EA38 patch 3
Changelog EA 38 patch 3, August 26: - Fixed several vegetation colliders on Island that were previously colliding with the soldiers and vehicles. - Added a couple of new lilypads!

Changelog EA 38 patch 3, August 26: - Fixed several vegetation colliders on Island that were previously colliding with the soldiers and vehicles. - Added a couple of new lilypads!
Hey! We here on the Ravenfield team are currently taking a much-needed break from development (except for Ghostie, who appears to have taken over the discord server!) I'm writing this post from a forest cabin enjoying some downtime, but I figured this would be a good time to look
Hey!
We here on the Ravenfield team are currently taking a much-needed break from development (except for Ghostie, who appears to have taken over the discord server!) I'm writing this post from a forest cabin enjoying some downtime, but I figured this would be a good time to look back at what we added to the game in the first half of the year and what we have in store for the rest of 2026.
We've been very busy this year, delivering 5 EA updates and a Valentine's themed update. Here's what we accomplished:
We released Arcade Mode as the first official campaign to use our new moddable campaign system!
We rewrote large parts of the game to support the new campaign system. This includes systems that allow progressing between different maps, improvements to the dialog system, better mod and campaign save data handling, scriptable game configurations and a lot more.
We released the Arcade Mode source scripts and assets as a unity package, allowing the community to modify all aspects of how the mode works. This package is available on the Ravenfield discord server!
We began updating old assets that we felt no longer held up to the latest content such as weapon models, audio clips, animations and more.
We added 4 new weapons.
We released a complete overhaul of the Island map with a new art style and assets.
We added tons of new Trigger Components and exposed Ravenscript functionality to streamline story-mission style level creation and to more easily integrate them into story campaigns.
We updated the Unity mod tools to allow modders to create campaigns and wrote a guide explaining the process:
[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3770201259"][/dynamiclink]Phew! I think this is quite the list, and it puts us in a good position to deliver on the major planned features for the game. Let's take a look at what to expect for the game's development going forward!
We have a clear target in sight - we want to finish up the game and deliver Ravenfield 1.0 as soon as possible. While we had previously planned to release Ravenfield 1.0 this year, we recognize that the game has plenty of bugs and annoyances to iron out before we are happy to call it done. This will almost certainly delay the 1.0 release into 2027.
However, our aim is to get the game content-complete this year. That is, we want to deliver the previously announced features such as a revamped Conquest Mode and support for modded game modes. We also want to improve existing features and content by updating maps, weapons and vehicles to reach a consistent quality level. Finally we want to release a new map, however we might push this one into 2027.
Obviously with Ravenfield being a single-player game, it's super important to have flexible and fun bots to play against. This has always been a challenge due to the sandbox nature of the game. No level or mod or mutator quite plays the same, and there are hundreds if not thousands of little pitfalls where our bot friends take a tumble and a fumble. To make sure we find these problem areas and focus on the right things, we started a bot-improvement channel on the official discord server a while ago where we encourage the community to leave bug reports and suggestions and to upvote what needs the most attention from us. Thus far, we haven't had much time to tackle the issues as most of our time has been spent on getting moddable campaigns up and running. However as we approach 1.0 we intend to spend more time polishing up this game based on community feedback. If you have a particular issue or suggestions concerning bots, please make sure you check out the channel and leave your feedback!
To summarize, here's what we want to deliver throughout the rest of the year:
Conquest mode - we're focusing on this one first!
Moddable Game Modes
Rework some existing maps
Several new weapons
Improvements to the Campaign Mod development/testing experience
Bot and gameplay improvements based on community feedback in the discord server.
New map (if we have the time, otherwise will release in 2027)
We'll be back in full force in September - until then, you should check out what Ghostie is up to on the Ravenfield discord server
See you soon!
/Johan (SteelRaven7)
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 mat
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 th
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
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: [dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3756892374"][/dynamiclink]
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 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:

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 particle system issue that would cause lots of errors to be logged
Mod Tool changes
Updated to the latest trigger system components
Added systems for custom campaign
Press Ctrl+T while inside a custom campaign lobby scene to try your campaign
Added example campaign bundled with the rftools
Ported Arcade Mode to the mod tools which is available as an external package on the Ravenfield discord server.
Added fast export mode which is used when testing your mod/map (by pressing ctrl+t). Fast mode will export your mod as an uncompressed package which makes it faster to build and load but uses more space on the hard drive. This mode can be thru the Ravenfield Tools -> Fast Export menu.
We hope you'll enjoy this update and create some really cool stuff with these new tools!
/Johan and the Ravenfield team
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 numbe
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 styl
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.
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[/carousel]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 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
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 e
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 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
Hi everyone! Today is Ravenfield's 9th anniversary on Steam which we celebrated with cake at the office! I figured this would be a good time to update you all on what we're working towards this year and beyond. First things first: We are still working on Arcade Mode pt 2 which wi
Hi everyone!
Today is Ravenfield's 9th anniversary on Steam which we celebrated with cake at the office! I figured this would be a good time to update you all on what we're working towards this year and beyond.
First things first: We are still working on Arcade Mode pt 2 which will release in the next EA update. In the last update post my plan was to get the update out before the end of April, but we've been taking our time to experiment with the design of Arcade mode to make sure it's as fun as possible. It turns out designing a fun and hopefully somwhat balanced rougelike mode like Arcade is pretty challenging for a moddable game like Ravenfield where the gameplay drastically changes based on what mods are being used. We're slowly but surely getting there, and you can try out the latest version of Arcade mode on the beta branch if you want to see where we are currently at. The latest build features a shop where you can buy extra equipment to even out your loadout if you're unhappy with the equipment or vehicle drops.
While the design process for Arcade is taking a bit longer than expected, we figure it's worth it as we both want to make a fun game mode and will also use the lessons learned for the next official campaign where we are rebuilding Conquest Mode from the ground up. Like Arcade, the New Conquest Mode will fully support modded content such as weapons, vehicles and maps, meaning a lot of the design challenges will carry over. We have already made strides in the development of Conquest Mode but we're not quite ready to show it off yet. Expect more info on Conquest Mode this autumn!
To give you an idea of what we have planned for this year, here's a rough timeline:
Spring/Summer:
- Arcade Mode pt 2 and 3
- Support for Custom Campaign creation via mod tools
- Release Arcade Mode source assets and scripts for use in the mod tools
- A rework of one of the official maps
Autumn/Winter:
- New Conquest Mode
- Support for Custom Game Mode creation via mod tools
- Finish up Citadel story mission
- A brand new map
On top of these features, you can expect weapon drops and improvements to gameplay/bots/modding throughout the year.
Back in December 2024 in "The Ravenfield Release Plan" post I expressed a desire to release Ravenfield 1.0 before the end of 2026. This is still the goal, but we will only release 1.0 after we have gotten all features listed above ready and working well. As the most important thing for us is to deliver a really fun experience and to make sure modders can continue building on the gameplay and systems we create we'd rather take our time and do things right than to rush out a 1.0 release. This of course means we might need to push the 1.0 release into 2027, but we are taking things one step at a time and will keep you all posted on the progress thru EA updates and Steam posts.
We're happy to announce that we will continue to support Ravenfield after the 1.0 release thru content updates, modding improvements and bugfixes. We're not entirely sure what type of content we will be producing for the game after the 1.0 release, nor the scope and release schedule, but we are determined to keep working on the game so long as people keep playing it! That said, we also have plans to create new games, meaning our development time will be split between Ravenfield updates and new projects. More info about this will be coming closer to the release!
I hope you're as excited about the features we have planned for 2026 as we are!
/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 pref
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
Hey! These past couple of weeks we've been super busy working on multiple EA updates for Ravenfield. While we were originally planning on releasing Arcade Mode Pt2 this month, we've decided to push it back to mid-April. We're also delaying the update that adds support for modded
Hey!
These past couple of weeks we've been super busy working on multiple EA updates for Ravenfield. While we were originally planning on releasing Arcade Mode Pt2 this month, we've decided to push it back to mid-April. We're also delaying the update that adds support for modded Custom Campaigns to the very end of April, which will be released as Arcade Mode Pt3.
Originally, we wanted the custom campaigns functionality to be part of Arcade Mode Pt2, but releasing it as Pt3 allows us to spend more time ensuring that everything works as expected, and also lets us polish up the source code + assets for Arcade Mode which we will make available to Ravenfield modders as an example campaign.
On top of Arcade Mode Pt2+Pt3, we are also working on a previously unannounced update focusing on improvements to the Trigger systems, Dialogs and other systems related to custom mission creation. This week, we'll be focusing 100% of our attention on this update, which we want to get out early next week. It's gonna be a fun one! To summarize, here's the new update schedule:
Triggers/Dialog system update - Next Week
Arcade Pt2 (Design improvements) - Mid April
Arcade Pt3 (Custom Campaigns + Arcade mode source release) - End of April
I hope you all look forward to what we have in store!
/Johan and the Ravenfield Team
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 thi
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!
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[/carousel]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
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 posi
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
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 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.
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[/carousel]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!
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!
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 pistol
- Press X when using the Ingress 700 to do a cool gun spin!!
- The last round in the Ingress magazine deals more damage and has a retro style sound
- When starting the game from the mod tools, the Ingress has a special ability: While spinning the gun, you can bunny jump to build a lot of speed. This allows you to quickly traverse the map you're testing if you want to check our a specific area. This ability is completely disabled in normal gameplay.
- Added audio cues for when you're about to run out of ammo in your magazine.
- Added systems for custom campaigns along with RS api changes to allow scripting of custom campaigns from RS.
- Major changes to how the game handles scene loading to support full map/game mode/team configuration from RS
- Removed old conquest mode as it is not compatible with the new custom campaigns system. We are in the process of recreating conquest mode from the ground up, so expect updates on this soon!
- Added game mode art to the instant action menu
- Fixed an issue where configuration data would not be deserialized correctly
- Fixed a bug where vehicle filters were not working correctly in instant action team configuration page
- Added support for hidden mutators (IE mutators that don't show up in the menu but can still be loaded thru RS)
- Added new triggers for playing particles/audio, these will be added to the mod tools later.
- TriggerGlobalSignalReceiver component now registers in OnEnable(), so it will be able to receive signals immediately.
- TriggerGlobalSignalReceiver component now deactivates in OnDisable(), which fixes a bug related to vehicle impostor spawning.
- Fixed missing checkpoints on citadel mission
- Refactored game mode configuration to prepare for custom game mode support. Game modes now store their configuration inside ConfigurationData types which are accessible to RS. Some built in game modes have different UIs because of this change.
- Spec Ops dialog now reflects the current team name.
- Fixed minimap centering in the ingame map editor sometimes failing when no capture points had been placed
- Created a new way for weapons to play Fire sounds that allows them to play random Audio Clips.
- Added a simple way to add a separate Fire sound that can only be heard when the player fires that weapon.
- Added weapon "rattle" values that can be configured to make a weapon shake/rattle when fired. This can also be triggered from Ravenscript and through animation events.
- Added an option for Proximity Fuse Projectiles to ignore team targets.
- Updated the models and animations for the S-IND 7 and Quicksilver.
- Updated the model for the Frag Grenade.
- Added various new sounds to the Greaser, Quicksilver, S-IND 7, Patriots, Automatico, Recon LRR, and Dagger.
- Buffed the S-IND 7 and Quicksilver to bring them more in line with other weapons.
- Added an option for Proximity Fuse Projectiles to ignore team targets.
- Made it possible for melee weapons to play random on hit sounds.
Ravenscript/Trigger updates
- Exposed various API systems related to starting matches from custom campaigns
- Exposed GameInfo class used to configure which teams and mutators are used when starting a match from RS
- Exposed TeamInfo class used to query and configure a team's weapon/vehicle/skin/name configuration from RS. It is possible to both read and write configurations from RS, which is used to set up matches based on unlocked weapons/vehicles in arcade mode.
- Exposed VehicleSpawner.SpawnVehicleImposter() that is used to spawn vehicles without attached scripts and rigidbodies, this is used for background vehicles in the Arcade mode vehicle unlock scene.
- Added support for saving weapon, vehicle and map references in SaveData.
- Added ConfigurationData type for storing and getting game mode configurations in RS.
- TriggerNamedSignalReceiver component now respects once/repeating modes when receiving named signals.
- The lua engine can now resolve source script components when invoking RS coroutines, which solves a couple of rare issues with the RS API.
- Exposed Weapon maxAmmoPerReload and useMaxAmmoPerReload to RS
- Added BezierPath/BezierCurve types that can be used to set up and evaluate 3D bezier curves. WE MAY CHANGE THE NAMES OF THESE TYPES IN THE NEXT UPDATE SO USE AT YOUR OWN RISK!
- Added BezierPath along with scene view editor to DataContainer
- Added weapon "rattle" values that can be configured to make a weapon shake/rattle when fired. This can also be triggered from Ravenscript and through animation events.
- Created a new way for weapons to play Fire sounds that allows them to play random Audio Clips.
- Added support for player only weapon firing sounds.
- Made it possible for melee weapons to play random on hit sounds.
We hope you'll enjoy this update and are looking forward to the new possibilities that custom campaigns will bring to the table once it rolls out it the Arcade pt 2 update!
/Johan and the Ravenfield team
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 secur
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 be
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
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.
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
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.

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
Fixed an issue where bots would sometimes should thru walls
Moved flag capture UI element down slightly to prevent it from overlapping with some game mode UIs
Updated default quality settings to Good (previously booting the game for the first time would put you in the worst quality option... oops!)
Ravenscript changes
Added PlayerCamera.isUsingFPCamera
Added PlayerCamera.GetCameraRay(camera) and PlayerCamera.GetActiveCameraRay()
Added Physics.RaycastActor()
Added ActorManager.CreateExplosionEffect()
Added ActorManager.SetBloodParticleParameters()
Added GameEvent.onBloodParticleLand event
Replaced Vehicle.team with Vehicle.ownerTeam which uses the correct Team type rather than an integer. The old value is still available but hidden in the RS documentation, so mods still relying on this value will continue to work.
Exposed MeleeWeapon type
Seat.isEnclosed is now writable
Exposed Weapon.aimSensitivityMultiplier
Writing a weapon's heat value through RS will now trigger an overheat if the value assigned is 1 or higher
Exposed Weapon.currentMuzzleIndex
Trigger System changes
Fixed TriggerCondition ActorIsRagdolled not having an actor field
Added usePickedLoadout field on TriggerSpawnPlayer, which allows the player to spawn with their picked loadout.
Added TriggerOnLoadoutAccept which fires a signal when the player accepts a loadout.
Modding improvements
Added Projector to component whitelist
Added UnityEngine.Animation and UnityEngine.Animation.Rigging components to whitelist
Added defaultRarity fields to WeaponEntry and Vehicles
Ingame Map Editor improvements
Added support for controlling vehicle spawner rarity options.
To close out this update post, I'm happy to announce that Ravenfield is no longer a solo project, we are now 8(!) people working on the game! While most of us has just gotten started, we already have cool things in the works, and I'm very excited about the upcoming updates to the game. We have already gotten quite a bit of work done for the EA33 update which will introduce the new custom campaign system, allowing modders to create anything from story campaigns to their own conquest mode to entirely new games running inside Ravenfield. Expect to see more about this soon on the Ravenfield Discord!
We hope you'll enjoy this update. See you soon!
/Johan and the Ravenfield dev team
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 re
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:
Hey everyone! I want to share some news about my plans for finally finishing Ravenfield 1.0. This is a bit of a wall of text but it hopefully shines some light on what you can expect from the game's development moving forward. But let's start at the beginning: The Ravenfield Prot
MFW the terrain textures on island haven't changed since 2015
Fun fact: The Citadel mission logic is made 100% using Trigger system components, meaning the entire mission can be recreated in the modding tools using without any coding whatsoever!