Ravenfield

Ravenfield

Haven Mod (Ravenfield's first DLC)
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Update: Aug 19 @ 1:20am

Update 8/18/2025

New Ai feature: Ai with wrench/repair tool will repair friendly vehicle that are under 50% health , the repair system started when a vehicle squad has their squad vehicle health goes bellow 50%, the squad then will ask other squad within 100m radius for anymember with a repair tool to fix them up.
Tweaked other Ai feature to support the newly added repair feature . (same with the EA32 version)

Update: Aug 13 @ 2:41am

8/13/2025 update:

-Fixed Wire guided passenger gunner not halting and improved helicopter halting performance in battle

-Released a seperate EA32 beta branch version of HavenM (I was bored)

Update: Aug 5 @ 1:20am

Update 8/5/2025

Fixed ai sometime getting stuck on ladder while going to ambush point.
Tweak ai accuracy to match with the old HavenM version.
Update 8/4/2025

Fixed specops vehicle spawning location and flare spamming
Fixed friendly ai in specops sometime stop firing entirely after leaving vehicle as well as improve Vehicle Ai anti friendly fire code
Update 8/3/2025

localize some codes so the specops teammate not firing bug stop appearing.
Added a feature that make actors that are 30m from the ground will be considered as a helicopter target type to prevent ground unit from shooting far up into a skies at parachuting actor unless they are an anti air weapon (don't worry weapon can't lock on to infantry, yet).
Update 8/2/2025

Rewrote the entire AI system from scratch to fix SpecOps AI not shooting after leaving vehicles.
Removed AI jogging behavior. ( It made ai too exposes while the boost in speed is minimal)
Removed forced halting for vehicles against low-threat enemies (like infantry that isn't having anti armor weapon). reason: that code create some problem
Improved flanking and ambush behavior to work better with the new system.
Ai infantry now if see falling bombs will try to run away to avoid them.
Some small features are not yet re-added. Will be added back over time.

Update: Jul 28 @ 8:06am

Update 7/28/2025

Removed AI vehicle speed limiter: AI vehicles are no longer restricted to 80% of their max speed. They now travel at full top speed, increasing the overall pace and intensity of sandbox battles.

Tweaked weapon leading mechanics for improved target prediction and firing accuracy.

Added new AI squad flanking and ambushing behaviors

Applies to both Battle Mode and SpecOps:
*Flanking AI
When an attacking squad in Battle Mode has a target near a capture point:
The squad will split into two elements:
One element will attempt to flank the enemy.
The other will stay in cover and provide suppressive fire.
*Ambushing AI
When a defending squad spots a target and is near cover:
They will reposition to intercept the enemy’s path, setting up an ambush.

Update: Jul 6 @ 7:02am

Update 7/6/2025

- Removed game-imposed AI turret speed buff: AI tank turrets now rotate based on modder-defined/default values, reducing jitter and unintended over-rotation.
- Improved AI suppression behavior: AI will now stop suppressing if they are attacked during suppressive fire, allowing them to respond to immediate threats. This improves both AI survivability and gameplay flow. (Does not affect aircraft, wire-guided, or mortar weapons.)
- SpecOps patrol behavior update: Patrol vehicles and their infantry now split into two separate squads during combat, enabling independent vehicle and infantry engagement against the player and allies.
- Added dynamic disembark logic for player-commanded vehicles:
- If the player remains inside the vehicle, only non-gunner infantry will exit; gunners stay to provide fire support.
- If the player exits the vehicle, all AI will disembark when ordered.
- Reverted and adjusted various weapon and vehicle attack run parameters for more consistent AI attack behavior.
- Improved AI first-shot accuracy for single-fire, wire-guided, and target-tracking weapons. AI now reliably hits targets on initial acquisition.
- Fixed erratic movement behavior in SpecOps AI, reducing jitter and improving pathing during engagements.
- Tweaked specops enemy chasing behavior.

Update: Jul 1 @ 12:30am

Update 7/1/2025

-Remove infantry flee from moving vehicle for now.

Update 6/30/2025

-Added a halt check so when Ai vehicle is picking up newly recruited squad, they will remained halted.
-Fixed Ai airplane being lock at a certain velocity when flying.
-Tweaked the suppression to stop in certain situation such as when Ai moving in and out of cover.

Update: Jun 28 @ 9:33pm

Update 6/29/2025

- All AI using wire-guided missile weapons now have zero infantry sway, overriding any modder-defined values, to significantly improve missile accuracy.
- Tweaked AI prone behavior to eliminate movement while firing in prone, resulting in more stable combat animations and improved performance.
- Added a new mechanic for ground vehicles (excluding boats): if the vehicle has a driver and unfilled seats, and the squad can't fill them, the vehicle will now recruit nearby squads (within 100m) with the same or fewer members to fill the empty seats.
- Added a squad member limit check to transport helicopter pickups to prevent helis from getting stuck on the ground when there's one extra infantry who can’t board.
- Tweaked AI tank behavior so they no longer perform hull-down positioning (front toward enemy) for targets under 50m, preventing tanks from getting stuck in close-quarters environments.

Update: Jun 13 @ 8:50am

Update 6/13/2025

-Fixed Ai airplane overshooting their shots when in dog fight .
-Tweaked ai grenade throwing, this will make infantry using grenade more effectively, avoiding friendly fire and self damage with extra accuracy in the form of a new " Grenade homing" system for ai only.
-Extra tweaks to the codes for Aircraft so they don't crash as often.
-Removed some old left over suppression code .
- Added a new dynamic ai inaccuracy deviations code so when ai fire at long range ,instead of a flat 20 units inaccuracy box, the ai will now have a smaller window when firing at longer range target, they will now burst fire at longer range since the box is smaller for ai to effectly mag dump it.

Update: Jun 1 @ 8:40am

Update 1/6/2025

-tweaked target seeking missile so their first 15m of travel distance is a normal vanilla behavior so the missile has a chance to stabilize before active tracking

-Added a Hunter-Killer system for vehicle AI:

*When in combat but without a direct target, AI units mounted on a vehicle will now use the look direction of any other crew member who currently has a target.

*This allows gunners and passengers to coordinate better by aligning their aim with active threats spotted by teammates.

*For helicopters, the pilot will now turn the aircraft toward the position of the co-pilot's current weapon, significantly increasing combat effectiveness and coordination during engagements.

Update: May 19 @ 11:55pm

Reworked AI Suppression Behavior:

-AI now starts a 10-second suppression timer after directly spotting an enemy.

-During this period, they will continue firing at the enemy’s last known location, even if line of sight is lost.

-This significantly improves AI responsiveness in low-visibility environments (e.g., smoke, particles, debris), enhancing both realism and gameplay flow.

-Also improves aircraft bombing and helicopter attack runs, as AI can now sustain attacks based on brief target exposure.