Ravenfield

Ravenfield

1862 - The Second Battle of Corinth (Team Eagle)
Showing 11-20 of 21 entries
< 1  2  3 >
Update: 11 May @ 5:59pm

Reverting these two patches. The map will just have to be played as the union for now until I can solve a few issues with the map.

Update: 10 May @ 4:39pm

Patch
- Possibly resolved a spawn issue associated with fence-line C and other objectives. I have a feeling HQ was causing this, it has been removed.

Update: 10 May @ 1:04pm

Patch
Fixed one issue which wasn't allowing that many union troops to hold fences when playing as the CSA. This should be fixed now.

Where have I been?
Packing, packing, and of course.. Packing. I'm still in the process of it. Getting ready to move into a new place. Just know the map isn't abandoned, I didn't take the subs and run! Another update is in the works, with the freetime I do get.

Im looking into making another version, survival at west corinth. Scrapping its stone walls in favor of wooden fences. I don't have much to share at this time, but ill keep you posted as progress is made.

At ease!

Update: 26 Apr @ 11:41am

Update 6 - Earthwork expansion

Expanded earthworks/Entrenchments
There’s more entrenchments for the CSA to use. One large one has been added, along with two smaller ones. The largest one has pathfinding boxes and links to help assist them navigate these trenches. The cell size of these boxes is 0.5 so it should have a minimal impact on performance.

Reexamined Patch note
I've come to the conclusion that the values of coverpoint spacings introduced in the last patch was not feasible. They have since been reset to the values prior to the patch except for one.

-Fence line A has been reset to a cover point spacing of 5
-Fence line B has been reset to a cover point spacing of 5
-Fence line C has been reset to a cover point spacing of 5
-Fence line D has not been reset to a value of five, instead it has a value of 3.5
-HQ no longer has one way enabled

Fixes/Adjustments
-Doorways in the main city are no longer made for giants.
-Adjusted pathfinding entry points into the city.
-Possibly fixed one issue where bots at Fence line D were somehow able to hop fence.
-Spawns for Fence line C were moved further back.
-Elevated terrain near Fence line D

At ease!

If this update isn't to your liking, revert to the older version listed below.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3475999697

Update: 20 Apr @ 3:32pm

Patch

-Had to change the recommended number of bots to fix uneven spawns for the union, 240 is now recommended. (It's up to you though to pick the amount you'd like, just a recommendation)
-Updated cover point spacing from 5 to six for Fence-Line B
-Updated cover point spacing from 5 to 4.5 for Fence-Line C
- Manually removed some bad cover points at Fence-Line D
-Resolved nonsensical cover points, like staircases.

-Added HQ, An extra flag. It has one way enabled connecting all fence-line points. Which should encourage troops to stay stationed at their post. No battle plan is needed for the objective. If one is giving, it will be overridden. Furthermore, if a fence line is captured reinforcements will arrive from here to try and recapture it.

Artillery adjustment for the union

Fenceline A - Anti tank
Fenceline B - MG
Fenceline C - Anti tank
Fenceline D - Anti Air

At ease

Update: 8 Apr @ 5:30pm

Update - Soldier’s Heart

"The battle was continued. Early in the morning the enemy threw shells and cannon balls in the town of Corinth, and it looked as if they would ruin and take the town, but our heavy guns soon silenced theirs. Afterward the enemy tried strong bayonet and musketry attacks on our forces, but each time they were repulsed with heavy losses, and finally, on October 4, at about 11:30, they retreated and were put to flight, with our troops following. Our regiment pursued them only as far as the hospital of the secessionists, where we captured the wounded and enlisted ones and held them under guard, until they were brought to Corinth. But, Oh, how many gave up the ghost and were sunk in the ground, wrapped in a blanket, before they were mustered. It is terrible to be compelled to stand by and see, how much the poor mutilated fellows have to suffer!" Stephen Werly Diary, October 4, 1862

Updated the navmesh system
-Soldiers at the fence-line are now more spread out. The default navmesh generated too many cover points which needed 500 bots to fully utilize them. The path-finding box with a cover point value of 5 has reduced them, making it more suitable for 280 bots

Naturally, there will be some lag depending on your computer. Optimizing path-finding boxes is a delicate process and will require some time on my end to iron some things out.

Entrenchments
-For those who have seen Free State of Jones, you have probably seen the clips of soldiers hopping from entrenchment to entrenchment. Currently, there’s only one but more will be added. It requires a bit of testing to figure out how beneficial they are, and where they are best suited. Just know more are planned.

More level design
Added more rocks for cover.
Some trees now serve as bushes

Textures/filters.
-There's now three different types of grass textures, using TCOM filters to sharpen them a bit.

AI/Balance
-Bots will no longer utilize buildings, this is due to artillery balance. Before, Artillery would focus on bots positioned inside buildings. They couldn't be killed, thus causing them to simply keep shooting the roofs of said buildings to no end.

- Why do some bots not move from the main spawn? Those are reserves. Once someone dies at the fence-line they will take their place.

Confederate Artillery
-The MG is now available for further artillery customization. In total, they have..
2 MG
2 Anti tank
2 Anti Air

Union artillery

1 MG
1 Anti tank
1 Anti Air
I will say this though, while explosions are cool. The fences offer more than enough protection. But to each his own.

Weaponry
The musket is no longer needed as a balancing factor. Consider using the PE53 and springfield rifle for both teams.

Known issues
-There’s a few instances where bots might utilize staircases as cover, despite it not really being all that beneficial to said bot.
-Fixed some doorways being too large, but not all quite yet.

Tips
-If confederate artillery isn't working, restart the map. Some bots are more skilled than others.
-Should you want to nerf a team, give them the good old fashioned musket. As it will dilute the pool of accurate weaponry.

If this update isnt to your liking, revert to the older version listed below.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3460656275

At ease.

Update: 22 Mar @ 4:57pm

The Havoc Update

Gameplay/QOL
-Reworked the map for 280 bots
-Main deployment spawns can no longer be captured. (I'm pretty sure)
-Added two bridges, connecting both parts of the town.
-Added more rocks for cover for my confederate players.
-Flags now have names.

Changes for the Confederacy

-Reworked flag positions. (Cant be be captured, of which i'm also pretty sure about)
-Reworked spawn points to better simulate swarms. (Each flag has four spawns)
-Reevaluated confederate artillery. Artillery now works for two objectives. All other objectives require a player to use them.

The Union

-Main deployment cannot be captured
-All flags are now in the city
-Updated protection zones, soldiers are more likely to utilize the fences for cover.

Fixes
Killed off some nonsensical cover points.

Statement in regards to the upcoming versions (Survival at West Corinth).

As some of you may have noticed, Survival at West Corinth has been switched to TBA (to be announced) instead of march. This is because I'm currently in the process of moving into a new place. I have TONS of packing to do, which I'm falling behind at..

There may be an instance, when you may not receive an update for a week or the next two. Just know, there's no place I'd rather be than next to my troops. At ease, soldier.

Revert to this version? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3460656275

Update: 12 Mar @ 4:31pm

Update: 12 Mar @ 12:22pm

Hey y'all, I'm reversing this update for now. However if you enjoyed it you can revert back to it. Tonight or tomorrow, I'm releasing a version which keeps union soldiers inside the city. Making it purely a defensive map.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3443372513

I ain't really got nothing to lose here.

Update: 8 Mar @ 4:10pm

After much nail biting and schizophrenia, I am ready to release the first patch.

Patch note

-embellished some wall/roof textures for homesteads in west corinth.

-The hotel now has enterable rooms, and perhaps some day furniture and breakfast hours.

-Adjusted buildings staircases, making it easy for AI to enter/leave said buildings in Corinth.

-Confederates should be more likely to utilize homesteads facing the main city

Adjusted spawns for three objectives

Artillery

Added one additional field gun to the CSA.
(don't worry, can easily be destroyed)

Acknowledgement
As updates/patches come out, there's always a chance that it messes up someone's weapon configuration. Therefore, players will be able to revert to different versions with the revert button down below.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3440271077

This option provides the best of both worlds, for those who are awaiting new content and for those who enjoy things as they are. Heck! It's even good for me too because if one day I notice everybody switches over to a different version, I'll know there's something I need to evaluate.

Indeed! I am a true moralist!