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RavenfieldNewsEA31: Shotgun Revamp
Game update

EA31: Shotgun Revamp

Ravenfield · published 14 Mar 2025, 15:48 UTC

All newsPlayers around this dateRead on Steam

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 reliable option for battles beyond an arms (or a kick's) reach. With update EA31, all aspects of the shotgun has been completely revamped, from its animations and sounds to its statistics.

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:

  • Completely remade the 76 Eagle shotgun from scratch with animations and rebalancing changes
  • Remade Bundle o' Buss sprint animations
  • Remade Automatico Akimbo sprint animations
  • Garret reload animation can be canceled by holding RMB.
  • Players will now automatically holster their weapon while climbing ladders
  • Added cloth foley sounds to various player actions such as walking/kicking/jumping/entering vehicles/reloading etc.
  • Added 'wants to aim' bool parameter to weapon animators, this is used to cancel reload animations early by holding RMB.
  • Added 'walk cycle' float parameter to weapon animators, this can be used to synchronize sprint or walk animations with the player character weapon bob/footstep sounds.
  • Fixed actor onTakeDamage event firing when the actor took splash damage while inside an enclosed vehicle seat that protects it.
  • Fixed actor onTakeDamage firing while the actor is dead
  • Misc changes to audio mixing of the player audio. Should result in more noticable player footstep/jump/land sounds.

Trigger System:

  • Added TriggerOnPlayerLineOfSight, sends a signal when a transform point enters or leaves the player's line of sight
  • Added TriggerSetVelocity, used to set a vehicle or rigidbody velocity or to apply an acceleration.
  • Fixed TriggerOnVehicleDestroyed firing the onDestroyed send instead of the onDisabled send when a vehicle is disabled.

Ravenfield Mod tools:

  • Added missing IsVehicle filter type for OnVehicleDestroyed and related vehicle filtering components. This allows you to send signals when a specific vehicle has been destroyed

I'm also happy to announce that we are now multiple people working on Ravenfield in order to speed up the game development process. While this update is quite small as we're still getting things rolling, you can expect more content soon as we're working away on support for a weapon and vehicle rarity system. This system will make it possible to set which weapons and vehicles will appear more frequently, and will also allow multiple vehicles of the same slot to be used in the same game. Expect this to drop as EA32 soon!

I hope you'll enjoy this update!

/Johan (SteelRaven7)

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