Ravenfield

Ravenfield

1862 - The Second Battle of Corinth (Team Eagle)
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Update: 25 Jul @ 1:27pm

Update 7 - Survival at west corinth (2 of 2)

The goal of this update is to make good use of unused portions of the map, to transform it into a form of additional content. I present to you survival at west corinth. In this scenario, after several failed charges the confederates retreated into the town of west corinth to regroup. Here they will plan their last stand against the union.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3530794757

This is very much a work in progress, the main difficulty I have with this version is getting the navmesh to generate the cover arrows needed to distribute troops evenly across fences. This is something which I intend to improve over time. I will be simultaneously updating both versions. however If I notice there’s not much of a demand for this version then I may change priorities.

Level design
-Reworked foliage nearby confederate Spawn A
-Reworked foliage nearby Fence line A (eagle)
-Added 43 fences across Spawn E on the hill.
-Reworked the church, it now has a tower and its textures have been changed.
-Added more stone walls around the largest buildings in west corinth, making it a little bit more safe for confederates to walk around in.

Spawn tweaks.
-The union reserves will now spawn inside buildings. They are now protected by roofs instead of floating colliders to protect them from artillery. (Testing, subject to reversal if necessary)

Union artillery tweaks
A-Anti tank
B-Anti air
C-Anti Air
D-Anti Air - Mg

General fixes
-Removed bad coverpoint arrows (on doors, staircases, ect) generated by navmesh, you’ve probably seen fixes like this before in past updates. But the map's path-finding boxes have changed a lot over time. In any case, you should notice a small increasement of soldiers at your fence lines.

Revert

Experiencing issues with this update? Please report them in the comment section and revert to the previous version listed below. These links are our failsafes.

Raven - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3530586147
Eagle - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3530591606

Update: 3 Jul @ 2:45pm

The best of both worlds patch. Two different versions of the map.

Team eagle - confederate Artillery will function, at the cost of some reduced cover point spacing for the union.

Team raven - The union will fully utilize all cover points. Oh, and both sides artillery is functional. Except if you attempt to play as the union.

Indeed, Should've thought of this sooner..

Update: 3 Jul @ 2:20pm

Update: 24 Jun @ 8:48pm

Patch

I will no longer be prioritizing the functionality of confederate artillery when players choose to play as the union. Reason being, it requires a bug to work. This bug causes the following issues, unbalanced spawns, and union soldiers quite literally phasing through buildings. This is something that's very hard to balance.. to put it simply..

I know this is going to be a disappointment to some of you.. Just know, confederate artillery will still work when the player chooses to play as the CSA(Raven). I wish I could give you the best of both worlds. But I can't. It has seriously hindered development and it cant go on.

Should spawn issues continue to exist, may god strike me down with his right hand

Update: 19 Jun @ 3:20pm

Small patch

-Capacity fix for Fence line A and D
-Reinstated artillery for Fence line A since it went missing.

Update: 12 Jun @ 3:15pm

Update 7 (1 of 2)
It’s been a good minute to say the least, today i'm uploading this partial update that contains some overall improvements. I apologize this update took so long to release, as I just moved into my new place on Monday of last week.

The free time I did get before that was primarily used to study path finding boxes and links to get a better understanding of how they work, and how they are properly used. As you probably know, the last patch somehow managed to break the functionality of Anti tank, anti air, ect when playing as the union. This is now working again as I discovered that for whatever reason, having one way enabled for artillery objectives wouldn't allow them to use it.

After disabling just ONE of these, they now magically work. I do not question the genius that is steelraven, I am merely a law abiding citizen in his world.

In any case, I hope you find this update enjoyable!

Fixes
-Confederates will use artillery again when playing as the union.
-Confederates can enter the buildings in west corinth again
-Improved

Formations
Extended the firing line for Fence line D

Balance
-Reworked confederate spawn points
-Reworked entry point pathfinding boxes into the main city


Level design
-Updated grass texture for corinth
-West Corinth mostly consists of fences now, this is the prelude of survival at west corinth which will be released this month.
-Updated road textures

The next part of this update will add a new addition to the map VIA link in description. Survival of west corinth will be launching this month. It will be its own standalone thing.

At ease!

Update: 19 May @ 2:46pm

Patch

-Improved cover point spacing for some objectives

I just wanna give y'all a heads up, it will be a while before update seven releases due to a corrupted save. The next update will likely be in june.

Update: 18 May @ 2:25pm

Patch
Removed “Testing14” from the title

Update: 18 May @ 2:18pm

Patch
Fixed idle union troops when playing as the CSA. The solution has altered some cover point arrows. That will be patched overtime.

Update: 11 May @ 6:00pm