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.
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.
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.
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.
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!
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!
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!
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!
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!
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!
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.
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.