ravenfield build 25 что нового

Игра в раннем доступе

Приобретите игру и начните играть — примите участие в ее развитии

Примечание: Данная игра в раннем доступе находится на стадии разработки. Она может измениться в будущем, а может остаться в текущем состоянии, так что, если вам не по вкусу то, что игра может предложить сейчас, рекомендуем дождаться её дальнейшего развития. Узнать больше

Почему ранний доступ?

Сколько примерно эта игра будет в раннем доступе?

Чем планируемая полная версия будет отличаться от версии в раннем доступе?

“The full version of Ravenfield will feature a conquest campaign mode where two teams fight to take control over a world map. On top of fighting battles, the player must also manage their army placement, resource control, and aquire new weapons and vehicles for use on the battlefield.

All 15+ game levels are present on the world map, and the player must decide what territories to conquer in order to supply their troops with reinforcements and resources.

Ravenfield will have modding support, including custom levels, vehicles and weapons. One of the main goals of Ravenfield is to provide an accessible yet powerful platform to create custom content!”

Каково текущее состояние версии в раннем доступе?

Изменится ли цена игры после выхода из раннего доступа?

Как вы планируете вовлекать сообщество в разработку игры?

“Feedback from the Ravenfield community has always been a backbone of the game’s development. Naturally, not all suggestions can be implemented in the game, but community feedback is invaluable for providing a general guideline for Ravenfield’s development.

Major content updates are scheduled to be released every 4-6 weeks. Additionally, minor updates may be distributed via a beta branch for those who do not fear slightly more buggy releases.

Modding tools will be rolled out during the game’s development, starting with custom level support. These tools will allow those particularly creative community members to experiment with the game themselves, and share their mods with others.”

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Ravenfield build 25 что нового

It’s been a while since the game last recieved an Early Access update, I just wanted to let everyone know what I’m working on and why it has taken a while!

Game engine update
Since its Steam release in 2017, Ravenfield has run on a now-outdated version of Unity (Unity 5.6). While this engine version has worked fairly well throughout the years, it is no longer officially supported by Unity which leads to compatibility issues with more modern hardware. Also, Unity 5.6 has not been receieving bugfixes since early 2019 which isn’t ideal.

In June this year, I experimented with updating the game engine to the latest stable release of Unity, 2020.3. The initial experiments seemed promising and apart from some bugs the game even ran faster than before. That’s why I decided to update the game to the 2020.3 engine version for EA26. After I released EA25 I took a few weeks off, and then started working on EA26 in september.

It’s not all bad news though, I have recently completed the first draft of the Ravenfield campaign story. This means that the overall story is in place and gives me a good overview of what still needs to be added to the game for the story to play out. I plan on working together with a 3d artist and a level designer to speed up the campaign development.

Even though it’s taking a while, I hope you’re looking forward to the release of EA26 and what’s to come after!

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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

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Heyyy, it’s time for another Ravenfield EA build update!

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Full change log:
¨
Helicopter changes:
— Updated attack helicopter model
— The attack helicopter rocket pods now hold 24 rockets, but has a slightly reduced fire rate and direct-hit damage. The rockets still have quite strong splash damage, making them very useful against infantry or low-armor vehicles.
— Added laser-guided missiles, which have high direct-hit damage but low splash damage. These missiles are very effective against armored targets such as tanks and APCs. It’s also possible to hit aircraft with a bit of practice!
— Added laser-guided target tracking system. When using a laser-guided missile, the missile will automatically target the center of your crosshair. By holding right click you can look around as the pilot, which allows you to move the laser target crosshair. Laser-guided weapons will not lock on directly to enemy vehicles, but you can still track them by moving the laser target while the missile is in-flight. By tapping right click, you can reset the laser target crosshair to the center of your screen.
— The laser-guided missiles can only be fired when the laser target is within a target circle. This prevents you from firing at targets to the side of or behind the helicopter.
— Added auto-hover feature that is available on all helicopters. When auto-hover is enabled (default key E) the helicopter will automatically level out and keep altitude. This is very useful when setting the laser target for your missiles.
— Updated the helicopter HUD to be slimmer and more readable and added more information.

Improved helicopter flight model:
— Added ground effect, which gives some extra thrust when close to the ground. This makes it easier to recover when you’re about to crash into the ground.
— The official helicopters now have directional drag forces. This allows the helicopters to travel significantly faster when pointing into the relative air-flow.

Bot improvements:
— Bots will now handle corners better by slowing down and aiming towards their next destination.
— In CQC zones, bots will slow down a lot and lean when turning a corner.
— Improvements to where bots look when they aren’t targeting an enemy.
— Bots no longer play the mantling animation when walking up slopes. They still play the animation when climbing over low walls, however.

Gameplay changes:
— Added muzzle flash light effect on non-suppressed weapons.
— Muzzle flash light effect intensity can be decreased or disabled entirely in the options menu.
— Explosions now also trigger a light effect.
— Added smoothing system to bot movement, making them less jittery when walking over uneven terrain.
— All explosion effects now use the new smoke particles.
— Optimized several explosion effects, reducing the overall particle count about 70-80%
— It’s no longer possible to enter a vehicle if there are passengers of the enemy team already inside.
— Fixed an issue where the ragdoll stand up animation would sometimes play when in water.
— Added a terrain fallback material that is used when the terrain material fails to load (which would result in a pink error material).
— Added occlusion map to new attack helicopter and bomber.
— Vehicle first person and third person cameras now have slight acceleration-based head bob.
— Fixed a bug where plane rocket thruster effect would not be disabled on explosion.
— All vehicle weapons will now auto-reload when empty.
— The official airplane and attack helicopter HUDs will now be automatically dimmed on night levels.
— The official airplane and attack helicopter HUDs now use a monospace font with additive blending on HUD elements.
— Slightly reduced attack plane machine gun damage.
— Slightly reduced attack plane and bomber health
— Slightly reduced AA damage
— Wrench is now automatic (Spamming the fire button really made my fingers hurt after repairing the helicopter for the 100th time lol)
— Fixed a bug where joystick binds would not save correctly.
— Improved audio mixing when inside enclosed vehicles.
— When using third person in enclosed vehicles, the audio mix will now update accordingly.

Optimization:
— Refactored the capture point take-over system so it should run faster by using RAM more efficiently.
— Each frame, the capture status of one capture point is evaluated. This makes the evaluation happen more often, but evenly spreads out the work over each frame. This should result in reduced frame stutter.
— Added an AI tick scheduling system which automatically spreads out AI work across frames. This should result in reduced frame stutter. The AI scheduling system targets 5 updates per second for each bot.
— The AI tick scheduling system will automatically throttle the AI workload when the game runs at low framerates. This makes AI react slightly slower but should prevent massive framerate drops. When running at normal framerates (>60 fps) with a normal bot count, the AI workload is never throttled, so bots will remain alert.
— Optimized car wheel physics by precomputing transformation data.
— Optimized projectile hitreg code by removing some unnecessary calculations.

Modding changes:
— Fixed an issue where custom turrets would not load in test content mode.
— Navmesh generation scene camera now renders skybox and has an attached audio listener.
— Made Weapon.OnFire() consumable, which cancels the shot.
— Exposed Seat.cameraType to RS
— Exposed ActorWalkable layer mask to RS

Story campaign progress

Last month I announced my plans for Ravenfield’s story campaign. While I don’t have anything playable in this update, I want to share some of the progress I’ve made so far. Please note that these features are still in development and are not yet available to modders!

— Added actor triggers with configurable shape

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The volume triggers will also be exposed to Ravenscript, allowing modders to easily check which actors are inside, etc.

— Added waypoint system

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I think this system could be very useful not only for controlling bot movement in missions, but also for creating custom cinematics in an easy-to-use way. It will definitely be exciting to see what modders will come up with once this system is ready!

Finally, I’ve been investigating the possibility of updating Ravenfield to run on a newer version of the Unity engine, 2020.3. While I’m still working on getting the game to run stably on the new engine version, the results so far look very promising with improved performance and stability. Transitioning to a new engine version will inevitably break some mods, but I plan on working closely with the modding community to mitigate this as much as possible. I’ll have more information about this at a later date.

I hope you’ll enjoy this update!

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Hi everyone and thank you for the awesome response to the last EA24 update!

As some of you may already know, Ravenfield is now on it’s 4th year in Early Access. Originally I intended to finish the game within 1-2 years, but since then the game has grown quite a bit in scope with additional features like new maps, more vehicle types and improved modding support using scripting. Your overwhelming support and the creativity of the modding community has well exceeded my expectations as the game is played by thousands of people every day. It is genuinely a fun project to work on, even after 5 years in development.

We’re now at a point in development where the base gameplay works nicely, even if there still are a bunch of bugs and issues I still need to iron out. That is, I feel like the instant action part of the game works well. The part that still needs major improvement is Conquest mode, and I have spent some time thinking about how to improve it and integrate it better with Ravenfield’s core design of approachability and customizability.

Problems with Conquest Mode

The Conquest mode was originally designed to combine a strategical world-map layer with story/dialog elements to provide a background and stakes to the Eagle/Raven war. At the moment, almost none of the story elements are available in Conquest as this turned out to be really difficult to get working in a fun way without being too intrusive on the strategy elements.

Another issue with Conquest is that the same central maps are being fought over repeatedly, with others being ignored almost entirely. This was resolved by adding an Auto-Complete battle feature, but skipping a battle simply isn’t very fun and feels like wasted opportunity. Also, the current version of Conquest would be very difficult to mod, and require very complicated external tools to edit or extend. This also seems like wasted opportunity and goes against Ravenfield’s core of easily being able to configure your experience like you can in Instant Action mode.

To solve these problems, I’ve decided that the best direction to take is to split the current conquest into two separate modes, a Story Campaign and a new, streamlined Conquest Mode.

The Story Campaign centers on the war as seen from the eyes of the Advisor and the special forces group TALON she commands. You have already gotten a glimpse of this group through the updated Spec Ops game mode, but there is still much to discover about TALON and the characters around the group who aid and manage its operation.

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I have set a goal to create a story that should take around 2-3 hours to complete on your first playthrough. Going for a short length should prevent the campaign updates being released over an endless number of updates (I actually want to get this done), and help ensure quality over quantity. I also want to keep the Campaign progress highly transparent and available to you all, so on top of the Act 1/2/3 updates I also plan on pushing intermediate updates featuring standalone campaign missions. These missions will eventually be integrated into the campaign story.

I have already started work on the story campaign, and I want to release the first story mission in the EA26 update for you to try out (which will be out after my summer break). If I get enough progress done in time for this summer’s EA25 update, I will include an early sneak-peek version of the mission.

Conquest Mode version 2.0

While I’m still figuring out the details of this mode, I want to make a streamlined version of the current conquest mode. This mode will not feature any story details (for example, the war room scene of the current conquest mode and the tech tree will be removed). Instead the new mode focuses 100% on an «arcady» approach to playing Conquest where you purchase upgrades to your army and try to conquer all enemy-controlled levels. The plan is to let the player decide what weapons/vehicles/levels they want to appear on the strategy map and generate a conquest scenario from that. This would also support custom content such as weapons, vehicles and maps. The main goal for the new conquest mode is being able to set up custom conquest scenarios from within the game itself (no need for modding tools!).

I’m still figuring out the design this mode, and it will not be available for some time as I want to focus my efforts on the story campaign for now.

Modding: Scripted Missions and Custom Game Modes

While scripted story missions are an integral part of the story campaign, I also want to make scripted missions available to modders. Scripted missions could either be a story mission that plays on a specific map, or even a custom game mode selectable in Instant Action that can be played on any map.

As I create the story missions for the official campaign, I want to design a simple-to-use system that is reusable for modders. This system would be used with or without Ravenscript (Ravenfield’s lua-based scripting framework), depending on the complexity of what you want to achieve. I intend to make it possible to set up simpler story missions without having to write a single line of Ravenscript code.

Finally, modders will be able to create custom scripted campaigns which can, for example, include a sequence of story missions. Custom campaigns will be driven by Ravenscript to make them highly customizable. It will not be possible to create custom campaigns without the use of Ravenscript.

End of Early Access

When the Story Campaign, new Conquest mode and scripted campaigns/missions are available in the game I intend to finish the early access period of Ravenfield and release the 1.0 version. I want to keep supporting the game after the 1.0 release with bugfixes, general improvements and localization.

I hope this new direction for the game makes as much sense for both players and modders as it does for me. I really want to start taking major strides towards finishing the game and nailing down exactly what constitutes Ravenfield 1.0.

In Summary
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Please Note: All details in this post are work-in-progress and are still subject to change. I tried to make this post as comprehensive as possible, but game development is difficult and things might need some tweaking! 🙂

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Hey! Early Access build 24 is finally here with updates to the Citadel level, aircraft and tons of quality-of-life improvements to gameplay.

The main focus for EA24 is the overhauled Citadel level. Pretty much everything in the level has been updated, which should give the level a nice flow and several ways of attacking the central citadel. Major changes have been made to the areas outside the citadel, such as adding bunkers for the defending team. The defenders now have access to airplanes via the takeoff platform suspended over the citadel wall. The level is quite different from most official maps as you get quite a different experience playing on the attacking or defending team. I hope you’ll enjoy it!

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Finally, this update contains a ton of fixes and improvements to the game play and AI, please see the change log below for details!

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Citadel level has been fully overhauled:
— Removed bridge between the two defender outposts outside the citadel walls, creating two separate attacker lanes.
— Split the attacker’s first spawn into two separate spawns, one for each side of the river. The bridge connecting the two sides of the attacker spawn is still there so it’s possible to cross to the other side easily.
— Added suspended takeoff/landing platform for airplanes at the citadel.
— Added 2 attack planes for defenders.
— Removed helicopter from defenders.
— Added attack helicopter to attacker spawn.
— Attackers now get one APC and one tank.
— Added bunkers and several anti-tank and machine gun turrets for defenders.
— Added one anti-air turret on the east bunker.
— General improvements to village area, giving it more structure.
— Redid the HQ building and tower in citadel.
— Added various stone and supply props to citadel for cover.
— Added rocks and trees to break up sightlines outside the citadel.
— Added vis occluders to Citadel trees

Attack airplane and bomber overhaul:
— Updated HUD with speed/altitude/gear/brake indicators
— Updated the heading indicator HUD elements to make them a little more clear and less obtrusive.
— All airplanes (including modded ones) can now land by holding throttle down while being close to ground. This will automatically extend the landing gear and allow you to land.
— Overhauled the handling of the attack plane.
— Balanced attack plane weapons, giving it more ammo but slightly less damage.
— All airplanes can now airbrake by throttling down when close to the ground.
— Updated bomber turret to use the new stabilized turret, making it way easier to hit targets.
— Both official airplanes now have landing gear suspension.

AI updates:
— Restricted squad clustering (IE when vehicles would slow down to cover nearby infantry) to only occur when close to enemy capture points, or if the cluster is taking fire.
— Fixed a bug where AI would not halt when firing long range shots while in vehicles.
— Updated AI Airplane swerving, so bots are less likely to crash into the target they are currently engaging.
— Added reload assist to bots in airplanes so they reload their weapons while doing U-turns in order to engage a target.
— There is a small chance of infantry bots chasing after a nearby target if it goes out of sight. This never applies to bots in the player squad.
— Made it slightly easier for bots to lock on with target locking weapons.
— Fixed an issue where bots could sometimes lock on to targets behind them.
— AI will now have slightly worse aim directly after taking damage.
— AIs shooting from cover are now slightly less accurate directly after uncrouching
— Aircraft pilots will now only bail out if they are close to a valid infantry navmesh.
— AI will no longer use turrets that aren’t facing an enemy capture point. If the defense strategy is set to «always man turrets», all turrets will be manned anyway. Additionally, anti-air turrets will always be manned.
— Improved AI order generation based on neighbors, now bots will never use land vehicles or walk when attacking a neighbor that is set to water only, even if that point is technically reachable by land
— Fixed a bug where the AI would not target enemies correctly with mounted turrets
— Fixed a bug where AI would sometimes shoot through walls/cover while crouching
— Improvements to AI cover usage when defending flags.
— Reduced risk of AI friendly fire through explosions when they are using cover.
— If AI accidentally misfires an explosive projectile, friendly fire damage will be reduced.
— Bots now prefer cover points with ceiling protection (As that protects them better against explosions, mortars, air to ground attacks etc. To take advantage of this change, a new navmesh must be generated.

Bots will now keep track of targets for a few seconds, even if they temporarily go out of sight:
— This always applies to high priority targets (such as a vehicle capturing a flag, or a target assigned by the player).
— Bots on turrets will keep track of targets if they are of their preferred target type.
— Bots in airplanes will always keep track of targets. This makes them more aggressive and use their weapons way more.

Input improvements:
— Improved memory management of the input system for optimized access.
— Joystick inputs will now only bind on change in the input options menu. This makes it way easier to bind your inputs.
— Added deadzone slider that will control the joystick input deadzone.

Rendering Optimization:
— Optimized terrain rendering on the official maps. This will lead to slightly more pop-in but reduced CPU overhead when rendering.
— Baked soldier smirk into the soldier material, reducing the draw call overhead for rendering a character from 2 to 1.
— Soldiers behind the player will have their weapons culled.

Please note that if you’re experiencing low frame rates with the game, try running the game without mods and see if that helps. I also recommend reducing or disabling the vegetation rendering in the video options menu. That seems to give me quite a big increase in frames per second on many levels.

Ingame map editor:
— You can now tweak the ambient lights for both day and night versions of a map.
— You can select a post processing preset for your map.
— Added ability to tweak sun/moon positions in the sky.
— Fixed fog not being applied and added daytime fog density parameter.
— Added skybox atmosphere parameters.
— Added water volume, allowing you to create lakes that spots that are higher than the ocean water level.
— Added ability to change the ocean water level.
— Changing these level detail parameters will now update the scene view in realtime, making iteration a little easier 🙂
— Pressing the night vision button will toggle night vision inside the editor.
— Added new props from the citadel level.
— Night vision can be turned on in-editor by pressing the night vision input key (default N).

Misc game improvements:
— Moved unfinished levels (Tunnel, Twin Islands) to the bottom of the map list.
— Fixed lighting on Tunnel level, although it’s still pretty broken :/
— Fixed a rare bug where entering a vehicle seat would sometimes cause the screen to go black or start glowing white.
— When switching seats in a vehicle, if an AI is already occupying that seat, you will switch seat with them.
— You can now easily take over an AI vehicle by pressing use on it, even when it’s already occupied. Entering the driver seat will automatically make the passengers join your squad. Entering a passenger seat does not modify your squad, so you can ride as a temporary passenger if you like. If there are no seats left, the bot you replace will be kicked out of the vehicle and create their own squad.
— Spec Ops helicopter exfil now supports custom transport helicopters (So long as it can fit your spec ops squad, otherwise the default helicopter will be used).
— All preplaced audio sources in a level will now be set to use the world mixer group. This makes them react to your sound volume setting or slow motion effect.
— Added UI scaling for resolutions above 1080p for parts of the UI. This makes it way easier to select spawn points, or click the pause menu buttons on 4k screens or similar.
— Minimap resolution is doubled when playing on >1080p screens.
— Spec ops flare now fades in/out smoothly.
— Updated post processing presets on all levels.
— Updated occlusion data on most levels.
— All official mounted turrets now use the new stabilized mounted turret script.
— Added slight recoil to the mounted turret cameras.
— Updated turret cameras and projectile impact effects.
— Fixed a bug where mortars would not hit their indicated target.
— Updated water material so it is influenced by ambient lighting (Previously only direct lighting would affect it).
— Added High Dynamic Range (HDR) rendering option in the video options.
— Fixed spec ops not starting when no primary weapon was selected
— Only projectiles fired by bots will now make flyby sounds.
— Fixed a bug where missiles without a target lock would never accelerate to the max travel speed.
— Fixed an issue where the weapon selection UI would sometimes not list weapons.
— Fixed an issue where projectiles would stop in mid air when hitting vehicle debris
— Made it easier to select the correct flag when using the squad ordering map.
— Made attack helicopters slightly faster when travelling forward, and overall a little more agile.
— Fixed a bug where the vehicle HUD would sometimes not render after entering a vehicle.
— LOD objects will no longer be baked together for ingame map maker made levels.
— Various minor bugfixes to projectiles and missiles and the missile tracking indicator
— Spec ops objective markers now have a distance label.
— Added outline to spec ops objective markers so they are easier to see with bright backgrounds.
— Fixed a bug with PlayerRecoilCamera which caused vehicles like the Tank and APC to not have recoil applied properly in first person mode.
— Fixed a bug where AI Vision Occluder colliders would sometimes cause the player to be pushed
— Exfil helicopter crew can no longer be ordered by the player using quick orders.

Ravenscript:
— Exposed parachute functionality.
— Exposed AiActorController.targetFlightAltitude.
— Exposed various airplane flags such as airbrake, altitude, gearsRetracted, isAirborne
— Added Squad.Create() function.
— Exposed various Collider classes to RS (BoxCollider, CapsuleCollider and SphereCollider)
— Exposed missile tracking and lock on status to Vehicle in RS
— AI.canJoinPlayerSquad value exposed to RS

I hope you’ll enjoy this update and all the improvements it brings to the game! I will post an news update regarding the Ravenfield 1.0 release soon, so please look forward to that!

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The Spec Ops update Pt 2 adds features such as Flares, Exfiltration and smarter patrols to the Spec Ops mode. When attacking objectives, it is good idea to strike quickly or using stealth to prevent the enemy from firing a signal flare, which attracts nearby patrols. Flares are also very bright, so they may blind on night levels when using Night Vision. The TALON spec ops team now carries C4 explosives, which can be planted on parked vehicles. You can even plant C4 without picking up the item in your loadout by walking up to the destroy target vehicle objective and pressing the use key to plant C4 with a 30 second timer. Alternatively, you can send one of your squadmates to plant an explosive using the squad command button. This should give you lots of options to completing your objective even if you forgot to bring anti-vehicle weapons!

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Finally, EA23 adds much nicer post processing effects to the game. On top of improved Color Correction and Bloom, Ambient Occlusion is now available along with FXAA and SMAA anti-aliasing. You can find these options in the Video Options menu tab.

Spec Ops Improvments:
— Added Neutralize Patrol objective type.
— Improved the spawning location of the attacking team, you should now always spawn around 200 meters away from the closest objective.
— You can plant C4 on the «Destroy Vehicle» target by pressing the use key when close to it. This even works if you didn’t bring any C4 or other anti-vehicle weapons.
— You can order your squadmates to plant C4 on the «Destroy Vehicle» target by issuing a squad order using the quick squad order key.
— Added EYES to Spec Ops. EYES is a recon operator who will provide you with intelligence on enemy patrol movement, such as alerting you if a patrol is about to spot you. EYES is only available when playing on the Eagle team.
— Patrolling vehicles now have a maximum of 4 passengers
— The balance slider can now be used to set the number of teammates in spec ops. Each soldier in the game preview image corresponds to one teammate.
— Spec ops now uses the cinematic victory/defeat screens
— Major improvements to defender AI in spec ops mode
— Added flares, which a squad defending a flag will fire if they spot you. There is some delay before they are able to fire the flare, so it’s a good idea to take them out quickly or using stealth.
— Flares attract nearby patrols to the location. They are also quite bright so they may make your Night Vision unsuable.
— You can be spotted from further away when standing under an active flare
— Made the spec ops teammates harder to detect when they are close to the player.

There are now 2 possible endings to spec ops, either quick victory (where the game instantly ends when all objectives are completed) or helicopter exfiltration:
— Quick victory will only fire if all attackers are still alive when the game ends. On large levels, you also need to be unseen by enemies when the game ends.
— Helicopter exfil victory will fire otherwise, where you need to get to the exfil location and enter the helicopter.

Improvements to the AI targeting system:
— Bots will now prioritize targets better.
— AI will now prefer to use weapons that are within the effective range, but will use weapons at up to twice their effective range if no other better weapon is available.
— AI will now aim at a target faster if they were aiming at another nearby target before. For example, this makes it easier for a bot to take out a squad that is bunched together.
— Fixed some issues with the attack target quick command.
— Bots using target lock weapons will now lock onto targets much more reliably.
— Bots will now fire as soon as they get a target lock.
— Bots will now only fire one missile at a time if the target vehicle has countermeasures.
— For vehicles without countermeasures, the bots will launch one missile at a time if the vehicle has less than 2000 max health. (In order to not waste ammo by launching 3 missiles towards a jeep).
— AI will now take aim before firing weapons with AOE damage, reducing the risk of friendly fire and making them more deadly against vehicles:
— AI will still fire quickly if the target is very close.

Ravenscript:
— Added Car, Boat, Helicopter, Airplane classes
— Added Value Monitors to ScriptedBehaviours which can be used to automatically notify a script of value changes on a variable or function.
— Added Debug Value Monitors that can be used to easily monitor values when playing in content mod test mode.
— Misc API additions and bugfixes

I will be taking a holiday break from development, but I have some exciting news to share when I get back regarding the Ravenfield 1.0 release. Until then. here is a little teaser image:

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Hey everyone! Here are the update notes for EA22!

Things didn’t go exactly to plan with this update, as it turned into quite a big bug-squash rather than a full on update to new Spec Ops mode. For that reason, The Spec Ops update pt. 2 will be launced next time as EA23. Nontheless, there are still a bunch of new additions to Spec Ops ready for you to try out today, such as patrolling enemies and issuing target orders to your squad!

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EA22 fixes a ton of issues or bugs with the base gameplay of Ravenfield, along with a few new performance optimizations that should help keep your framerates nice and stable! There have also been a number of fixes/improvements to the Ravenfield AI, including new combat movement, and a fix to the old bug where AI would sometimes always fire at the player, even when there were other closer targets. (Oops!)

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You may also notice that all vehicle look a bit nicer thanks to the new baked occlusion maps, which make the vehicle models pop more!

Spec Ops change log
— Added enemy patrols to Spec Ops mode
— Tweaks to how unalerted AI detects players, slightly speeding up their target acquiring.
— Improved hero armor so it also works on instances where you get hit by a ton of low-damage projectiles at once (shotguns, low-damage, high rate of fire weapons)
— Hero armor now blocks explosion damage more consistently.
— Slightly reduced number of soldiers defending each Spec Ops objective
— Changes to the spawn position of the player squad. On large maps they spawn around 200 meters away from the closest objective, and on tiny maps they spawn on a regular spawn point flag.
— If you pick Patriot TAC in spec ops, all teammates will also pick it so you can enjoy the laser show!
— Added Important audio mix group intended for game mode, UI or story audio clips that really should be heard
— At least one teammate will now always spawn with an anti-tank weapon in spec ops.
— Improvements to where the attackers spawn in spec ops, I tried making it pretty random, but you should always spawn around 200 meters from an objective, and never closer (if possible).
— Added spawn indicator to spec ops minimap that shows you exactly where you will spawn.

Vehicle change log
— Increased max plane sensitivity by request.
— Updated transport helicopter to new model
— Added suspension to tranport heli landing gear
— Transport heli now has an additional co-pilot seat, so it can carry 8 people in total!
— Updated heli miniguns to stabilized mounted turrets, making them easier to aim + update the camera.
— Added occlusion maps to all updated vehicles.
— Cars now have a bit of downforce applied, which makes the stick to the terrain/road a little better!
— Added transport heli to vehicle testing level
— Proximity fuze projectiles can no longer be triggered by the vehicle they were fired from.
— Added error handling to handle issues with custom vehicles that would sometimes cause projectiles to float/get stuck in mid-air.

Game optimization
— Projectile spawning/despawning has been significantly improved, which should yield higher and more stable frame rates. The effect of this optimization should be most noticable on computer with slower RAM.
— Content mod file data is now unloaded after all content has been initialized, which removes unneccesary RAM usage. You can expect to see a 5-20% reduction in RAM usage when running the game with a lot of mods.
— Code Exceptions caused by mods will no longer be logged in normal gameplay, which should help with performance hits from mods that cause many errors.
— When running the game in test content mod mode, any code errors will be logged to the Ravenscript console. There is also an error count text message that will notify you if new unread errors have been logged whenever the console is closed.

— Added support for OnEnable() and OnDisable() functions on ScriptedComponent behaviours. These are similar to Unity’s built in OnEnable and OnDisable functions.
— Added support for disabling number row inputs, allowing modders to use the number row for special inputs.
— Exposed AudioSource output mix.
— Added Debug class for drawing rays/lines ingame. Please note that this feature is only available in test mode for performance reasons.
— Exposed IngameDialog to Ravenscript.
— Exposed audio source audio spectra and sample data fetching
— Exposed portrait generation to RS via PortraitGenerator
— Exposed Player/Game mode hud values in GameManager
— Improvements to function variant selection, making Ravenscript calls prefer functions with float parameters over ints
— Added DataContainer class to Ravenscript and mod tools
— Exposed setting the actor team skin (which automatically affects all actors of a team whose skin has not been overriden):
— Exposed resetting an actor’s skin to its’ team skin
— Exposed Runtime Animation Controller to RS (Which should make it possible to replace character animations and cool stuff. maybe)
— Spawn Points now have an outgoing and incoming neighbor list, which keeps track of what flags can be attacked by / can attack a particular spawn. Also exposed to RS.
— Spawn countdown is no longer visible when the player actor has been deactivated through RS.

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