# Ravenfield changelog > Fight upon the Ravenfield together with your Blue allies! - Vendor: SteelRaven7 - Category: Games - Official site: http://ravenfieldgame.com/ - Tracked by: What's New (https://whatsnew.fyi/product/ravenfield) - Harvested from: Steam (app 636480) - Entries below: 25 of 30 (newest first; the rest are on https://whatsnew.fyi/product/ravenfield) What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. ## Releases ### EA38 Patch 1 - Date: 2026-07-23 - Original notes: https://store.steampowered.com/news/app/636480/view/667245886315692762 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-667245886315692762 - **added** — Expose VehicleInf.FromName() to RS - **fixed** — Fix APC model not showing up in ingame map editor - **fixed** — Fix a bug where launching maps and content mods in test mode from the mod tools would leave the game on the main menu screen instead of launching a match - **fixed** — Fix a couple of colliders on new Island map - **added** — Add a fun little summer vibe secret on Island **EA38 Patch 1 (July 23) changelog** - Exposed VehicleInf.FromName() to RS - Fixed APC model not showing up in ingame map editor - Fixed a bug where launching maps and content mods in test mode from the mod tools would leave the game on the main menu screen instead of launching a match - Fixed a couple of colliders on new Island map - Added a fun little summer vibe secret on Island ### EA38 - Custom Campaigns - Date: 2026-07-22 - Original notes: https://store.steampowered.com/news/app/636480/view/667245886315692289 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-667245886315692289 - **added** — Support for modded campaigns allowing modders to create their own story campaigns - **added** — ActorSkin.FromName() function to Ravenscript - **added** — Support for spawning vehicles inside .rfs scenes - **added** — .rfs scenes can now play ingame dialogs and use the cinematic UI overlay - **added** — Campaign debug menu available when testing a campaign mod from the mod tools to force victory or defeat - **added** — Campaign.isFirstTimeStart flag to Ravenscript to run initialization of a campaign only once - **added** — GameResult.hasResult flag to Ravenscript to know when to update campaign state based on match results - **added** — Fast export mode for mod testing that exports uncompressed packages for faster build and load times - **added** — Example campaign bundled with the mod tools with source code and assets - **added** — Arcade Mode ported to the mod tools as a separate package - **added** — Island map night mode environment - **added** — Occlusion Culling to Island map - **added** — Manual spawnpoints for all flags on Island map - **added** — Missing island props to the ingame map editor - **changed** — GameInfo.CreateEmpty will now auto-populate fields such as team name, skin and colors based on the default Eagle/Raven scheme - **changed** — Reorganized ingame map editor prop folders to make things easier to find - **changed** — Arcade Mode port includes dynamic helicopter changes based on team's game configuration - **changed** — Island map materials updated on some props - **changed** — Island map helicopter spawn areas flattened to account for bigger helicopters - **changed** — Minimap blip rendering improved with easier to see colors - **fixed** — Muzzle and animation sync issue on bundle o buss weapon - **fixed** — Bug where squad member bots would randomly look upwards into the sky while following their squad leader - **fixed** — Island map particle system issue that would cause lots of errors to be logged - **fixed** — Island map missplaced colliders - **deprecated** — SaveData functions StoreInteger and similar have been replaced with ConfigurationData API such as SetInt Hey everyone! Today I'm exicted to finally release the update I've been working towards for the past 2 or so years: Modders can now create their own Custom Campaigns for Ravenfield! With this update, modders have all the tools needed to create their own story campaigns, create their own spin of the official arcade mode, or even recreate the original conquest mode! We can't wait to see what you all create with these new tools! To get the ball rolling for campaign devleopment, we have developed a simple retro-inspired example campaign where you walk around a 2d map and get challenged by other soldier to matches. All the source code and the assets are included in the latest version of the mod tools which you can find on the official site: [https://ravenfieldgame.com/modding.html](https://ravenfieldgame.com/modding.html) If you want to try out the example campaign for yourself, just download the latest tools, open the ExampleCampaignLobby scene and press Ctrl+T to test out the campaign - that's it! Now you're ready to start tweaking the campaign or building your own! ....psst, if you don't want to build the example campaign through the tools you can also try it out thru the steam workshop: In addition to the example campaign, we have also ported Arcade Mode to the mod tools and made it available as a separate package. This port contains pretty much everything from the official campaign. We even added some fun improvements such as making the helicopter that drops the crate in the weapon unlock sequence dynamically change based on your team's game configuration! _Getting a weapons delivery from EaglePancake's Tankcopter_ You can find the arcade mode package on the official discord server [https://discord.gg/ravenfield](https://discord.gg/ravenfield) in the campaign-making channel where you can also ask questions related to campaign creation! We've also updated the Island map, adding a new night environment and optimizing the map and its assets. Here's a view from the pond area during the night: ##### Full change log **Game changes** - Added support for modded campaigns! - Reorganized ingame map editor prop folders to make things easier to find - Fixed a muzzle/animation sync issue on bundle o buss weapon - Fixed a bug where squad member bots would randomly look upwards into the sky while following their squad leader - Improvements to minimap blip rendering, colors should be a lot easier to see now. - Added support for spawning vehicles inside .rfs scenes (no gameplay scenes EG campaign lobbies) - .rfs scenes can now play ingame dialogs and use the cinematic UI overlay. - Added campaign debug menu (available when testing a campaign mod from the mod tools). Use the debug menu to force a victory or defeat. **Ravenscript changes** - Added ActorSkin.FromName() - GameInfo.CreateEmpty will now auto-populate some fields such as team name, skin and colors based on the default Eagle/Raven scheme. - Replaced some functions in SaveData so they use the same API as ConfigurationData (eg SetInt instead of StoreInteger). The old functions are deprecated meaning they will continue to work, but shouldn't be used for new projects. - Added Campaign.isFirstTimeStart flag, its value is true the first time the campaign lobby scene is loaded. This value can be used to run initialization of a campaign only once. - Added GameResult.hasResult flag, its value is true when returning to the lobby from a game. Use this flag to know when to update the state of a campaign based on the result of a match. **Island changes** - New night mode look - Added Occlusion Culling - Added lods to some models - Optimized vertex count on some models - Flattened area around helicopter spawns to account for bigger helicopters spawning - Placed manual spawnpoints for all flags - Added some missing colliders - Fixed some missplaced colliders - Updated materials on some props - Added some missing island props to the ingame map editor - Fixed a part _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/636480/view/667245886315692289]_ ### EA37 Patch 1 - Date: 2026-06-22 - Original notes: https://store.steampowered.com/news/app/636480/view/677375815308022442 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-677375815308022442 - **fixed** — Fixed pink materials appearing on Mac and Linux by integrating New Island as a built-in scene - **changed** — Improved pathfinding - **added** — Added missing colliders on a number of props - **fixed** — Fixed floating props - **fixed** — Fixed helicopter sliding into the water - **added** — Added car spawn to backside - **fixed** — Fixed night mode materials and added night-only detail objects in the pond area - **fixed** — Fixed bug on beach where players could get stuck - **removed** — Removed props under the terrain - **fixed** — Fixed spelling error on fort capture point - **changed** — Renamed Old Island to Island 2023 We just pushed EA37 patch 1 (June 22) with improvements to New Island: - New Island is now integrated as a built in scene inside the game, which fixes the issue on mac and linux where some materials would appear pink - Pathfinding improvements - Added missing colliders on a number of props - Fixed some floating props - Fixed helicopter sliding into the water - Added car spawn to backside - Fixed night mode materials and added some night-only detail objects in the pond area - Fixed a bug on beach where you could get stuck - Removed props under the terrain - Fixed spelling error on fort capture point - Old island has been renamed to Island 2023 and is still available ingame. ### New Island Preview - EA37 - Date: 2026-06-12 - Original notes: https://store.steampowered.com/news/app/636480/view/680752880615949856 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-680752880615949856 - **changed** — Redesigned Island map with new artstyle including new terrain materials, reworked game assets, and redefined layouts with new paths and areas - **changed** — Refined game artstyle across weapons and UI elements in menu and arcade mode Hey everyone! For the past few months the team has been working on refining the game’s artstyle. You might have noticed this in our release art, new weapons and reworks of UI elements in the menu and for arcade mode. Today we are happy to show off how a map looks in this new style with a new-and-improved take on Island in EA37! _Fun Fact :D : This post is written by Aina, game dev student and the artist behind this redesign of Island, soon to be a fulltime member of the Ravenfield team! You can see me hard at work directing grunts in the update art :D_ Together with the team, I have recreated the artstyle from the ground up (no pun intended ;D) with new terrain materials, reworked game assets and redefined layouts with new paths and areas. My goal has been to create a more intentional environment with a more defined and cohesive feel. I think that this new style also enhances the gameplay experience by providing a clear path to objectives. The Island map has been my main focus for the last few months and we have decided to release a preview in time for my graduation. While we’re still at work refining this version of Island, we wanted to share an early version in today’s update. [carousel autoadvance="true"] We hope you are as excited as we are and that you’ll enjoy this fresh new look for Island! /Aina and the Ravenfield team ### EA36 Patch - Date: 2026-06-01 - Original notes: https://store.steampowered.com/news/app/636480/view/703269610499082520 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-703269610499082520 - **fixed** — Fixed a code exception when the player gets kills while inside a vehicle that caused floating weapons and game mode soft locks - **changed** — When losing an arcade mode match, you will now always lose 5 reinforcements - **fixed** — Fixed timing issue in arcade mode when printing round number and time of day indicator change - **fixed** — Fixed a bug that caused the game to give out 5 free reinforcement waves whenever you won a game in Arcade Mode - **fixed** — Fixed a bug where vehicles spawned from mutators could not be destroyed - **fixed** — Fixed vehicles destroyed being counted twice per vehicle - **fixed** — Fixed arcade campaign results not showing any text EA36 Patch 1 (June 1st) - Fixed a bug that caused a code exception when the player gets kills while inside a vehicle. This issue caused several other bugs such as floating weapons and game mode soft locks. - When losing an arcade mode match, you will now always lose 5 reinforcements - Fixed timing issue in arcade mode when printing round number and time of day indicator change Patch 2 (June 1st again lol) - Fixed a bug that caused the game to give out 5 free reinforcement waves whenever you won a game in Arcade Mode Patch 3 (June 2nd) - Fixed a bug where vehicle spawned from mutators could not be destroyed - Fixed vehicles destroyed being counted twice per vehicle - Fixed arcade campaign results not showing any text ### EA36 - Arcade Mode Pt2 - Date: 2026-05-29 - Original notes: https://store.steampowered.com/news/app/636480/view/703269610499081955 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-703269610499081955 - **added** — Combat Log screen that displays after each match showing player performance and rewards coins based on performance including killstreaks, flag control, and vehicle destruction - **added** — Shop screen where players can spend coins to unlock specific weapons and vehicles during an Arcade campaign - **added** — Vehicle Reinforcement mutator that periodically spawns aircraft on maps without runways, available in both Arcade Mode and Instant Action - **added** — New arcade victory animations including a flawless victory animation for beating arcade mode without losing a single round - **added** — Campaign results screen that tracks statistics throughout an arcade run - **added** — Audio output mix dropdown in options menu with stereo and surround sound output modes - **added** — Audio source count dropdown in options menu allowing selection between 64 or 128 simultaneous sounds - **added** — No Night and Match Length configuration options for Arcade mode - **added** — New ambient sounds to Canyon, Citadel, Coastline, Glacier, Mountain Range and Rafts maps - **added** — Bonus coins reward for obtaining a sparkly license plate in the vehicle unlock minigame - **added** — Text assets support to data containers - **added** — Whitelisted CallLuaMethod event callbacks allowing RS methods to be called from animation events or other Unity events - **added** — Match gameplay statistics tracking to GameResult.GetResultDetails() for arcade mode combat log - **added** — Renderer Material target for TriggerSetActorSkin - **added** — Sprite.Create() and Texture.CreateTexture2D() exposed to RS API - **changed** — Last round in Arcade mode is now always daytime - **changed** — Map selection page updated with new visual styling - **changed** — Audio mix ducking reduced so world audio volume is not reduced as much when firing first person weapons - **changed** — Removed hardcoded volume reduction for in-game audio and adjusted mix group volumes for better audio volume control - **changed** — Bots are now guaranteed to spawn with a small amount of ammo when taken over in skirmish mode - **fixed** — Vehicle .isEmpty returning the wrong value - **fixed** — Rare issue where the game would not start correctly if mods contained duplicate level files with the same name - **fixed** — Bug where loadouts were not initialized correctly in scripted missions set to use official loadouts Hello hello! We're back with the Arcade Mode pt2 update, which features several improvements to Arcade Mode in order to reduce RNG and make the mode more engaging! To start things off, we've added a Combat Log screen that shows up after each match, showing how you performed. To encourage you to try your best even in a losing battle, you gain coins based on your performance. After picking your Weapons/Vehicles/Reinforcement unlock, you are now presented with a shop screen. On this page, you can spend your coins to unlock specific weapons or vehicles that you might need. We hope this change makes it easier to plan your loadout throughout the Arcade campaign. You can also get bonus points in the vehicle minigame, but you're gonna have to figure out how yourself. We have also updated the map selection screen to be more stylish :) Finally, the game now has a "Vehicle Reinforcement" mutator that is active during arcade matches. This mutator will periodically spawn aereal vehicles even on maps without runways. For example, even when picking River Delta above which does not have air vehicle spawns, bots will still spawn in with any air vehicles you've unlocked throughout the campaign. This mutator is also available for use in Instant Action mode. On top of the Arcade Mode improvements, we have also made changes to the game's audio mixing, including options to output surround sound and increase the maximum voice count, meaning more sounds can play at once. We have also updated the ambience audio on several maps to be more immersive. **Arcade Mode changes** - Added a shop that can be used to buy new weapons and vehicles for coins. - Coins are earned through the combat log which shows up at the end of each match. The combat log rewards you bonus coins based on your performance, you get extra coins from killstreaks, controling as many flags as possible, destroying vehicles and more. - You can earn bonus gold by getting a sparkly license plate in the vehicle unlock minigame. - Updated map selection page, it's very cool now hehe - Added Vehicle Reinforcement mutator which periodically spawns in aircraft, this is used whenever you start a map without built in air vehicles or runways. This mutator is also available in Instant Action mode. - Added new arcade victory animations (including a flawless victory one that shows up if you beat arcade mode without losing a single round!) - Added campaign results screen that keeps track of silly statistics throughout your arcade run. - Added a couple of new sound effects to arcade mode. - Last round is now always daytime (to make the new arcade victory sequences look nice) - Added "No Night" and "Match Length" configuration to Arcade mode. At the moment, match length only controls the length of battle rounds. **Audio improvements** - Added new ambient sounds to Canyon, Citadel, Coastline, Glacier, Mountain Range and Rafts - Added audio output mix dropdown to options menu, you can select between stereo and various surround output modes here. - Added audio source count dropdown to options menu. Default value allows 64 sounds to play at the same time, this can be increased to 128 by selecting the "Increased" option - Reduced audio mix ducking so the world audio volume isn't reduced as much when the first person weapon is fired - Removed a hardcoded volume reduction for ingame audio and adjusted the mix group volumes to make up for lost gain. This change makes it possible to have better control over the game's audio volume. **RS / Trigger system improvements** - Fixed Vehicle .isEmpty returning the wrong value - Added text assets to data containers - Whitelisted CallLuaMethod event callbacks, meaning you can call RS methods from animation events or other Unity events. - Added match gameplay statistics tracking to GameResult.GetResultDetails(), this is what we use to drive the combat log results screen in arcade mode. Keys will be added to the RS API in the next EA update, but you _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/636480/view/703269610499081955]_ ### EA35 - Nothing Update - Date: 2026-04-01 - Original notes: https://store.steampowered.com/news/app/636480/view/503980253269459623 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-503980253269459623 We added nothing so no need to investigate anything. If a grunt tries to hand you an item DO NOT accept it! April 3 Patch: - The Detective Badge is no longer given out by a random grunt, instead you'll need to find it on the Rafts map to start the quest! Patch notes: - Removed p prefix from actor pose names for the dialog system. It's now valid to write both with or without the p prefix, so legacy mods will continue to work correctly. - Added support for smart actor pose tags, valid tags include {gruntf} (resolves to friendly grunt portrait), {grunte frown} (resolves to enemy grunt portrait with frowning expression), {gruntr grin} (resolves to red grunt portrait with grin expression). It's also possible to resolve partial names, for example {teamf} resolves to blue or red depending on the player team. When a team uses a non-standard skin, {grunt} tags will resolve to a realtime rendered portrait of that team's skin. - The Lua engine can now resolve source scripts while inside coroutines, meaning script or mod specific requests such as mod save data is now available inside coroutines. - Fixed an issue where bots would look in weird directions when starting a new path, typically happens just after spawning. Now they will look in the direction they are running. - Lots of new functionality added to existing Trigger components EG new filters, conditions and more. **Added several new trigger components** - TriggerLeaveSquad (Used to get single bots to leave their current squad) - TriggerChangeActorSkin (Change actor skins thru triggers) - TriggerReplacefirstPersonItem (Temporarily replace the player's carried weapons with something else, useful for cutscenes, etc.) - TriggerOnHover (sends trigger signals when hovering a UI graphics element) - TriggerChangeSelectableState (Make UI elements interactable or non-interactable) - TriggerOnWin (send trigger signals when a game ends) - TriggerUpdate (send trigger signal every frame) - TriggerFadePostProcessing (Crossfade between post processing states) - TriggerPlayAudioSource (Play audio sources or sound banks from triggers) - TriggerSelect (Sends a trigger signal only to the first valid receiver, like a select node in behaviour trees) - TriggerUpdateSunlight (Used to control sunlight from triggers) The new trigger functionality will be added in an update to the Ravenfield mod tools for Unity next week! Enjoy! (AGAIN with that said don't pick up random items you find on the field) /Johan and the Ravenfield team ### EA34 - Weapon Pack #1 - Date: 2026-03-06 - Original notes: https://store.steampowered.com/news/app/636480/view/515236719580153170 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-515236719580153170 Hey everyone, we may have release EA33 only a week ago, but we're already back with a new EA update! As we close in on the game's 1.0 release we want to expand on the official content with new weapons. We have several weapon packs planned for release throughout this year, and this first one has 3 new weapons: **JOLT-20-S** The Jolt-20 is all about getting as many bullets as possible down range as fast as possible. Hitting your targets comes secondary, so this sub-machine gun is designed to be super fast to reload. Perfect for those times where you every shot awkwardly misses your target! Just mind your ammo count... **SUPERNOVA** This assault rifle is one fine piece of engineering designed for long-range engagements. Featuring a no-fuss scope with high magnification there's nothing stopping you from taking out your enemies from afar. A shame it's only available in limited quantities on the battlefield. **RIPCORD** It's a box - until you need it. This weapon must first be unfolded before it's combat ready, and even then... it's a bit unwieldy. The Eagle weapon's experts are still figuring out how to use this weapon effectively so expect its' usage to change in the future. If nothing else, it can double as a coat hanger! [carousel autoadvance="true"] We are super happy about the response to Arcade mode last week - we're currently polishing the design and hope to have it ready at the end of March! In the meantime, enjoy these new weapons! /Johan and the Ravenfield Team ### EA 33 Patch - Date: 2026-03-03 - Original notes: https://store.steampowered.com/news/app/636480/view/520865584878978196 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-520865584878978196 March 3 patch: - Battle mode is now the default game mode in Instant Action mode - Added confirmation popup when clicking surrender in the pause menu - Updated last round icon in Arcade mode to be a trophy to indicate that this match must be won We're super excited about the positive reception of Arcade mode so far. We're already hard at work on Pt 2 which you can expect to drop later this month in EA35! ### EA33 - ARCADE MODE Pt 1 - Date: 2026-02-27 - Original notes: https://store.steampowered.com/news/app/636480/view/520865584878977745 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-520865584878977745 Hey everyone! We have been super busy over the winter months working away on the game's first official campaign mode (we're not counting that old conquest mode). We are now happy to finally release ARCADE MODE! ##### ARCADE MODE Arcade mode plays like a rougelike, where you need to get through 9 rounds of matches without losing all your reinforcements. In-between each match, you get to choose wether to unlock more weapons, a new vehicle or call for extra reinforcements. Each unlock category consists of a mini-game: **Equipment Drop **- Roll weapon and tool cards from a box. If you don't like what you get, you can choose to keep one card that you really like and reroll the rest! **New Vehicle** - Try to time your desired license plate by cliking. Each license plate corresponds to a vehicle category (ground/naval/air) and a rarity level. The rarest vehicles have intricate license plate designs inspired by animals. **Reinforcements **- Use the radio to call in more reinforcements to help out in the upcoming battles. A better signal means more reinforcements will hear your call. [carousel autoadvance="true"] Arcade mode is built upon our new Custom Campaign system, which we are designing to allow modders to create their own campaigns. We still have some ideas on how to expand Arcade Mode, so we will be releasing an Arcade Part 2 update that adds a couple of more features and polish that we didn't have time to add for this update. In the Part 2 update we will also be adding support for modders to create their own Custom Campaigns. As Arcade mode is created entirely using Ravenscript and the Trigger System, we will be bundling the completed arcade mode with the mod tools for modders to inspect or expand upon once Custom Campaign modding is fully ready! We hope you're looking forward to that :) Because we have completely redesigned how campaigns work in Ravenfield, we had to remove the old conquest mode as it no longer works with the game. To make up for it, we are in the process of recreating conquest mode using the new systems, which will allow for modded content and maps to be used! Things are still early, but we hope to share some more information and screenshots of the new conquest mode soon! ##### NEW SIDEARM We are also happy to finally be adding a new weapon to the game, the INGRESS 700 Inspired by the weapon of a certain special agent, the Ingress 700 packs a punch thanks to it's special ability. The last shot fired in the magazine deals higher damage and knockback, which is also indicated by it's retro-movie inspired sound design. Hopefully you're able to use this special shot to turn around critical situations. You can also press X to play a cool gun spinning animation for extra style points. The Ingress 700 also has a secondary special function, when testing a custom map from the Ravenfield mod tools or the ingame map editor and playing the gun spinning animation, your character gains the ability to bunny jump by spamming the jump button, which builds a ton of speed. This can be used to quickly get around your level without having to walk or use vehicles! This feature is not available in the base game for balancing reason, we still want you to try out the fresh new look for the S-Ind 7 after all! Ohhh, about that: We (read: the graphics artists now working on Ravenfield) decided that the 2016-era low poly weapons of Ravenfield need a bit of a face-lift for the 1.0 release. Therefore we're redoing a lot of models, animations and sounds on existing weapons. We started with a model and animation overhaul for the S-Ind 7 and Quicksilver weapons. A couple of other weapons also received some new sounds for unholstering, reloading and firing. Expect more weapons to get this treatment in the following months! ##### FULL CHANGE LOG **Game changes** - ADDED ARCADE MODE! This mode is is implemented as a custom campaign and will be made available to the modding community in a future update. - Added Ingress 700 pist _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/636480/view/520865584878977745]_ ### EA32 Security Patch - Date: 2025-10-04 - Original notes: https://store.steampowered.com/news/app/636480/view/515222130291377941 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-515222130291377941 Earlier today, a security patch to the Unity engine was released by Unity, which patches a security vulnerability in games built with the Unity engine. Today's patch updates the game engine to the latest version, 2020.3.49f1 in which this vulnerability has been patched. For security reasons, I have disabled the builds of the game that were previously available on the legacy branches. I intend to rebuild these versions of the game next week with the patched engine version, but until then those versions of the game will be unavailable. Please note that the legacy-EA25 version is still available as this versions of the game runs on Unity 5.6 which is unaffected by the vulnerability. For more information about the security vulnerability, please see Unity's message here: [https://discussions.unity.com/t/unity-platform-protection-take-immediate-action-to-protect-your-games-and-apps/1688031](https://discussions.unity.com/t/unity-platform-protection-take-immediate-action-to-protect-your-games-and-apps/1688031) EDIT: All legacy branches have now been rebuilt in the 2020.3.49f1 engine version and are safe to use! /Johan ### EA32 Patch 2 - Date: 2025-09-24 - Original notes: https://store.steampowered.com/news/app/636480/view/515222130291376304 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-515222130291376304 Here's another patch for EA32 mainly focused on optimizing the new instant action menu to prevent freezes and lag: - Optimized vehicle and weapon pickers in the instant action menu which should prevent the game from freezing for a few seconds when loads of weapons/vehicles are being loaded in. - When testing a content mod from the mod tools, any non-modded vehicles vehicles will now be filled with the official vehicles. - Fixed spec ops teammate count. Up to 9 teammates can be assigned to the player team by setting the player team actor count. If more than 9 teammates are assigned, the game will default to 3 teammates. - Spec ops helicopter exfil crew will use the same skin as the player team UNLESS playing as the Talon team. - Made instant action dropdown styles consistent across all menu pages. September 25 hotfix: - Fixed some dropdown values in the instant action menu not showing up properly ### EA32 Patch 1 - Date: 2025-09-09 - Original notes: https://store.steampowered.com/news/app/636480/view/506213027443378398 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-506213027443378398 We just pushed out a patch for EA32 that fixes some common issues: - Changed how game configuration saving works to prevent accidental lost team weapon/vehicle setups. When saving a game configuration without linking to saved teams, the current team setups will be saved inside the game configuration file. This means the game configuration save system works like it did before, making team saves optional. It is however still recommended to save actual team config files and to link them to your game configuration as this allows things like loading teams to any team slot, updating multiple game configs by changing just one team save and more. - Updated game config team linking description text - Fixed vehicles not showing up in conquest mode - Fixed aspect ratio issues with the new instant action menu on 4:3 and ultrawide monitors - Added really good game mode icons We'll keep on the look out for any more issues that needs fixing for EA32! If you're experiencing any issues, the best way to reach us is through the Ravenfield discord. Enjoy! September 11 fixes: - Fixed a bug where the options menu could not be applied while ingame - Fixed a bug where the loaded team would sometimes not update when loading a game configuration with linked teams - Fixed a bug where a game config would sometimes link both team slots to the same team. ### EA32: Rarity & Configuration - Date: 2025-09-05 - Original notes: https://store.steampowered.com/news/app/636480/view/506213027443377679 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-506213027443377679 PHEW!! It's been quite a few months of non-stop work over here, but we're finally ready to get EA32 out to everyone. A huge thank you to all the testers over in the Ravenfield Discord for your patience and feedback, we have had to rework plenty of systems to get something we were happy with! This update is all about configuring Ravenfield to exactly how you want it to play. We're introducing rarity tiers on both weapons and vehicles, which decides how often that weapon or vehicle will spawn ingame. This means it's finally possible to control spawn rates of weapons! This can be used to balance out gameplay, for example allowing only a few bots to equip lock-on weapons. No more having to deal with a constant barrage of missiles heading your way every time you take off in your helicopter! For vehicles, it is now possible to pick multiple vehicles that can spawn for each vehicle type. You could for example set up 10 different tanks, which the game will randomly pick between everytime a new tank spawns. Or why not add a rare boat to your enemy's helicopter slot for giggles? There are 3 rarity tiers available, Common (white), Uncommon (green) and Rare (blue). Using the weapon picker rarity painter, you can control how often a bot is able to spawn with that particular weapon. Just pick a rarity color and start painting over the weapons! At the moment, Common weapons are picked 70% of the time, Uncommon 25% and Rare 5%. For vehicles, Common vehicles spawn 60% of the time, Uncommon 30% and Rare 10%. While the rates are currently hardcoded, we are planning on making the rarity spawn rates configurable in a future update. With the configuration update, we have also overhauled how game configurations are saved. Previously, a saved configuration would contain the loadout and vehicles of both teams, but by popular request we have now added support for saving and load individual teams in EA32. When setting up a team, you can now save that team's configuration to a team configuration file. This makes it possible to load that team to either team slot for future games. After saving (or loading) both teams, you can save a game configuration with your mutator setup which can optionally link to your two active teams. Loading this game configuration will also load your two linked teams. ##### Full Change Log **Instant Action + game config changes** - Added support for multiple vehicles per vehicle type slot. When a vehicle spawns, one of the available vehicles for that slot will be picked. - Added vehicle rarity levels. This affects how often a vehicle of a specific tier will spawn. The pick percentages are currently hardcoded to 60% (Common), 30% (Uncommon), 10% (Rare). These values iwll be moddable in the future. - Added weapon rarity levels. This affects how often a bot will spawn with a specific weapon. The pick percentages are currently hardcoded to 70% (Common), 25% (Uncommon), 5% (Rare). These values will be moddable in the future. - Complete rework of Instant Action UI. - Added support for team name and color selection thru the Instant Action UI. - Redesigned Weapon/Vehicle/Skin/Map/Game mode picking UI to be more unified. It is now possible to filter out specific items, for example only displaying items from a specific mod. - Overhauled game configuration save, each team can now be saved in separate files, and game configuration saves can link to the saved teams. This means that the game now supports loading of individual teams which is a heavily requested feature. Loading a game configuration with linked teams will still load the teams just like the previous save/load system. - Legacy configuration saves can still be loaded. - Game and Team configuration files can now be deleted via the configratuib saving UI. - Official weapons now have varying rarity levels for balancing purposes (EG making Scalpel rare prevents constant lock ons on massive, flat levels) - Config flags mode now has a reverse flags button. **Bugfixes** _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/636480/view/506213027443377679]_ ### EA31: Shotgun Revamp - Date: 2025-03-14 - Original notes: https://store.steampowered.com/news/app/636480/view/834960050863735595 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-834960050863735595 Today's update completely revamps one of the oldest weapons of the game, the old trusty 76 Eagle! For a while now, this shotgun has been a the black sheep among the other weapons in Ravenfield: not quite looking like the rest of them with its desert camo and not always being a reliable option for battles beyond an arms (or a kick's) reach. With update EA31, all aspects of the shotgun has been completely revamped, from its animations and sounds to its statistics. The shotgun should now feel way more reliable in close to mid range combat, with its reduced spread and higher firing rate. At the same time, the shotgun pellets will do reduced damage on ranges over 50 meters, reducing the chance of random lucky headshot kills at long ranges. The shotgun also features improved animations, and the possibility of canceling a reload by holding down the right mouse button (or your aim down sights binding) **Full change log** Gameplay changes: - Completely remade the 76 Eagle shotgun from scratch with animations and rebalancing changes - Remade Bundle o' Buss sprint animations - Remade Automatico Akimbo sprint animations - Garret reload animation can be canceled by holding RMB. - Players will now automatically holster their weapon while climbing ladders - Added cloth foley sounds to various player actions such as walking/kicking/jumping/entering vehicles/reloading etc. - Added 'wants to aim' bool parameter to weapon animators, this is used to cancel reload animations early by holding RMB. - Added 'walk cycle' float parameter to weapon animators, this can be used to synchronize sprint or walk animations with the player character weapon bob/footstep sounds. - Fixed actor onTakeDamage event firing when the actor took splash damage while inside an enclosed vehicle seat that protects it. - Fixed actor onTakeDamage firing while the actor is dead - Misc changes to audio mixing of the player audio. Should result in more noticable player footstep/jump/land sounds. Trigger System: - Added TriggerOnPlayerLineOfSight, sends a signal when a transform point enters or leaves the player's line of sight - Added TriggerSetVelocity, used to set a vehicle or rigidbody velocity or to apply an acceleration. - Fixed TriggerOnVehicleDestroyed firing the onDestroyed send instead of the onDisabled send when a vehicle is disabled. Ravenfield Mod tools: - Added missing IsVehicle filter type for OnVehicleDestroyed and related vehicle filtering components. This allows you to send signals when a specific vehicle has been destroyed I'm also happy to announce that we are now multiple people working on Ravenfield in order to speed up the game development process. While this update is quite small as we're still getting things rolling, you can expect more content soon as we're working away on support for a weapon and vehicle rarity system. This system will make it possible to set which weapons and vehicles will appear more frequently, and will also allow multiple vehicles of the same slot to be used in the same game. Expect this to drop as EA32 soon! I hope you'll enjoy this update! /Johan (SteelRaven7) ### EA30 Patch 1 - Date: 2024-11-29 - Original notes: https://store.steampowered.com/news/app/636480/view/4467103536898900862 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-4467103536898900862 Here's a patch for EA30 with bugfixes and a couple of fun extra additions to the game: Game improvements: - Tank and APC towers will now pop off when destroyed - Tank tracks are deactivated when destroyed - Improved stuck detection for AI cars and boats, this should make them react quicker to getting stuck, and be able to resolve the situation more reliably - The player can now walk slowly while getting up from ragdoll - Minor improvements to third person camera while ragdolling - Generated new high quality lightmaps on all scenes with lightmaps - Improvements to bot boat piloting, especially how they handle a top speed value. Boat patrols on spec ops should no longer be going full speed everywhere and crashing into everything - Reduced saturation of particle systems with ambient color component, this makes particles such as the smoke grenade appear in more realistic colors in scenes with highly saturated ambient lighting conditions. - Added best guess shader functionality to shader reloading on mac and linux. If a shader isn't able to be resolved due to the modder using custom shaders that are not included by the game, the game now attempts a best guess at replacing that shader with a built in one. This is based on very limited information so don't expect this to look great, but it should replace all pink materials with something halfway decent. Bugfixes: - Fixed a bug where bots would sometimes get stuck in a ragdolled state - Fixed a visual bug where actors would sometimes hover slightly above the ground when getting up from a ragdolled state. - Fixed a bug where a phantom player with a parachute would appear in spectator mode - Fixed a bug with projector component whitelisting, it should now be whitelisted and load correctly - Fixed a bug where destructible splash damage would show a hitmarker even though the damage dealt was 0 - Fixed a bug where turrets that had been destroyed and repaired would not be valid target for missile lock on - Fixed a bug where the player character controller would be enabled when dying inside a vehicle - Fixed a bug with squad order point resolving which would generate errors in spec ops mode Ravenscript/Trigger updates: - Fixed misspelling in Player.nightVisionEnabled - the misspelled verison will continue to work so no need to edit old scripts. - Made Player.nightVisionEnabled writable - Added keybinds support to TriggerOnKey component Patch 2 - December 6 - Fixed an issue where shaders would sometimes incorrectly be replaced on windows machines. This would sometimes break modded dual render scopes and similar effects. ### EA30 - Driving & Piloting update - Date: 2024-10-30 - Original notes: https://store.steampowered.com/news/app/636480/view/4449086597642584090 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-4449086597642584090 EA30 is a general game improvement update that solves some of the oldest issues with AI vehicle usage in the game, and getting the AI closer to being ready for the game's 1.0 release. The main focus of this update has been to fix two problematic AI behaviours: - AI drivers crashing their cars into other vehicles - AI transport helicopter pilots just hovering over an objective while it is being captured One of the recurring issues with Ravenfield's gameplay has been the AI's inability to see other vehicles while driving, which would usually result in vehicle pileups at level chokepoints. EA30 adds local avoidance for AI drivers, allowing them to detect and swerve around nearby vehicles. This new system detects potential collisions, and finds the closest path to drive past the vehicle. While this doesn't solve all the pileup issues, it is a massive improvement from before. The other issue is more straightforward: Having AI helicopter pilots just hover above a flag while it is being captured makes them sitting ducks for anti air weapons, and is just not a very fun behaviour. To solve this, bots will now land by other squads that are travelling on foot and pick them up, ferrying them to their destination. This new behaviour makes for some interesting new tactics on Dustbowl and Archipelago! Along with these two system improvements, there are plenty of new systems for modders to play around with, including controlling changing team names/colors, more control over AI movement and the ability to disable built in game features such as hit impacts/blood droplets in order to replace them with modded systems! **Full change log** Game improvements: - AI drivers will now swerve to avoid hitting other cars/boats/landed aircraft, this should result in vehicles being stuck way less. - Transport helicopter AI can now ferry multiple squads to their destination. After dropping off passengers, transport helicopters may pick up other squads on the battlefield and drop them at their current attack target. - Added official killfeed mutator - Added official team color mutator - Added new helicopter landing zone system which generates possible landing zones across the entire map - Added ImpactOnly option to blood particle settings in options menu. This option will only show the actor hit particle effect without spawning blood droplets. Setting this option to off will now turn off both particle effects and blood droplets. - All built in game mode UIs are now color coded based on current team colors. - Fixed a bug where skins would not be applied correctly to player FP models - Fixed a bug where car downforce would apply an upwards force while reversing (Oops!) - Tweaked AI helicopter approach while landing so the helicopter approach slightly off to one side. This makes for a more natural looking landing. - While landing/landed on a helicopter landing zone, the landing zone is claimed by the squad, preventing other helicopters from also attempting landing at the same spot. - Fixed a bug where explosion ranges were miscategorized by the game. This resulted in the AI erroneously not using explosive weapons as they thought they would damage nearby teammates. Modding improvements: - Added TextMeshPro components to whitelist - Added VehicleAvoidanceObject component. AI will swerve around this object while it is active, which can be useful for dynamically spawned objects with colliders. - Added "Helicopter Land At Attack Target" prefab to RFTools/Prefabs/Ravenscript - place this prefab as a child object to your transport helicopter to make it land when dropping of passengers (instead of them dropping by parachute). - Moved HMG weapon to a new Support weapon tag, so this is the new go-to tag for putting custom machine-gun style weapons. Ravenscript: - Exposed LayoutRebuilder that can be used to force rebuild UI layout group. - Exposed Actor.ForceChangeStance() - Exposed GameManager.isNightMode - Exposed HelicopterLandingZone querying, claiming and landi _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/636480/view/4449086597642584090]_ ### EA29 Patch 1 - Date: 2024-05-20 - Original notes: https://store.steampowered.com/news/app/636480/view/4194617998898007571 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-4194617998898007571 Here are the patch notes for this first EA29 patch: - Fixed a bug where vehicles would sometimes crash into the player collider, resulting in issues like aircrafts colliding with an invisible collider while taking off. - The game now uses '.' as the decimal point character across all regions/languages. This change solves multiple bugs related to configuration of mutators and ingame map editor values not being interpreted the same on different player computers. - Fixed a bug where mutators saved using ',' decimal point would not load properly. Now these values will load correctly and when saved, will be converted to a '.' ### EA29 - Game Fixes & Modding Groundwork - Date: 2024-05-14 - Original notes: https://store.steampowered.com/news/app/636480/view/4184484271480497367 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-4184484271480497367 EA29 is finally here! While a lot of my time since the last update has been spent working on campaign assets (which are not quite ready to be shown yet), I have been polishing up the base game with quality-of-life fixes and improving Ravenscript and the Trigger System. This should get the two scripting systems ready for the planned addition of custom game modes which I hope to get working very soon. _**IMPORTANT:** If you're running into any weird main menu or ingame bugs that prevents you from playing the game after updating to EA29, make sure you remove any mods that modify the original game files such as RavenM._ One of the new features in EA29 is an enhanced instant action preview screen, where the background will change based on the metadata tags of the map that is currently selected. Map metadata could previously only be changed via the RF modding tools for Unity, but is now also available through the ingame map editor (via Level Details -> Metadata). In addition to tagging levels, metadata also allows map makers to control other map information such as display name and recommended bot count. The dynamic instant action preview screen may seem like a superfluous feature at first, but the data that drives the preview screen will be exposed to Ravenscript in a future update. This will allow modders to find maps with specific tags (City, Desert, Airport, Coastline, etc) and load them - essentially allowing modders to create custom campaigns spanning all maps that are currently subscribed (moddable conquest mode on custom maps, anyone?). For this reason, I highly recommend that you tag your custom maps using the new metadata features. I would also like to highlight one of the new Ravenscript/Trigger features, the addition of named trigger signals. Named signals are sent from a sender component to a receiver component just like regular Trigger System signals, but the modder does not need to directly connect the sender to the receiver inside the map tools. Instead, the modder assigns a name to the sent signal, and any receivers that are listening to signals of the same name will receive the signal. Named signals can be sent between maps/game modes/vehicles/weapons loaded from different files, including different mods, allowing for easy inter-mod logic. Before this addition, this type of communication was difficult to do inside Ravenfield. Finally, you can check out a few improvements to the citadel story mission such as a more detailed destroyed hangar area. This in an example of the power of the trigger system, where you can dynamically change areas of a map based on story events. Unfortunately I have not been able to implement the remaining cutscenes for the citadel mission yet, which is something I was planning on doing for EA29. Expect these to come in the next one or two updates, finishing up the first story mission in the official campaign. -- Full change log -- Game improvements: - Added camera smoothing to player movement while on foot. This should prevent jittering when running close to bots or when playing the game at high refresh rate displays - Various updates to level geometry in the citadel mission. - Data container component preprocessing, will now only run once per data container asset at load time instead of once for every instance in Awake(). - Non-actor-collision layer will now produce impact decals correctly - Objective indicator now fades in/out based on what you're currently aiming at. - Target seeking missiles now have a grace period of one second after thruster ignition, during this time period the missile can never lose tracking of the target. This allows target seeking missiles to track targets that are behind them on some custom vehicles. - Vehicles can now be assigned a driver halt strategy, which allows the driver to stop when a passenger is engaging a target according to the passenger weapon's halt strategy configuration. - Squad leaders can now halt when engaging preferred targets. - Razorb _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/636480/view/4184484271480497367]_ ### EA28 Patch Nov 27 - Date: 2023-11-27 - Original notes: https://store.steampowered.com/news/app/636480/view/3893986782153382481 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-3893986782153382481 Here's a patch fixing some issues in EA28: - Fixed a bug where bots would sometimes ignore all enemies for a while. - Fixed an issue with data containers weapon entry prefabs not being initialized correctly, which could potentially lead to various related bugs. ### EA28 - Custom Mission update - Date: 2023-11-17 - Original notes: https://store.steampowered.com/news/app/636480/view/5913850762873336823 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-5913850762873336823 **IMPORTANT INFO** _If you're having trouble with menu buttons not working and mods not loading correctly, this is because you're running the game with the RavenM mod installed. RavenM is currently not supporting EA28. You can either remove RavenM entirely to use EA28, or switch to the RavenM compatible branch, found by going to your steam library -> right click Ravenfield -> Properties -> Betas -> Select ravenm-compatible in the dropdown. Please keep in mind that DLL mods such as RavenM and other mods that need to be manually installed have no official support inside the game. This means that any updates to the official game will cause these mods to break!_ Hey all, Here's the latest Ravenfield update, featuring loads of improvements to the modding tools, including the new ability for modders to create their own story missions. One of the goals with Ravenfield's official campaign is to bring the same tools used to create official missions to the modders, and with this update all of the existing tools are now available for modders to use! The main bulk of this update comes in the form of new Trigger System components. These components can be linked together using the Ravenfield mod tools for Unity to create story driven experiences or even entire new game modes - all without having to code anything. If you're interested in creating your own story missions, now is a great time to jump in! You can find everything you need on the [official modding page](https://ravenfieldgame.com/modding.html). Here are a two halloween-themed custom missions that have been created by Ravenfield's modding community thus far: (https://steamcommunity.com/sharedfiles/filedetails/?id=3066215406) by Sofa (https://steamcommunity.com/sharedfiles/filedetails/?id=3067823028) by Hans, NefariousDrH, RadioactiveJellyfish, LeDiegue3 and Aspel There are even more missions to try out under the workshop Scripted Mission tag. You can also check out the new and improved Island, featuring an all new quarry themed capture point with multiple new paths. While most of the level layout remains intact, there have been minor tweaks here and there to improve sightlines and to create more natural paths between capture points. Oh and don't worry, you can find the old island map [on the workshop](https://steamcommunity.com/sharedfiles/filedetails/?id=3082004507). ##### Full change log **Game changes** - Updated steamworks.net to latest version, which should solve an issue where the steam api could not be initialized on Apple M1 systems, resulting in the menu not appearing correctly. - Capture points take slightly longer to neutralize due to the respawn logic change. - Made the distance you can fall before ragdolling consistent between different gravity settings. - Mouse look is now enabled while dead. - Added a very fast acceleration when starting moving/changing direction. This makes it easier to get into exact positions by tapping movement keys. - Fixed an issue where benchmark mode didn't work - Added healing/resupply sounds to the new ingame ui, and the healthbar/ammo heading bar will now blink when resupplying or healing. - When restarting a rfc map, the file is no longer unloaded and reloaded first, resulting in much shorter load times on reloads - Kicking an upside down vehicle that is light will now cause it to flip over, allowing you to recover crashed vehicles more easily. - You can no longer phase through level geometry when getting on a ladder - You must now look towards a ladder to be able to get on it - Fixed an issue where you would sometimes not be able to get off ladders if you were spamming the use button - Fixed a bug where melee weapons would not hit rigidbodies etc on the default layer - Fixed a bug where the first person camera would sometimes be zoomed out when aiming down sights. This is now fixed by clamping the ADS FOV value so it's always slightly lower than the current default FOV - Fixed a bug where the spectator camera _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/636480/view/5913850762873336823]_ ### EA27 - Story Mission Update - Date: 2023-07-28 - Original notes: https://store.steampowered.com/news/app/636480/view/3649655808287407620 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-3649655808287407620 Hey hey everyone, EA27 is finally here! Holy smokes this took a long time... So what's new? Basically I have been working on getting story missions to work with the game. On top of creating a story mission I have spent a lot of time refactoring the underlying game tech so that it works with both the original instant action style sandbox gameplay and the new designed style of the story campaign. You can see the results of this in the new story mission available in the instant action menu. This mission is a part of the story campaign I announced a while back, and while it is still a work in progress (this is Ravenfield after all...) it is still playable from start to finish. In this mission, you're tasked with assaulting the Citadel and sabotaging the enemy air capabilities. It even opens with a cutscene featuring shiny new fully-animated characters :O The idea behind this mission is to bring together parts of both Spec Ops and Battle gameplay, so you will play as both Talon and your standard Eagle grunt in the same mission. All game logic that drives this mission has been designed using the new Trigger System - a set of logic components that can be connected together using signals in the RF Mod Tools for Unity. The point of this system is to make story mission map design much more approachable for modders. One of the primary goals for the Citadel mission was to design the Trigger System itself along with the mission, making sure that similar missions can be created using only Triggers - zero coding required! This Trigger System is not limited to story missions, however. You can attach Trigger System components to any modded GameObject, meaning it can be used to drive game logic on your modded maps, vehicles, weapons, projectiles, etc. While the Trigger System can be viewed as an alternative to Ravenscript, more complex logic are usually easier to design using Ravenscript, but the choice is left entirely to the modder. The two systems are completely interoperable as you can send and receive Trigger System signals from a Ravenscript ScriptedBehavior component. Along with the Trigger System, there are other mission-related components that can be used to manually set up AI paths, detect player entering triggers, trigger cutscenes and more. On top of the new game systems, you will probably notice that the AI has been streamlined quite a bit, and that the game plays a lot better than it did in EA26. This is due to the numerous AI changes that had to be made in order to accomodate the new trigger system and custom game mode tech. You should see the AI using their weapons in a more sane way, and utilizing cover better. The game HUD has also received a much-needed makeover, and now has a more modern and clear style. Additionally, the new HUD is modular, so custom HUDs can override specific parts of the official HUD as needed. Now that this update is out, what's next? Most of the very time-consuming task of redoing the game infrastructure to support story missions and the Trigger System is now done. This means that you can expect much more frequent updates in the future, mainly focused on adding more official story missions and eventually becoming the story campaign. These tools are also being made available to modders right away, so modders will be able to create playable custom game modes or story missions inside level files. Eventually, modders will be able to create fully fledged custom game modes playable on any map, but we are not quite there yet, maybe for EA28 :D! ##### Full Change Log **Game changes** - Added WIP story mission that takes place on the Citadel map - New HUD design! - Added hangar area to the Citadel map - Navmesh generator now fully support terrain holes - Forced navmesh generator to use highest detail representation of terrain while generating. - Optimized the germanic house models used on Citadel map, drastically reducing the drawcalls - Fixed a bug where alt weapons would not animate correctly after gett _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/636480/view/3649655808287407620]_ ### June EA26 Mini-update - Date: 2022-06-30 - Original notes: https://store.steampowered.com/news/app/636480/view/3362515187810575820 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-3362515187810575820 Hey, here's a quick mini-update with some fixes and additions to the game. As this isn't large enough to release as it's own major EA update, I figured I'd release a mini-update to EA26. Change log: - Updated the engine version to Unity 2020.3.34f1 - Added Big Head mutator (Your head grows as you get a higher kill-streak) - Exposed bone scaling to RS via Actor.SetHumanoidBoneScale() - Exposed Actor.SetWeaponParentScale() and Actor.SetWeaponParentApproximateWorldScale() - Fixed AI sprinting behaviour, squad leaders will now sprint most of the time when moving towards an objective, but will stop sprinting when an enemy is spotted. Squad members will follow the leader and sprint to catch up. - Rebaked occlusion data on coastline - Fixed a bug where cover points would not be placed on the terrain on ingame map maker maps. (Navmesh needs to be rebaked for this to take effect on existing levels) - Disabled collisions between first person layer and Players/Actors. This should prevent weird player movement issues from occuring when using weapons with attached colliders (which is used by some modded weapons such as shields etc.). Improvements to commanding squadmates: - When assigning a move order (or attack/defend flag order), bots will no longer stop and get into cover or stop to take down faraway targets until they have arrived at their destination. - When bots are following, and are >15 meters away, they will no longer stop to get into cover or stop to shoot at faraway targets. They will still use cover as normal when within 15 meters of their desired formation position. - Tweaked some code to make AI way more likely to target the currently assigned squad target. (The one you assign by aiming down sights and holding the squad order button) See you again after summer! /Johan ### Engine Update - Early Access Build 26 - Date: 2022-04-29 - Original notes: https://store.steampowered.com/news/app/636480/view/5836100258079898668 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-5836100258079898668 This was supposed to be a 2 week update. It only took 9 months.......... EA26 is finally out! This update focuses heavily on improving upon the base game experience by heavily improving performance and compatibility with modern systems (thanks to updating to a new Unity Engine version, 2020.3). The update also features lots of quality-of-life improvements and bugfixes. One of the major improvements in EA26 is the increased framerates and reductions in frame jitter. The framerate should now scale way better with the bot count, allowing you to play with more bots than ever before. You can also run a benchmark to easily compare your performance to others. A default benchmark is available from the launch menu in Steam (launching the game with 60 bots on Island without mods loaded) but you can also use the launch option "-benchmark *bot count*" to launch a benchmark on any map, with mods enabled. Another major new feature is full support for Steam Input. This means that you can connect any gamepad or joystick to the game through the Steam Input system, and create controller binds that you can share with other players. The game has full action map support, meaning that you can easily create separate binds for infantry, vehicle, aircraft use, etc. Additionally, the game will display key/mouse/controller input prompts based on your binds while ingame. If you're planning on playing the game with a controller, please bind all inputs through Steam Input instead of the built-in input options menu. That way, you can take advantage of the Steam Input features. I have created an official controller binds for the Dualshock 4 controller, which should automatically work for other controller types as well. EA26 improves upon the vehicle picking system, allowing mods to easily bundle vehicle variants that appear in the vehicle selection screen. When picking a vehicle, the game will now display a list of vehicles complete with images to make it easy to find exactly the vehicle you're looking for. Additionally, you can select "Show All Vehicles", allowing you to pick a vehicle regardless of type. This means you can for example replace all aircraft with cars, or vice versa. I want to extend a big thank you to Ravenfield's modding and beta testing community for the patience and help with getting this update out. Due to compatibility issues between older mods/maps and the new Unity engine version, tons of mods have had to be patched or updated to be compatible with EA26. You can find all mods that are verified compatible with EA26 under the EA26 Compatible tag on the workshop. However, thanks to a lot of trial and error and a little bit of hacking, most older mods should now also be playable on EA26, even though there might be some hiccups here and there. If you want to play a mod that straight up does not work on EA26, you can switch to the Ravenfield legacy branch (Go to your steam library, right click Ravenfield -> Properties -> Betas and select the legacy-ea25 branch). This branch will downgrade your game version to EA25, which should be compatible with all older mods. When you want to return to EA26 to play new mods, just pick the None option in the beta dropdown. **Full change log** Game changes: - Updated to Unity Engine 2020.3.32f1 - Updated post processing version to 3.1.1 - Changed AO implementation which fixes various shadow artifacts - Removed AO quality levels from the options menu as the new implementation doesn't have quality levels - Replaced limit framerate option with VSync - Loadout screen no longer extends beyond the screen on ultrawide monitors - Increased max FOV value to 180 degrees - Added -resetresolution launch option which forces the game into a 1280*720 window - Added optional Vulkan graphics API to Windows and Linux platforms, use launch option "-force-vulkan" to enable. - Added OpenGL Core graphics API as fallback on all platforms. Linux uses this graphics API by default. - Added benchmark mode which can be used t _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/636480/view/5836100258079898668]_ ### Patchnotes July 19th and 20th - Date: 2021-07-20 - Original notes: https://store.steampowered.com/news/app/636480/view/5016431176761692945 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/steam-5016431176761692945 I've released two patches to the EA25 update. If you're having trouble surviving in the new helicopter, I'd recommend trying the restricted anti-air mutator that is now bundled with the game. The mutator restricts AI ground vehicles and boats from firing at aircraft. July 19th patch: - Fixed vehicle first-person head bob weight value not being applied correctly. - Reduced default vehicle first-person head bob. - Improvements to follower bot movement which significantly reduces movement jitter, particularly at lower frame rates - Fixed a bug where bots would sometimes get stuck in place. - Bots will now follow paths more closely. - Exposed weapon effectiveness values to Ravenscript - Added enclosed muffle sound mix option, which will become available in the tools pack later. - Added target tracker lock on to empty vehicle option, which will become available in the tools pack later. - Fixed a bug where bots would sometimes get stuck when trying to re-enter a transport vehicle. July 20th patch: - Added Restrict Anti-Air mutator which restricts AI from using car/boat weapons against aircraft. - Exposed seat.weapons and seat.activeWeapon to Ravenscript - Exposed GameEvents.onVehicleSpawn to Ravenscript - Exposed GameEvents.onTurretActivated to Ravenscript /Johan (SteelRaven7)