# Ravenfield EA28 - Custom Mission update - Product: Ravenfield (https://whatsnew.fyi/product/ravenfield) - Vendor: SteelRaven7 - Date: 2023-11-17 - Original notes: https://store.steampowered.com/news/app/636480/view/5913850762873336823 - Permalink: https://whatsnew.fyi/product/ravenfield/releases/2023-11-17-ea28-custom-mission-update 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. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Modders can now create their own story missions using the official modding tools - **added** — New Trigger System components available for modders to create story-driven experiences and game modes without coding - **added** — Healing and resupply sounds added to the new in-game UI - **added** — Show Objectives key prompt added to the start of the Citadel mission - **added** — Added more sawmill modular props for use in the in-game map editor - **added** — Added new Island props to the in-game map editor - **changed** — Updated steamworks.net to latest version to solve Steam API initialization issues on Apple M1 systems - **changed** — Capture points now take slightly longer to neutralize due to respawn logic change - **changed** — Fall distance before ragdolling is now consistent between different gravity settings - **changed** — Mouse look is now enabled while dead - **changed** — Added very fast acceleration when starting to move or changing direction to make positioning easier - **changed** — Health bar and ammo heading bar now blink when resupplying or healing - **changed** — RFC map reloads no longer unload and reload the file first, resulting in much shorter load times - **changed** — Spawn point clustering and region-based respawn logic redesigned to improve spawn point selection during contested matches - **changed** — Island map completely redesigned with old fort area converted into a quarry with new theme and paths - **changed** — Paths and lanes on Island redesigned to be more clear - **changed** — Minor updates to River Delta sawmill area - **changed** — Citadel tree visibility colliders made slightly bigger to block AI views more - **fixed** — Fixed benchmark mode not working - **fixed** — Fixed issue where you could phase through level geometry when getting on a ladder - **fixed** — Fixed issue where you would sometimes not be able to get off ladders if spamming the use button - **fixed** — Fixed bug where melee weapons would not hit rigidbodies on the default layer - **fixed** — Fixed bug where first person camera would sometimes be zoomed out when aiming down sights - **fixed** — Fixed bug where spectator camera was rendering 3D HUD objects - **fixed** — Fixed player actor accessory rendering when switching between first person and third person cameras - **changed** — You must now look towards a ladder to be able to get on it - **changed** — Kicking an upside down light vehicle now causes it to flip over to allow vehicle recovery - **added** — Source mod and source bundle tracking added to all prefabs for proper shader reloading on Mac and Linux **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]_