I just released the new update to Ravenfield which is centered around the new, completely reworked Archipelago level!



The level is centered around naval combat, where the Eagles are attacking a group of small islands with their aircraft carrier. To increase the chaos of battle there are now attack boats armed with autocannons and mortars, time to lay down some supressive fire for your ground troops!

You can also use the new wire-guided missile launcher to take out armor from afar. Keep in mind that the missile will loose tracking after a certain distance, so don't expect to snipe that helicopter on the other side of the map out of the sky!

https://www.youtube.com/watch?v=ULuXYGRcTp8

Here's the full list of changes:

Content
  • Completely reworked Archipelago!
  • Added Attack Boat
  • Added stationary wire-guided missile launcher

Balance
  • Added new difficulty level and tweaked existing ones.
  • Increased tank health from 2000 to 3000 hit points.
  • Increased plane machine gun clip size and added convergence to the bullets.
  • Flags will now stay neutral until fully captured, which slows down attackers somewhat.

AI
  • Major AI decision making improvements to handle the multiple islands of Archipelago better.
  • There are now three AI difficulties: Easy (same as old easy), Normal (slightly easier than old challenging), Hard (slightly harder than old challenging).
  • Improved cover point finding, AI will now pick better spots to camp when defending a flag, and also will avoid taking cover next to (or inside) stationary turrets.
  • Improved plane AI, they are way better at engaging targets now. This still needs some tweaks, but it's a major improvement.
  • Sped up AI movement speed when engaging enemies, will only walk if the target enemy is very close.
  • AI aiming tweaks, makes them slightly at keeping their sights roughtly on target but slightly worse at sniping.
  • AI pathfinding improvements, including the ability to navigate shallow waters on foot and in some watercrafts (like the RHIBS)
  • AI can no longer teamkill close teammates (especially noticable in transport vehicles)
  • AI is somewhat more inclined to staying and defending a point if people are attacking it.

Misc
  • Added checkbox to disable joystick binding (useful if you have a joystick plugged in that prevents other inputs from being bound)
  • Fixed sniper reload animations sometimes not playing
  • Capture points now uses cylindrical radius queries instead of spherical. This means that I can now make sure you can't capture flags from unexpected places (such as one floor above or below the actual flag point)
  • Improved UI hiding (with home and end keys) so that the UI no longer pops up again after death. Flag capture messages are now also hidden if gameplay UI is hidden.
  • Added respawn button to loadout (access it by pressing enter) while alive. You can use this instead of the suicide button (K)
  • Can no longer melee or kick yourself.

Hotfix patch 1:
  • Should solve the issue of pressing spacebar causing the player character to die.

I'm happy with the current state of Archipelago for now (though it will receive improvements sometime in the future). My plan is now to shift focus to supporting custom, player made maps and workshop integration. I will try to roll out mapping tools via the beta branch sometime early July - be sure to join the Ravenfield discord chat server if you are interested in using these as soon as they become available https://discord.gg/xavGMJa!

Thank you for your support, and I hope you'll enjoy this new update!

/SteelRaven7
Ravenfield - SteelRaven7
Hi everyone! I just released the new update to Ravenfield which is centered around the new, completely reworked Archipelago level!



The level is centered around naval combat, where the Eagles are attacking a group of small islands with their aircraft carrier. To increase the chaos of battle there are now attack boats armed with autocannons and mortars, time to lay down some supressive fire for your ground troops!

You can also use the new wire-guided missile launcher to take out armor from afar. Keep in mind that the missile will loose tracking after a certain distance, so don't expect to snipe that helicopter on the other side of the map out of the sky!

https://www.youtube.com/watch?v=ULuXYGRcTp8

Here's the full list of changes:

Content
  • Completely reworked Archipelago!
  • Added Attack Boat
  • Added stationary wire-guided missile launcher

Balance
  • Added new difficulty level and tweaked existing ones.
  • Increased tank health from 2000 to 3000 hit points.
  • Increased plane machine gun clip size and added convergence to the bullets.
  • Flags will now stay neutral until fully captured, which slows down attackers somewhat.

AI
  • Major AI decision making improvements to handle the multiple islands of Archipelago better.
  • There are now three AI difficulties: Easy (same as old easy), Normal (slightly easier than old challenging), Hard (slightly harder than old challenging).
  • Improved cover point finding, AI will now pick better spots to camp when defending a flag, and also will avoid taking cover next to (or inside) stationary turrets.
  • Improved plane AI, they are way better at engaging targets now. This still needs some tweaks, but it's a major improvement.
  • Sped up AI movement speed when engaging enemies, will only walk if the target enemy is very close.
  • AI aiming tweaks, makes them slightly at keeping their sights roughtly on target but slightly worse at sniping.
  • AI pathfinding improvements, including the ability to navigate shallow waters on foot and in some watercrafts (like the RHIBS)
  • AI can no longer teamkill close teammates (especially noticable in transport vehicles)
  • AI is somewhat more inclined to staying and defending a point if people are attacking it.

Misc
  • Added checkbox to disable joystick binding (useful if you have a joystick plugged in that prevents other inputs from being bound)
  • Fixed sniper reload animations sometimes not playing
  • Capture points now uses cylindrical radius queries instead of spherical. This means that I can now make sure you can't capture flags from unexpected places (such as one floor above or below the actual flag point)
  • Improved UI hiding (with home and end keys) so that the UI no longer pops up again after death. Flag capture messages are now also hidden if gameplay UI is hidden.
  • Added respawn button to loadout (access it by pressing enter) while alive. You can use this instead of the suicide button (K)
  • Can no longer melee or kick yourself.

Hotfix patch 1:
  • Should solve the issue of pressing spacebar causing the player character to die.

I'm happy with the current state of Archipelago for now (though it will receive improvements sometime in the future). My plan is now to shift focus to supporting custom, player made maps and workshop integration. I will try to roll out mapping tools via the beta branch sometime early July - be sure to join the Ravenfield discord chat server if you are interested in using these as soon as they become available https://discord.gg/xavGMJa!

Thank you for your support, and I hope you'll enjoy this new update!

/SteelRaven7
Ravenfield - SteelRaven7
Archipelago is shaping up nicely! If you haven't checked it out yet, you can try it on the beta branch (instructions here)! This is a brand new screenshot from today's beta branch update:



I'm happy with the layout of the new map, so my plan is to finish up the overall structure of Archipelago and release it on the main steam branch as Early Access Update 2 next week. Don't worry, I will continue improving the map at a later stage, but I think it's good enough for now!

This is what Archipelago looks like at the moment:


After releasing the Early Access Update 2, I will shift my focus to custom map support and workshop integration. This means that I will start rolling out the official modding tools which are used inside the Unity Editor. There are already some really cool map ideas drawn by community members, and some of you even started making levels inside the Unity Editor!

This is a custom map idea from community member McDenny's09:


If you want to get access to the Map Making tools as soon as possible, make sure you join the discord chat server over on https://discord.gg/xavGMJa!

Thanks!
Ravenfield - SteelRaven7
Archipelago is shaping up nicely! If you haven't checked it out yet, you can try it on the beta branch (instructions here)! This is a brand new screenshot from today's beta branch update:



I'm happy with the layout of the new map, so my plan is to finish up the overall structure of Archipelago and release it on the main steam branch as Early Access Update 2 next week. Don't worry, I will continue improving the map at a later stage, but I think it's good enough for now!

This is what Archipelago looks like at the moment:


After releasing the Early Access Update 2, I will shift my focus to custom map support and workshop integration. This means that I will start rolling out the official modding tools which are used inside the Unity Editor. There are already some really cool map ideas drawn by community members, and some of you even started making levels inside the Unity Editor!

This is a custom map idea from community member McDenny's09:


If you want to get access to the Map Making tools as soon as possible, make sure you join the discord chat server over on https://discord.gg/xavGMJa!

Thanks!
Ravenfield - SteelRaven7
I'm currently working on revamping Archipelago, and will be uploading new builds of the map fairly regularly on the Beta Branch.



Currently, the Beta Branch update contains:
  • Archipelago level updates
  • Battle Ship armed with a mortar and autocannon
  • Improved AI that handles multiple islands much better than before
  • Pathfinding tweaks
Keep in mind that the beta branch gets updated very regularly, so some features might be buggy or break entirely! Don't expect new updates to work flawlessly!

If you want to check out this work-in-progress update before its official release, you can opt into the beta branch via steam without a password. Here's how to opt into the beta branch:
https://twitter.com/SteelRaven7/status/869606992746250242

I will also be tweeting about the beta branch updates, so follow @SteelRaven7 to keep up with the latest news.
Ravenfield - SteelRaven7
I'm currently working on revamping Archipelago, and will be uploading new builds of the map fairly regularly on the Beta Branch.



Currently, the Beta Branch update contains:
  • Archipelago level updates
  • Battle Ship armed with a mortar and autocannon
  • Improved AI that handles multiple islands much better than before
  • Pathfinding tweaks
Keep in mind that the beta branch gets updated very regularly, so some features might be buggy or break entirely! Don't expect new updates to work flawlessly!

If you want to check out this work-in-progress update before its official release, you can opt into the beta branch via steam without a password. Here's how to opt into the beta branch:
https://twitter.com/SteelRaven7/status/869606992746250242

I will also be tweeting about the beta branch updates, so follow @SteelRaven7 to keep up with the latest news.
May 19, 2017
Ravenfield - SteelRaven7
I just updated the game with a couple of bugfixes!

The following has been fixed:
  • Added slowmotion bind in input options
  • Respawn time option now works
  • Cannot kick inside vehicles/turrets
  • Cannot lean inside vehicles/turrets
  • Mouse wheel works for weapon switch (if it's bound in input menu)
  • HMG remaining ammo count doesn't bug out when resupplying
  • Can hide battalions UI with Home key
  • Added alternative flight control preset (the default control layout from beta 5)

If the update isn't automatically downloaded, you can restart steam to force download the update. Let me know if there are any other issues you're running into!
May 19, 2017
Ravenfield - SteelRaven7
I just updated the game with a couple of bugfixes!

The following has been fixed:
  • Added slowmotion bind in input options
  • Respawn time option now works
  • Cannot kick inside vehicles/turrets
  • Cannot lean inside vehicles/turrets
  • Mouse wheel works for weapon switch (if it's bound in input menu)
  • HMG remaining ammo count doesn't bug out when resupplying
  • Can hide battalions UI with Home key
  • Added alternative flight control preset (the default control layout from beta 5)

If the update isn't automatically downloaded, you can restart steam to force download the update. Let me know if there are any other issues you're running into!
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