Ravenfield
by SteelRaven7 · 18 May, 2017
238 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
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
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.
[img src="{STEAM_CLAN_IMAGE}/28768162/1b3f484d64cbe043fe2e875b7a2782326868a0a5.png"]
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.
[img src="{STEAM_CLAN_IMAGE}/28768162/2edfde692a52d133760671fe0c45908f5296b0c8.png"]
We have also updated the map selection screen to be more stylish :)
[img src="{STEAM_CLAN_IMAGE}/28768162/923e1d269e86c55268844e6c12ef5907d11a6479.png"]
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 can find them today in the beta-branch-update channel on the Ravenfield discord server.
Added Renderer Material target for TriggerSetActorSkin
Exposed Sprite.Create() and Texture.CreateTexture2D() to RS
Game improvements and Bugfixes
When taking over a bot in skirmish mode, you are now guaranteed to spawn with a little bit of ammo.
Fixed a rare issue where the game would not start correctly if mods contained duplicate level files with the same name.
Fixed a bug where loadouts were not initialized correctly in scripted missions set to use official loadouts.
We hope you'll enjoy this update!
/Johan and the Ravenfield team
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.
[img src="{STEAM_CLAN_IMAGE}/28768162/1b3f484d64cbe043fe2e875b7a2782326868a0a5.png"]
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.
[img src="{STEAM_CLAN_IMAGE}/28768162/2edfde692a52d133760671fe0c45908f5296b0c8.png"]
We have also updated the map selection screen to be more stylish :)
[img src="{STEAM_CLAN_IMAGE}/28768162/923e1d269e86c55268844e6c12ef5907d11a6479.png"]
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 can find them today in the beta-branch-update channel on the Ravenfield discord server.
Added Renderer Material target for TriggerSetActorSkin
Exposed Sprite.Create() and Texture.CreateTexture2D() to RS
Game improvements and Bugfixes
When taking over a bot in skirmish mode, you are now guaranteed to spawn with a little bit of ammo.
Fixed a rare issue where the game would not start correctly if mods contained duplicate level files with the same name.
Fixed a bug where loadouts were not initialized correctly in scripted missions set to use official loadouts.
We hope you'll enjoy this update!
/Johan and the Ravenfield team
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
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
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
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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View AllDownload Ravenfield for PC with a direct link or via torrent. Get the full version of Ravenfield for free. Ravenfield is a Action released by SteelRaven7.