Early Access Build 19 - Domination & Rafts

Ravenfield

Fight upon the Ravenfield together with your Blue allies! Take down those pesky Reds using helicopters, tanks, guns, and active ragdoll physics!

Hey everyone, time for a new update. I'm sorry that it took a little longer than usual but here it is! Make sure you check out the update overview video made by long-time community member EaglePancake: [previewyoutube=dYvbfZWBWq0;full][/previewyoutube] EA19 introduces the new Domination game mode. In Domination, the teams are tasked with capturing and holding a small number of flags. Holding the majority of the flags will fill the domination bar and, once filled, remove an enemy battalion from the game. Defeat all the enemy battalions to win the game. You can also duke it out on the new Rafts map. This level features wooden houses floating on rafts on top of a river cutting through the terrain, complete with a massive waterfall! Rafts is entirely focused on infantry combat, so make sure you keep your head down and your weapon ready! [img]{STEAM_CLAN_IMAGE}/28768162/e52f27370d271ad64fa9ff6c0de59e0ef63d2bfe.png[/img] EA19 also has a new world layout for Conquest mode. Road tiles now work differently, allowing a group of battalions one extra move per turn. This should make Conquest mode play faster and be a little more tactical! Full change log: - Added new engagement level: Rafts - Added Domination mode - New conquest mode world layout. I removed the duplicate placeholder levels. - Redid how road tiles work in conquest mode: Once per turn they now allow the first battalion group that land on them to move again. You have to own the tile to be able to use this extra move. - Reworked the Conquest AI entirely. It's still a work in progress, but the AI will now attack from multiple tiles and plan multiple moves ahead. - The AI team now always start with the Dagger in conquest mode (So you can't cheese them by rushing tanks) - Improved jump feel (I added an slight weapon bobbing animation when jumping/landing and some sound effects) - Flags are now faster to neutralize, but somewhat slower to capture. This means that you don't need to spend as much time worrying about enemy AI spawning on top of you while you're capturing a flag. - Skirmish mode: The plane now fires smoke rounds before dropping off a respawn wave, making the spawning soldiers harder to hit. The plane also flies a little lower than before. - Updated airdrop plane 3d model. - Slightly increased fall speed when using a parachute - Fixed a bug with animation transitions when an actor gets up from being ragdolled. - Fixed a bug where the audio would cut out if you were inside a turret while a nearby flag was captured, despawning the turret. - Improvements to vehicle <-> actor collision physics. Should prevent the player from flinging away at max speed after behing hit by a vehicle. - Actors will now take damage based on the speed at which they were hit by a vehicle. - Running over someone will count as a kill on the scoreboard. - Minor tweaks to car driving physics. - Tweaked ragdoll max forces values which hopefully should help prevent the spaghetti man bug. - Removed sniper sensitivity sniper (it didn't do anything anyway) - Reduced the physics iteration count somewhat, trading some physics accuracy for higher FPS. - Bugfix on mounted stabilized turrets that should make it easier to set up modded vehicles correctly - AI will no longer enter water when following a squadleader (unless the squadleader is in water themselves) - Projectile raycasts will now hit water volumes (instead of just the global ocean water) - Slightly reduced pathfinding penalty to underwater infantry navmesh nodes - Added launcher window that lets you choose between starting the game normally or without mods (So you can easily check if mods are causing any issue such as crashing or low frame rates) - Mod tools: Added aim sensitivity multipliers for modders. These can be used to tweak the aim sensitivity if needed (although I recommend keeping the multiplier at 1 for most cases) - Mod tools: Added walkBobMultiplier, sprintBobMultiplier and proneBobMultiplier which allows you to change the amount of weapon bob for different stances. This can be for example used to reduce the built in sprint bob to 0 and replace it with your custom sprint animation. Because so many people are at home due to the covid-19 situation, I decided to run a 50% discount over the weekend, so now is a really good time for you and your friends to pick up the game if you haven't already! I hope you'll enjoy this update! /SteelRaven7