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
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:
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.
Hello! Here's a surprise for you all: we will be part of the Steam Game Festival, and you will have the opportunity to try the new Demo of Leaves for a limited time! This is a very special demo, so don't miss it!
Plus, we'll be available live throughout the Leaves demo stream! We will tell you everything on the upcoming Leaves - Branch 1 and answer any of your questions on the game!
Changes: Anti-Motion-Sickness - New "no weapon bob" camera option to counter motion sickness - walking steps now smoother camera (could help against motion sickness too)
Gameplay: - new "auto brake in air" option in controls menu - added invisible calibration during tutorial with new platforming bit that tries to find out, if people expect air brake or not and then sets the option for them accordingly - Reworked region around Suprastar house solving lots of issues - Changed 1 puzzle in Volcano1 region - previous one was too hard and weird - Changed bonus puzzle in Volcano 1 region completely - Added new magic puzzle in Red Town that awards you a new achievement (NPC text not translated yet, only English) - Putting ball into yellow shoot-button now gives you a hint - Improved several puzzles behind the locker room building and added a new hint - Fireflies can now be carried around with an appropriate object (previously only normal flies could be carried) - Flies no longer accidentally attach to static crystals - Fixed glitches that let you fly by re-picking up objects - Fixed that you could carry the translocator ball while riding a jumppad - Fixed translocator spawning you through walls - Fixed occasional problems with picking up Supraball
Visuals: - Gun projectile a little smaller to not get stuck on geometry so much - Big ring in facility now makes a different beep sound when activated to avoid confusion - Green moon door is now green - Fixed giant pumpkin roof not having collision - Fixed NPC next to facility being removed too soon in a special case - Improved lighting in several places - Fixed fake solution in Volcano 4 area - No more allowing to respawn during rattle hag fight - Removed piece of cardboard in carrot town that you could not destroy if the volcano was already gone - Some chinese translation fixes - Magnet sound problem fixed - Fixed lots of other small problems - Fixed idle animation of NPCs, feet were slightly moving around while standing still - NPCs with more than one line now have "(1/3)" or so at the end of their speech bubble - Fixed ugliness in lava-cliff materials - Fixed NPC speech bubble sometimes being removed after 2 seconds. - Lots of small things everywhere - Quest text more visible - Main menu background changed - Being farted on looks much fartier - Added necessary tool to _every_ home - New battery model
Other: - Speech bubble visuals improved - now also supports speech bubble for people off screen - Make new quest after blue MacGuffin more clear by displaying quest msg more often - Moved far away chest closer so it's more likely to be in the detector radius. - Added fallen hero locations to endgame map in your home - New stomp effect to make it clearer how it can damage foes - Translocator gets destroyed when reseting to last checkpoint - Lots of small changes
Increased the visibility of hit indicators at the edge of the screen. This should help players better understand which direction they are taking damage from.
Improved melee attack hit feedback by playing hit visual effects (VFX) at a more prominent position.
Updated Hive collision box to be more accurate. Hives will no longer block projectiles that appear to not hit them.
Fixed a bug that that caused headshots to count as bodyshots in some circumstances.
Increased volume of standard and critical hit sounds.
Updated hit feedback audio to make damage dealt and received sounds easier to hear.
Updated melee hit sounds to be more impactful.
Integrated enhanced hit feedback audio for signature attacks and abilities.
Ajonah Changes:
Updated Ajonah's projectile trail to make it easier to see where she is shooting.
Updated Ajonah's projectile hit effect to make hits easier to recognize.
Drakahl Changes:
Updated hit audio on Chop [Left Mouse Button] attack to be more impactful.
Updated melee hit VFX for Drakahl to be more impactful.
Earl Bug fixes:
Star-Ball Energy Drink [tier 5 upgrade]: Updated description text to show it removes damage-over-time effects and not negative status effects. Developer's note: The wording for this upgrade was confusing. This change is purely a text update; the upgrade's effect is unchanged.
Rahi & Brother
Developer's Note: We felt that the travel time for Brother was a little slow in some combat situations. This change will allow Brother to start at a faster initial speed, which means he can more quickly reach his maximum speed (16m/s). This change should make Brother's movement feel more responsive.
Changes:
Scouting Ahead [Shift]: Brother's initial movement speed increased from 4 m/s to 12 m/s.
Bug fixes:
Rahi & Brother's theme music will now play correctly.
Sazan Changes:
Sazan's voice line for throwing her electroknife now only triggers after a successful hit on a combat target.
Shakirri Developer's Note: Shakirri's kit has a wealth of utility, and after testing, we feel that a small damage increase should allow her to feel more self-sufficient in fights without being too powerful in team settings. Changes:
Sword damage increased from 65 to 70.
Pistol damage increased from 55 to 60.
Updated hit audio on basic sword attack to be more impactful.
Updated melee hit VFX for Shakirri to be more impactful.
Tosca Bug fixes:
Rappi-Shot Stabilizier [tier 3 upgrade]: Fixed bug that caused Rappi-Shot Stabilizer to allow Tosca to shoot too quickly. This upgrade now correctly increases firing speed by 10%. Developer's note: This bug fix is restoring Rappi-Shot Stabilizer to its intended speed. With the upgrade fixed, we expect it to still be a viable addition to Tosca's loadout without being too strong.
GAME MODES General
Updated matchmaking rules to further increase the likelihood of players being matched in an appropriate region. This may result in longer queue times but will lead to higher-quality matches.
Disabled the Alpha Hunters game mode. Please note that we'll be turning off battle pass challenges for Alpha Hunters soon. In the meantime, remember that you can swap out one challenge each day through the challenge display in the lobby. For the time being, we’ve increased the number of daily challenge swaps from 1 to 2. For more information on this change, please see our most recent developer update.
TECHNOLOGY
Fixed an issue that caused incoming hit indicators to display for attacks that killed the player after respawning.
Fixed some rare client crashes
Fixed some rare server crashes
Reduced instances of client and server getting out of sync for a few seconds
Fixed an issue causing a 1 second client lockup ("hitch") that could rarely occur during gameplay.
USER INTERFACE & USABILITY Changes:
Completing the tutorial now displays unlocked game modes on the tutorial reward screen.
Players will now see a warning when their game has lost connection and has been attempting to reconnect for 3 seconds.
Interaction progress now shows the time remaining before the interaction is complete.
Bug fixes:
The Spike plant battle pass challenge now properly tracks progress.
Fixed a bug that prevented players waiting to respawn from properly spectating teammates.
Fixed the alignment of player icons for party members on the loadout screen.
Fixed visual representation of challenge progress on battle pass and lobby screens.
Fixed localization scaling and position issues throughout the game.
Fixed a bug that caused incorrect text to display for certain objects in detect mode.
Fixed a bug that caused discount text to show up on items a player already possessed.
Fixed a bug that caused a warning box to incorrectly display on the skin preview screen.
The tutorial checklist will now properly display the Right Mouse Button keybinds.
Fixed layout and styling on the "how to play" screens.
Disabled looping HUD animation while in detect mode.
Players now receive consolation XP for losses in Harvester Command.
KNOWN ISSUES
In some instances, the “Waiting for Players” message will not display even though the queue backfill system is working.
- Added an option to unload crossbows. - Reduced quivers’ prices. - Reduced the penalty to Hands Efficiency after using Whirlwind. It also doesn’t last for 2 turns now. - Fixed long-distance counterattacks.. - Fixed Petrification not granting Geomancy Power. - Added visual stack indicator to applicable buff icons. - Fixed grave collision after digging them up. - Fixed “Enough for Everyone” causing crashes. - Shooting distance in attack mode is now correctly calculated after switching between ammo types with different range. - Fixed the bug with the character becoming invisible in the location with the troll. - Parry now properly counters all received attacks. - Fixed dead zones of “Impaling Lunge”. - Fixed enemies not becoming hostile upon receiving Immobilization. - Fixed bolt tooltips showing wrong values. - Hail of Blows can no longer knock enemies back with its first 2 strikes. - New visuals for magma puddles. - Fixed to the audio. - Various text fixes.
This build introduces the new AI Strength logic - now the setting works more similarly to how it did in AMS1, as a more straight-forward AI Grip multiplier, without affecting other aspects of AI performance & behavior, to offer a much wider and more consistent scalar for setting up AI difficulty.
As in AMS1, the AI Strength slider is now restricted to a range of 70-120%, with default setting being 90% and a setting of 100% being equivalent of real world performance. Beware however that the AI in some series may still misbehave at extreme ends of the scale, and that that the new system still requires further callibration for consistency from series to series.
Given the relevance of the AI Strength development to making game more adjustable for a wider range of player skills, we´ve decided to roll this on to release already rather than hold it for v1.0.
V0.9.6 also features further physics & FFB fine tuning and a new batch of car suspension animations. Below is the full V0.9.6.0 CHANGELOG:
UI & HUD
Reinstated time acceleration for Single Player events
FORCE FEEDBACK
Revised code to fix (or at least mitigate) issues with FFB causing wheel to pull hard right or left in some circunstances
Increased input rates to 500Hz and limited FFB rate to 360Hz to minimise potential issues with asynchronous rates
Further fine-tuned all car-specific max force, filters & smoothing levels to suit final FFB system and latest tyre physics developments
PHYSICS
Fixed stalled player engine in rolling starts and in some cases when switching from AI control (still needs multiplayer testing)
Minor tread adjustments for F-Vintage, Trucks, GT, SuperV8, prototype & road tyres
Reduced default brake pressure to 90% (same as AMS1 - setting remains adjustable from car setup for player preferences)
Slightly increased optimum brake temperature ranges for both steel & carbon brakes
Reduced contact factor in open wheelers (further minimising extreme reactions in wheel-to-wheel collisions)
Reduced incremental lift with radiator opening setting
MRX: Fixed wrong brake fade ranges in all variants
Ultima GTR: Fixed rear brake cooling on Road version
F-Vintage: Adjusted default differential settings for better driveability
AI
Added new Opponent AI Strength logic
Clamped opponent AI Strength range to 70-120%
Added customized parameter per car for AI brake application
Further reduced AI throttle application gap dependingon AI driver skill level
Further callibration of AI performance
Further reduced AI brake grip in GT / prototype
s TRACKS
Jerez: curbs UV2 mapping correction; fixed LOD issues with inner grass; conformed started grid lines to latest road noise & other minor fixes
Interlagos: Updated trackside cameras
VEHICLES
Toned down dirty layer on rear view mirrors
Added suspension animations for all Caterhams, F-Trainers & F-Vintage
I released version 1.25.0.10 this morning. This build contains a few bug fixes, polishes, and gameplay balancing tweaks. Most noticeable is an adjustment of vehicle prices between 1920 and 1990. No changes came to the buyer population, but to counter increased sales, I adjusted the AI car designer system and pricing. I hope this balances out the reduction in prices. Please leave feedback on the balancing of these two things (the new vehicle prices and the changes to the AI) after you have played a few hours. https://steamcommunity.com/app/285110/discussions/0/3342162929519713346/
You may notice volatile sales in the first few months of playing an existing save game because of these changes. Also, you have to design new components and vehicles to take advantage of the price changes.
Finally, many translations are coming along nicely. Spanish, French, and Italian are nearly 100% finished. I will add tutorial audio for these languages in the next build. The Brazilian community has come alive in the last couple of months thanks to ChratosGameplay and many other streamers! The response is overwhelming! Thanks to the community, the PT translation has come a long way. Hopefully, the community will complete it by v1.25.0.11, and we’ll be able to include audio tutorials for it.
So what’s next? We’re getting close to final release, so for v1.25.0.11, I plan on implementing a new set of video tutorials. These tutorials will cover basic gameplay, basic concepts, advanced concepts, and basic economic theory (supply and demand). Are there any video tutorials you’d like to see? Let me know here: https://steamcommunity.com/app/285110/discussions/0/2291716608416628558/
Beyond that, it’s the standard fair of bug fixes, polishing, and map tweaks. Version 1.25.0.11 will take a little longer than normal, as the video tutorials take some time to make, and I have been doing extensive playtesting to get everything ready for full release.
Back to v1.25.0.10, here is the change log:
-GUI: Changing a district on the world map now closes any opened district windows. -Bugfix: Fixed bottom list cut off in the World Map's Branch Distribution Window. -Bugfix: Fixed Union benefits negiations saying "Marketing Fees" above the Administrative benefits payout slider. Fixed several other labeling issues there. -Bugfix: Refixed engineering union benefits demand action memo. -GUI: Added pages to autoproduction restriction lists. -GUI: Added pages to Component Selection in Contract Windows (RnD & Office). -Bugfix: Fixed issues with engine contract designer not selecting proper fuel types. -Gameplay: Improved engine contract designer to use more induction systems. -Bugfix: Fixed possible negative RnD Research Estimation ratings. -Bugfix: Fixed missing Compact Van Predesign for 1950s -GUI: Added column in Contract report showing customer name. -Bugfix: Fixed incorrect PE calculations in Stock Report. -Bugfix: Fixed construction and transport costs not being reported in reports. -Bugfix: Fixed possible crash after spinning off company -Bugfix: Fixed AI vehicle designs possibly being smaller than chassis -Bugfix: Fixed auto-sell overriding district locks when initially turning it on. -Bugfix: Fixed player getting fined by their own team when ending production of a vehicle. -Bugfix: Added more names to noun list to prevent the game from running out of names in long gameplays. -Bugfix: Fixed crash when opening a chart with no vehicles. -Bugfix: Added additional check to hashes to catch any unexpected crashes in the hashing function. -Bugfix: Fixed buyer rating breakdown table not having the correct value for marketing in the numbers side. -GUI: Fixed possible new game custom funds causing a decimal value in the bottom menu cash on hands value. -Gameplay: Tweaked AI Company Takeover offer amount, AI will now only make offers to companies 10 years old or older. -Gameplay: You can no longer sell shares of a company if you get a bid on bankruptcy action memo. -Bugfix: Fixed possible negative stock price of bankrupting companies. -Bugfix: Fixed buyer rating table being empty when checking a not for sale vehicle. -GUI: Added page flipper to World Map Competition Windows. -Gameplay: Adjust car price rates down for several mid game decades. AI better matches real world values. -Bugfix: Fixed contracts not being spun off with spin off company, thus creating models with the name "0" in reports. -Bugfix: Fixed Modify Component's New Generation and Replace not ending production of old model... -Bugfix: Purged Empty Space at end of automatically generated car and component names. -GUI: Remove space between acceleration value and seconds unit. -Bugfix: Replaced "Top 30 Company Sales in Selected District" header for charts since we show all companies now. -Bugfix: Fixed player not showing up in the "All Time Market Share" chart. -Bugfix: Fixed possible vehicle sales chart not generating properly if you have a few models. -GUI: Added commas to the bar chart overlays in the networth chart. -Bugfix: Removed html for missing 10/1920 depression image. -GUI: Disabled Modify Design Window from recentering after hitting "End Production" -Bugfix: Fixed Marque tutorial window from getting stuck open in some conditions. -GUI: Component selection windows now default to in order of preselected dropdown. -GUI: Design year ordering drop downs are now descending order, thus newest on top. -Gameplay: Reduce Board of Director's tollerance for failure. -Gameplay: Slightly faster depression recovery time Base City Map. -Bugfix:Fixed issue with Darracq achievement -Bugfix: Fixed possible over production by autoproduction system when entering limited conflicts. -Gameplay: Base City Map Balancing -Gameplay: Base Territory Map balancing -Gameplay: Decreased licensing wins, Large AI companies are less interested in licensing designs. -Gameplay: Tweaked licensing selection code to consider royality rates less, and signing fees much less. -Gameplay: Increased licensing and outsourced royality rates. -Gameplay: AI now produces trims on Hard and Nightmare mode. -Gameplay: Increased fuel costs effect on sales of fuel efficent vehicles. -Gameplay: Fixed Achiements on 64-bit OSX. -GUI: Finished English Editing for main UI. A few more tweaks to come. -Gameplay: Adjustments made to AI sliders selection for AI vehicle designs. -GUI: Removed reference to "Profits" in the reports and replaced it with "Cash Flow" after a couple complaints by accountants. (It will probably go back after a I get complaints from laymen asking for the cash flow to be labeled profits! Such is life.) -GUI: Right aligned category headers in Monthly Financial Report. -Bugfix: Fixed historical sales data not being stored properly if certain conditions are met. This should fix achievement requirements for several achievements.