Ravenfield
by SteelRaven7 · 18 May, 2017
267 downloads
About the Game
Ravenfield from solo developer SteelRaven7 is the spiritual heir to Battlefield 1942's bot-stuffed sandbox mode — easy to pick up, surprisingly deep once you start tweaking, and completely shameless about being silly. You and a swarm of Blue AI allies fight a swarm of Red AI enemies across maps that scale with your hardware (the only practical limit on combatant count is what your CPU can handle). Tanks, helicopters, jets, watercraft, infantry — pick what you want and just go.
The active ragdoll physics is what made Ravenfield a meme — soldiers fold in unintentionally hilarious ways when they take a tank shell, and the team-colored blood splat system means you can see where the firefights happened on the map. There's a thriving Steam Workshop community of fan-made vehicles, weapons, and maps; the Conquest mode is the highlight.
Released as OFME, fully offline-playable. 543 MB installed. Multiplayer between cracked clients works via the Online-Fix mod's relay (peer-to-peer); no Steam account needed for hosting or joining.
Screenshots
5 images
Version Information
Steam Patch Notes
Official update history
- 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.
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
- 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!
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
EDIT: All legacy branches have now been rebuilt in the 2020.3.49f1 engine version and are safe to use!
/Johan
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
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.
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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)
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.
- 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 '.'
- 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.
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
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)
Current Release
Not available
System Requirements
How to Install
ravenfield.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
543 MB
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