recursal/Fanatic-Fandom huggingface dataset:
Resistance Sword

The **Resistance Sword** is a weapon in Ravenfield.

## Unlocking

The Resistance Sword requires a lengthy search to acquire initially, but can be used indefinitely thereafter. To obtain it, complete the Halloween Quest event once.

## Usage

The Resistance Sword main attack consists of a slow swing that deals 200 damage to infantry units.

By sprinting with this weapon, it is possible to impale a single enemy infantry unit. The impaled unit will not die instantly, but will be "disabled", and the user will simply knock down any other targets they run into with the impaled Grunt. The attack ends if the user switches weapons or ceases sprinting, which instantly kills the impaled unit.

## Advantages

The Resistance Sword's high damage is extremely effective against single enemy infantry. Its impaling attack also offers an unexpectedly useful extra option in close quarters scrambles, allowing the user to stun entire squads of unsuspecting enemies simply by rushing headlong into them. With careful timing (and a helpful smidgen of luck), a player can mow down 3-4 bots and finish them all off before they can regain footing.

## Weaknesses

The weapon has a very slow attack rate and draw speed. While the guaranteed kill is a tempting prospect, weapons such as the Sabre will still offer more versatility and speed in frenetic last-ditch situations. And of course, it being a melee weapon means that its short range prevents it from being used in ranged scenarios.

If the user is killed while holding an impaled bot, that bot will still be put out of action, but the player will not be awarded the kill credit.

## Gallery

Weapon podium.Notification received upon obtaining the Resistance Sword.Third person model.
## Trivia

* This weapon may be bugged and will not show up in inventory after being obtained. This can be remedied by restarting the game.
* Currently, if this weapon is chosen in any mode, upon quitting and starting another battle, the sword will be removed from the slot, although it can still be chosen normally.
* While it doesn't damage vehicles, hitting one will still push the vehicle around slightly.
* The Resistance Sword is currently the first secret weapon that notifies the player upon acquisition.
* The third person model is glitched as the player model will be holding it incorrectly.
* SteelRaven7 has mentioned before that the Resistance Sword was a test for Ravenscript to see if it could work.

 *Italics* | This item is, or was, a Secret Item.
Ammo Bag

The Ammo Bag is a weapon in Ravenfield.

## Usage

The Ammo Bag can be thrown to the ground to automatically refill the ammo of all infantry units within a 5m radius. It does so at a rate of 1 ammo refill per "tick" (every 3 seconds) and despawns after 1 minute. All weapons in a unit's loadout get refilled at once. The effect will still occur on units inside vehicles or through walls.

Ammo goes straight to the reserve ammo pool, and will never "force" a magazine to reload. Ammo therefore cannot be refilled for weapons that have no reserve ammo stat. This includes other Ammo / Medic Bags and the Bundle O Buss most notably.

The amount of ammo refilled per tick varies with the weapon. Most Assault weapons receive half of their magazine's worth per tick, whilst low-capacity weapons such as snipers or rocket launchers often get a whole mag's worth filled at once.

## Advantages

A highly useful tool for weathering sieges, this innocuous bag can turn the tide of a prolonged firefight in the most subtle of ways. Entire groups of defensive friendlies can be filled up on ammo at once, allowing them to fight on without delay. Anti-armor users are particularly prone to running dry, and so such a bag tossed behind them could be well be a heaven-sent gift that stops a charging tank. Even if carelessly tossed by a bot near a path or barricade, an ammo bag never ceases to be a welcomed sight.

A lone player can equally-well take advantage of the bag's constant refills; a 4-round Dagger can suddenly fire off a maximum of 20 rounds inside a minute should the user be sitting on a pack, a tactic which borders on the exploitative.

## Weaknesses

The ammo bag cannot be refilled, picked up, or otherwise moved after first use, leaving its inventory slot empty and useless thereafter. Respawning is the only way to renew it, so it may prove disproportionately burdensome for players who have a knack for surviving long stretches of battle.

## Gallery

Ammo-Med Bag Animation SetAnimationsThe Ammo Bag.The Ammo Bag after being thrown on the ground. Note that in the first person view, there is no model left.
## Trivia

* Ammo Bag cannot be picked up after being thrown to the ground.

 *Italics* | This item is, or was, a Secret Item.
Ubersheet

The Ubersheet is a Google Sheet project that tracks, basically, all the stats. If you want to dig deeper into timeframes for specific fish at a particular late, the Ubersheet will tell you when that fish is likely to bite in sunny weather, versus cloudy or rainy. It also now includes X-Series rewards and work continues to include all new gear and baits now available in-game. It's pretty detailed and definitely useful! Check out the newest version here! (Ubersheet up-to-date as of June 2022)
Smoke Grenade

The Smoke Grenade is a weapon in Ravenfield.

## Usage

The Smoke Grenade has a medium throwing distance and activates after 3 seconds, creating a large smoke screen which lasts for 50 seconds. The smoke screen blocks vision and missile locks for as long as it is active.

The smoke cloud is rendered into existence wherever the grenade detonates, and will maintain that position even if it is in midair.

## Advantages

A well-placed smoke cloud can potentially aid the user's team in and around chokepoints or entry paths, obstructing the enemies' vision long enough for allies to push forward into a safer position. It can potentially shut down defensive ramparts by shrouding them in smoke, and even cause the enemy to blindly charge out into danger.

## Weaknesses

The smoke works both ways, and may become detrimental to allied forces if used haphazardly. A smoke placed on a bridge, for example, may render advancing allied troops oblivious to the danger that lurks on the other side. Unfortunately, since bots do have a limited ability to discern chokepoints, haphazard deployment is more often the rule rather than the exception here.

On larger wide-open maps, smoke grenades also have very little purpose, since the enemy may be capable of attacking from multiple angles at once. The smoke's vision-blocking boundaries are also slightly ambiguous, and can often allow bots to see through seemingly opaque portions of the cloud's edges.

Smoke also doesn't hinder movement or gunfire. A Dagger fired in confusion can kill many allied soldiers, while an enemy tank may still stomp through and destroy everything in its way.

## Gallery

An Eagle soldier using the Smoke Grenade.
## Trivia

* The Smoke Grenade used to share its model with Spearhead. This was changed shortly after it was implemented.

 *Italics* | This item is, or was, a Secret Item.
Guns n rose.

the people in guns n roses are slash and axel rose and they both have over a millon pounds from just music and axel rose is from ac dc aswell so two bands. and they both are rock bands.

## Name this Section

Write the first section of your page here. Use this to describe details about your topic. Here are examples of things you can put here:

* Plot (for movies, tv shows, books, or comics)
* Character descriptions
* Background information

If you think your page does not need this section, simply delete it. You may also copy and paste this text underneath if you want your page to have more than one section.
EA14

## Change Log

* Added APC.
* Added Skirmish.
* Several improvements to vehicles (mainly car improvements):
	+ Added Forward/Reverse gear that takes a brief moment to switch between.
	+ Added tipping force when turning sharply and accelerating/braking.
	+ The engine will struggle a little bit when the suspension is under high load
	+ Added support for new sound such as shifting gears, suspension stress, engine ignition.
	+ New sound mix when sitting inside an enclosed seat.
	+ Added support for amphibious (floating) cars.
	+ Added stable turret that doesn't rotate with whatever it's attached to.

* Some various minor tweaks to levels to help AI get into/from their vehicles a little easier.
	+ AI can now get into vehicles just after leaping off a surface, especially useful for vehicles in water. Before, they had to wait until they were swimming before they could get in.

* Fixed a bug that would cause AI to periodically slow down when following a path.
* Added modding support for weapon parameters such as custom sight modes and weapon alt fire modes.
* Added Smoke Grenades as a secondary fire mode to Thumper.
* Fixed a bug that would cause vehicle wreckage such as wings to wobble when on the ground.
* In the weapon picking loadout UI, weapon tags are now hidden if they contain no weapons.
* Moved the Player Has All Weapons checkbox to the instant action page.
* Player Has All Weapons setting will now persist between games.
* Player Has All Weapons setting is now saved with your game configuration saves. By default it is inactive.
* All weapons are now always visible in the Weapon Switch menu. Any weapons that can only be used by the player is highlighted grey.
* Improvements to how AI pick weapons, they will now prioritize weapons based on range.
* AI will now pick up two equipment items (previously they only picked one). They also have a slightly increased chance of picking an Anti Armor weapon instead.
* Smoke Grenades particles will now be lit according to the level ambient lighting conditions. For example, they will no longer appear super bright during night time.
* Vehicle HUD sounds such as missile lock on will now also be heard in third person mode.
* Patriot GL's alt-fire & Thumper's primary fire now do more damage to a vehicle on a direct hit.
* Smoke grenades now have a unique model.
Vehicle Testing

Vehicle Testing is a play-testing map in Ravenfield.

## Overview

"Vehicle Testing" is a map added in EA3. Initially, it was added for the developer to test out some vehicle handling physics as they were being modified. However, since this is a rare instance of a dev-tool being released in an EA build, the map has since been used by modders to test all manner of modded vehicles before release.

For a brief window of time around EA15, it was possible to operate both the old and the new versions of the Vanilla vehicles on this map. When the first wave of re-skinned vehicles were completed (the Rhino, Razorbacks, and Prowler) the old versions of these vehicles were fully removed and replaced with their new counterparts. The aircraft never received this treatment.

The map has never been updated after release, and its rough appearance suggest that it may someday be removed or hidden away for the game's 1.0 release. However, despite everything, here it remains to this day, marking it as one of the oldest maps in the game.

## Flags

There are currently 3 different areas of testing, all with their respective vehicles.

#### Car Park

Owned by Eagle by default, one of every land vehicle and turret spawns here. The words "NEW VEHICLES" appear floating above them, a relic from EA 15 when both old and new vehicles spawned in this area. If bots are spawned into this map, they will attack and defend against the two other flags present in a triangle formation.

#### Harbor

Both naval vehicles spawn in the water here. Notable is that the Attack boat appears incapable of roaming when bot-controlled.

#### Airport

Noteworthy for its lack of any real runway, this flag spawns one of each aircraft. It is also owned by Raven by default.

## Other points of Interest

#### Bumpy Area

Named so for its highly irregular surface, this zone is unfrequented by bots, but was sued to test car suspension thresholds and torque levels as they were being worked on.

## Gallery

The Car Parks new vehicles, which were once accompanied by the old ones.Old thumbnail for the map
Desert Hill

The **Desert Hill** is map in Ravenfield.

## Map & Characteristics

An engagement map set in the barren wastelands with very little in the way of scenery. Four Rocky dunes serve as the main points of contention, and the central plain as the battlefield. Like most engagement maps, this one favors direct confrontation with high expected casualties.
Kick

Kick is a move in Ravenfield

## Usage

More of an ability than a weapon per se, the Kick is a short range Melee attack that only the player can perform, activated with V by default. It knocks down infantry in one hit and deal 25 damage in the process. It can reach roughly 2 metres in front of the user.

There is precedent for the Kick being a means of activating certain objects in the environment; The UFO will be activated when struck in this way.

In Spec Ops, kicking a corpse can sometimes cause it to drop ammo boxes, this is entirerly modelled after searching enemies in the Metal Gear Solid games, where looting enemies works identically.

## Strengths

Ensuring that no player will ever be wholly without the ability to deal damage, the kick move is a simple last-ditch action that can still be somewhat useful in close-range scenarios. Capable of knocking back and stunning those encroaching on the player's personal space, it is a handy asset for surviving super close-range encounters, and clumsy incidents stemming from multiple carelessly-depleted magazines.

## Weaknesses

The Kick's weaknesses are obvious at first glance. Lacking real combat potential, it is not a suitable substitute for any type of weapon, save perhaps for the Airhorn.

## Trivia

* The Kick was first unveiled in the Steam trailer for EA 1, in which a Raven solider was targeted and shot at as they tumbled down a cliff.
EA1

## Change Log

* Updated Bot Models. Old models can still be enabled in settings.
* Added Archipelago
* Added Quicksilver, .357 Condor, SLAM-R, Patriot, HMG, Hydra, Air Horn
* Added two turrets: AA and MG.
* Added Buzzard Plane.
* New Maps: Temple, Archipelago
* Updated Maps: Dustbowl
* Inaccessible option for Conquest added.
* Custom Weapon and Vehicle Support.
* Infinite ammo and spawn cars
* Respawn time option now works
* Can no longer kick/lean inside vehicles/turrets anymore
* Mouse wheel works for weapon switch
* HMG remaining ammo count doesn't bug out when resupplying now
* Battalions UI can now be hidden.
* Added beta 5 flight control preset.
Point Match

**Point Match** is a game mode in Ravenfield.

## Overview

The earliest game mode introduced, and the most basic example of Ravenfield warfare. Troops spawn continuously at friendly flags and fight it out on the battlefield, attempting to capture the other's flags and score kills. Soldier and vehicle respawns are unlimited in this mode.

## Mechanics

* The objective is to overwhelm the opposing team by scoring a certain amount points more than the adversaries, or by capturing all of their "capture points" (also called "flags").

* If an infantry unit is defeated, points will be awarded to he opposing team's counter, equivalent to the amount of capture points held by that team.
	+ When a team holds a certain amount of points over the other, they are declared victorious. The victory threshold is 150 points on the "short" game length setting, 300 on normal, 600 on long, and 2000 on Epic.

* To capture a flag, a team's infantry units must be within range of the capture zone. After that, its control value will decrease until it becomes neutral, before increasing in favour of the invaders.
	+ Should one team at any moment have 0 available capture points, the opposing team is immediately declared victorious. However, any spawned infantry units will remain and continue fighting, potentially recapturing their flags and allowing their team to continue respawning.
* Vehicles and emplacements will spawn at all points allied to one team, if possible. Neutral points cannot spawn them.
	+ Whenever a flag changes ownership, the vehicle and turret spawns will be replaced with team-specific ones.
* Point requirements:
	+ Short - 150 Points.
	+ Normal - 300 Points.
	+ Long - 600 Points
	+ EPIC! - 2000 Points.

## Trivia

* Pre-EA1/Beta 6, Point Match's point settings were manually configurable with a default value of 200.
EA26 B1

Early Access Build 26 Beta 1 is a beta branch version of Ravenfield released around November in 2021.

## Contents of the update

SteelRaven7 announced that EA26 would be updating the Unity game engine from version 5.6 to 2020.3, due to the fact that many new graphics cards do not support 5.6. The beta would be testing the engine and allow for bugs to be found. He also mentioned that since some old computers cannot run Unity 2020.3, a branch of the game would be made that runs on 5.6, however, any future content updates would not be added to the branch.

Not mentioned in the patch notes is the fact that two new loading screens have been added, instead of the WIP one. One had two Eagle grunts standing next to a Cassowary Bomber, one holding a SLAM-R. The other had three Eagle grunts riding in a Razorback MG with Raven blood covering it.
Quicksilver

The Quicksilver is a weapon in Ravenfield.

## Usage

The Quicksilver is a suppressed submachine gun with a high fire rate and very low recoil. Each round deals 30 damage and can topple a target in 4 hits. It has a low, controllable recoil pattern, but a rather middling initial scatter which only spreads wider the longer the gun is fired. The gun's effective range barely reaches 100m, but it can still harass enemies quasi-reliably up to 50 or so metres beyond that mark.

The gun also resupplies slower than other weapons. Unlike other assault guns, for whom exactly half of their magazine's worth of ammo is replenished at once, the Quicksilver only replenishes at a rate of 10 rounds per tick.

The suppressed component makes it impossible for bots to detect the user based only on their gunfire.

## Strengths

The Quicksilver is well at home in any close range scenario, but then, so is virtually any assault weapon. The guns main strength shines when employed in guerrilla scenarios. Since the need to pick off enemies covertly does not necessarily guarantee that said enemies will be passive or immobile, the Quicksilver offers a much needed combination of quiet operation and pure saturation. Even with the guns reduced power output and accuracy, it it well suited for quick bursts of lethal firepower, crippling or killing nearby targets with ease. Under the 50m mark, the recoil and scatter actually lend it some extra reliability, forgiving minor user inaccuracies by reducing the chances of hair's-breadth misses, and by dragging the user's aim up towards the enemy's head region.

## Weakness

Due to its low accuracy, the Quicksilver can only be used at close/mid range. Even when used within its ideal range, it has a vexing tendency to deny the user headshots, as the iron sights tend to completely hide a target from sight when fully levelled on one. Because of this, it is the only assault weapon that cannot be reliably used as a single-fire weapon. Its magazine capacity and total ammunition are also inferior to every other assault weapon, causing it to run dry much faster than others would – especially when coupled with its sluggish resupply rate. It is generally outclassed by the Patriot TAC, which boasts improved accuracy and ammo stores.

## Gallery

EYES using the Quicksilver in EA23's update art.The Sterling with an integrated suppressor.The Quicksilver in Detail.
## Trivia

* The Quicksilver is based on the real life Sterling submachine gun.

### Changes in Updates

#### ????

* Name updated from *Sterling* to *Quicksilver*.

 *Italics* | This item is, or was, a Secret Item.
The Ravens

The Ravens are a faction in Ravenfield.

## General Information

Depending on team settings, The Ravens can be allied or hostile to the player in Instant Action. They are always hostile to the player in Conquest.

## Notable Members

* ???
* RAVEN Team

## Gallery

Old Raven Soldier using the RK-44Raven Soldier using the M1 GarretRaven Grunt/PilotRaven GruntRaven Statue.A view of the Raven Statue in the old planeTank (Old Model)TankAPCAttack HelicopterAttack Plane (Old Model)Attack PlaneBomber Plane (Old Model)Bomber PlaneAttack Boat
## Trivia

* Prior to an unknown EA build, it was not possible to play as this faction.
	+ Before the Spec OPs mode was overhauled in EA 21, said game mode doesn't work properly if playing as them either.
* On Mountain Range there is a Raven statue.
* It is impossible to play as The Ravens in Haunted/Conquest.
* The Raven Team's name came from a joke in a discussion about what to name the teams between SteelRaven7 and Gramstaal. The Ravens were subsequently named after the "Raven" from the name SteelRaven7.
* The Eagles' and The Ravens' colors are based on the "Red-VS-Blue" archetype.
C4

C4
--

The **C4** is a weapon in Ravenfield.

## Usage

C4 possess a very short throwing range, and sticks to anything it comes in contact with.

If at least 1 C4 is active, aiming and pressing fire will cause all thrown C4s to detonate. It is only possible to trigger C4s with the detonator / weapon slot from which they were deployed. Each C4 deals 4000 explosive damage, though due to the somewhat haphazard nature of blast radiuses, it will often just barely fail to kill a vehicle of the same health value (such as the Rhino Tank, for example). It cannot function underwater.

## Advantages

C4's damage and blast radius are exceptional for a throwing weapon. It can easily decimate anything with a well-placed explosion, and its adhesive potential allows it to be attached to specific locations, further improving its effectiveness. It can further be used as a booby-trap, and finds added usage against patrols in Specops mode. Unlike most explosive weapons, the amount of damage transferred into vehicles by non-direct hits is quite high, meaning that C4 can even destroy vehicles that pass over it, much like a landmine.

## Weaknesses

As with most grenades, C4 cannot be used against enemies too far away. It suffers significantly from damage drop-off as the lethal explosive radius only reaches a few metres off.

It also must be detonated to make an impact, and it cannot be triggered if the user was killed. Players must exert extra care when placing them charges, as an accidental or mistimed detonation can easily kill the user.

## Gallery

An explosive similar to the in-game C4.The C4 detonator.The explosionThe Player Holding the C4.An active C4 on the ground, ready to be detonated by the player holding the Detonator.
## Trivia

* The C4 is based on the eponymous American explosive chemical compound.
	+ However, "C4" is an umbrella term for many types of IEDs created with the C4 substance.

### Changes in Updates

#### EA23

* Gained its new icon, no longer reuses the old one from the N.V Goggles.

 *Italics* | This item is, or was, a Secret Item.
EA21

## Change Log

* Added 4 objective types to Spec Ops. Amount of objectives is subject to game length settings.
* Spec ops defender AI now has significantly reduced sight range.
* Spec ops attacking AI will now only fire on enemies that have been alerted.
* New Eagle model for Spec Ops.
* Added dialog chatter between the attacking team and Advisor.
* Added detection indicator.
* Added slow detection, where AI will not immediately spot you if you are far away.
* Spec Ops enemies will now be alerted by sounds such as nearby unsuppressed gunfire, sounds and vehicles.
* Attacking team now keeps a closer formation, should make it easier to navigate levels without one of them running to weird places while following the player.
* Improvements to spec ops defender pathfinding, should solve cases where all defenders are stuck in a single spot on custom levels.
* Improvements to stealth AI and systems.
* Removed night vision item. Night vision mode is always available by pressing the night vision (default N).
* Squad order menu is now always available by pressing the squad menu key (default B) without the need of Squad Leader Kit.
* Improvements to infantry animation blending.
* Infantry will now glow slightly in night vision mode.
* Cool fade in effect when you start a game (WOW!)
* Added Patriot TAC.
* Added many new textures to the ingame map maker, including solid color textures.
* Improved the ingame map maker texture search function to scroll up to the top results.
SLAM-R

The **SLAM-R** is a weapon in Ravenfield.

## Usage

An alternative take on infantry-borne Anti-Armor launchers, The SLAM-R fires a high velocity explosive projectile with extreme precision, comparable to a mini Tank shell. It deals 1000 damage to vehicles of all Armor classes, and has a very small lethal explosive radius versus infantry. It sports a 5-second reload time and an effective range of well over 400m, especially against larger targets. Its projectile velocity is notably faster than most anti-armor weapons, but still falls behind small caliber firearms.

## Advantages

In many cases, the ability to neutralize a distant threat before it become a nearby threat can turn the tide of battle. This weapon distinguishes itself from its contemporary, the Dagger, by offering this exact option. The SLAM-R can be used to execute extremely precise attacks due to its projectile behavior. Its scope further compliments its ability, allowing the user to predict its trajectory at range, and make subtle adjustments with the sight markings. It is therefore viable against almost all enemy vehicle types, even planes (though this may still require a degree of skill, as fast aircraft can prove difficult to hit) Its reduced damage output is a very small price to pay for such high reliability, and so it finds itself readily used in a wide range of situations.

## Weaknesses

The SLAM-R's main flaw is its low reload speed, taking nearly twice as long as the Dagger to cycle a round. While this is hardly an issue at long range, it can potentially be cost the user their life should they find themselves pitted against a charging Rhino or Mudskipper.

Its tiny splash radius makes it highly inefficient versus infantry, all but removing any reason to use it in this manner. So small is the blast generated from impact, that it may even fail to damage the occupants of a freshly-stricken Razorback.

## Gallery

Hitting a Bomber with SLAM-R.The SLAM-R disabling a Bomber.The Carl Gustav m/42Soldier with SLAM-R (EA26 loading screen)
## Trivia

* The SLAM-R is based on the real life Carl Gustaf Recoilless Rifle, more specifically, Carl Gustaf m/42.
* The name is an acronym for "**S**houlder **L**aunched **A**nti **M**ateriel **R**ifle".

 *Italics* | This item is, or was, a Secret Item.
Advisor

The Advisor is a Character in Ravenfield.

## General Information

As her title obviates, The Advisor serves as an Advisor for the Eagle's military operations. She is at various points referred to as "The General's Advisor", or simply "Commander", though she appears to perform the most "advising" for the TALON operatives while they are on the field. Little else is yet know about her character, though she does come off as a somewhat energetic, encouraging type while on the job.

## Appearances

### Coastline Cutscene

Starting in EA 8, If the player wins on Coastline when allied to The Eagles when the UFO is in the match, a transcript appears on the screen, saying "Incoming Transmission from HQ". A Transport Helicopter will arrive with the Advisor on board, who gives the player the Railgun. This only happens if the Railgun is yet to be unlocked.

This scene marks the first piece of story content in the game, and the Advisor's second appearance in the game. She asks a soldier on board the chopper to fetch the Railgun, and coyly implies that while it is technically designed only for use against UFOs, the player character is still unofficially permitted to blast anything that they want.

### Spec Ops Mode

When playing as the Eagles, the Advisor will relay instructions to TALON over the radio.

### Conquest

The Advisor can be seen idling around the desk, but cannot be interacted with.

The Advisor was first glimpsed in a trailer for the soon-to-be released steam version of Ravenfield (EA1 / Beta 6). thus marking the first appearance of the character.

## Gallery

With the Transport Helicopter (Old Model)Advisor's icon in Spec Ops.Advisor's icon when yelling.Advisor's appearance in EA21's update art.Advisor holding the Automatico in EA23's update art.
## Trivia

* In her Coastline appearance, the game mentions an Eagle General and HQ, suggesting their presence. However, no trace of them has been yet seen.
* The Advisor is so far the only known character in the entire game that does not wear any form of protective equipment or combat uniform.
* She is seemingly the only known female character in the entire game that actually makes an appearance in person (EYES isn't actually shown in person, only as an Icon).
* Her Specops character portrait is not based directly on her conquest appearance. Long before the specops update went live, she received a design overhaul detailing her uniform and facial features.
EA19

## Change Log

* Added map: Rafts.
* Added Domination.
* New conquest mode world layout with duplicate placeholder levels removed.
* 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, but only if the tile was owned by that team beforehand.
* 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.
* Improved jumping effects. Added a 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 transport 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.
* Updated skirmish transport plane 3D model.
* Slightly increased fall speed when using a parachute
* Fixed a bug with animation transitions when an infantry gets up from being rag dolled.
* 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 - infantry collision physics. Should prevent the player from flinging away at max speed after behing hit by a vehicle.
* Infantry 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.
* 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 squad leader unless the squad leader is in water.
* 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.
* 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.
EA5

## Change Log

* Custom weapons support!
* Added M1 Garret.
* Added weapon switch page in the instant action menu.
* Overhauled loadout UI to work better with a larger number of weapons
* Added weapon tagging. Weapon modders can tag their weapons to group them together in the loadout UI and AI weapons page.
* Resolution and fullscreen settings can only be changed in the main menu from now on.
* Fixed a bug on mac where the game would try to load non-workshop mods from the wrong directory.
* Added restart button to the in game menu.
* Added the launch option -nocontentmods that disables auto-loading of content mods when the game starts.
* Fixed a bug where custom weapons intended to not be usable by bots could be manually enabled which potentially leads to even more bugs.
* Fixed the majority of pink texture issues on projectiles/explosions/smoke effects that was present on Mac and Linux.
* Added Haunted Mode.
	+ Rebalanced Haunted. It is now harder than before.
* Spooky menu overhaul.
* Added Sabre.
* Improved melee AI, they will now rush close targets with melee weapons.
* Tweaked the pistol sound a bit.
* A few bugfixes.
* Fixed wave spawning bug. Added script logging to help track down the issue if it isn't fixed.
* Some skeletons wear hats.
* Added reload animation for bots.
* Improved AI reloading, they will now use all their primary ammo.
* Added Bundle o' Buss.
Domination

**Domination** is a game mode in Ravenfield.

## Overview

An iteration of Point Match that incorporates King-of-the-Hill type objectives. In this mode, kills are irrelevant, and the only goal is to take and hold randomly designated capture points. Vehicles and troops respawn continuously.

## Mechanics

* Domination is a moderately altered version of point match where only 3 designated flags count towards the total score.
* At the start of the battle, the domination bar will be locked for the next 90 seconds.
* The map displays three required points.
	+ A team must capture and hold at least 2 of them to gain progress on the domination bar.
	+ When one team pushes the bar to 100%, it and the three required points will reset. The other team loses a battalion. Unlike in Battle Mode, defeated infantry units have no impact on this counter, and do not reduce in number after a loss.
	+ Bots will automatically adjust their game plan based on these priority flags. They may still spawn at normal flags, but will never attempt to defend them.
* This mode is not subject to Game Length Options.
* The first team to run out of bataillons loses.

## Trivia

This mode was initially the main mode of Conquest, but has since been replaced with the updated Battle mode.
Dagger

The **Dagger** is a weapon in Ravenfield.

## Usage

The basic example of an Anti-Armor weapon, the Dagger offers a balanced combination of offensive properties. Each rocket deals 1200 damage to vehicles, and has a lethal kill radius of just under 5m versus infantry. It has a 3-second reload time and a rough effective range of 250m. True to the Anti-Armor category, it can damage all vehicle armor classes.

## Advantages

This Weapon is ideal for reflexive usage. The Dagger's reload speed is much faster than most Anti Armor weapons, allowing it to repeatedly strike charging tanks – an extremely common threat around flags or heavy-traffic routes. Its modest splash radius allows it to reliably strike clustered infantry targets, potentially stunning and injuring an entire squad with a single well-placed round.

## Weaknesses

The Dagger's greatest hinderance is its lack of anti-air capabilities, as its low-velocity rockets are prone to missing even slow airborne targets, arc with gravity, and cannot home into targets. The SLAM-R and Scalpel surpasses it in this attribute with their greater general accuracy.

Even when used to its strengths – against ground-based armor – the Dagger still falters at longer ranges. The launcher's iron sights often block the user's sight at greater distances, and while the rockets' arc can certainly be compensated for by skilled users, the amount of trial and error required for lining up the perfect shot is not something that users will want to engage in, given the limited ammo pool and the amount of time it takes to acquire a target. For distance work, the extra damage dealt by the Dagger generally does not offer much of a reason to use it over other, more reliable options that can consistently hit.

## Gallery

The Dagger on Island (Pre-EA).Dagger firing at a tank (Pre-EA).Missing a helicopter (Pre-EA).Pre-EA1 name.The Mk 153 launcher.The Dagger's projectile.Dagger Animation SetAnimationsKilling a huge number of Ravens using a dagger. Note the effectiveness of large groups of infantry.
## Trivia

* The Dagger is based on the real life Mk 153 Shoulder-Launched Multipurpose Assault Weapon.

* The Dagger is the first Anti Armor weapon in Ravenfield.
	+ Ironically, it is introduced earlier than the Rhino Tank (which debuted in Beta 3), which in turn was the first "Armor" unit in the entire game.

 *Italics* | This item is, or was, a Secret Item.
EA13

## Change Log

* Added River Delta map.
* Added Citadel map.
* Added Smoke Grenade, Patriot GL and Thumper.
* AI will use smoke grenades to cover their attacks.
* Added support for alternate weapon fire (Default: X)
* Added support for alternate sights. Adjust them by by holding T and scrolling up/down.
* Improved how AI navigates the map, they will now spread out and use new paths when attacking.
* Added support for objects blocking the AI's vision. This is used in smoke grenades and some other objects.
* Added a placeholder loading screen.
* Patriot has its projectile velocity increased recoil reduced.
* Scalpel now does less damage, but has two spare missiles and can be refilled.
* Reduced bouncing effects on applicable grenades to make it easier to land them just where you want them.
* Some tweaks to audio mixing.
* Added a slight speed boost to infantry if they haven't been in combat recently. This makes it a little quicker to reach the front lines on foot.
* Updated weapon reflection sounds to include a firing sound.
* Fixed AI not using animation driven vehicles (such as walkers) properly.
* AI no longer runs away from incoming vehicles.
* AI now runs away from grenades only if they are visible.
* AI now distinguishes between different target types when looking for targets. Infantry can be spotted up to 1 km away, most vehicles up to 3 km and larger ones up to 10 km. The value is still subject to fog settings.
* Fixed a bug where AI would not attack in vehicles.
* Fixed a bug that drastically increased loading times for some custom maps.
* Improved AI vehicle control.
* Fixed some camera bugs with photo mode.
* Misc AI tweaks
Prowler Quadbike

The **Prowler Quadbike** is a vehicle in Ravenfield.

## Characteristics

The Quadbike is a fast-moving light ATV. It carries a total of 2 infantry units - The Driver and the Passenger. It often spawns in slots that allow it to respawn continuously after it has been moved.

The passenger can use their own weapons while onboard.

## Advantages

The Prowler is the fastest land vehicle in the game. It can easily take routes that circumvent enemy fire, and can get you everywhere on land quickly and without a sweat – unlike Tanks, APCs, and Jeeps which are more likely to get stuck in narrow areas or against fencing. It is best employed as a means to reach a particular non-critical vantage point, or to move between friendly bases. On any map that features it, the prowler's high availability positions it as a cheap and convenient alternative to minutes of marching.

## Weaknesses

Unfortunately, the Prowler offers zero protection to its operators. While it's speed may be an advantage, it is easy to lose control and flip over in this light and bouncy vehicle. It has low armor, and is vulnerable to all types of incoming damage, but this is a non-concern next to the next glaring vulnerability: the exposed operators. Any incoming damage will immediately cause prowler users to fall of the vehicle, even if the damage would otherwise be insufficient to ragdoll them on foot. Firing from the Quad's passenger seat will also result in highly inaccurate attacks.

## Trivia

* Counter-intuitively, this little bike packs almost twice the amount of health as the Buzzard attack plane.
* Newer versions of the Prowler have – along with most car-type vehicles – received numerous improvements to stability and weight when in motion. Where it was previously possible to flip a prowler on some of the tiniest speed-bumps in the terrain, the vehicle now hugs the ground far more cautiously than before.
Marlin RHIB

The **Marlin RHIB** is a vehicle in Ravenfield.

## Characteristics

The Marlin RHIB is a fast but weak watercraft. It carries a total of 5 infantry units - Its driver and four passengers.

The Passengers can use their own weapons.

## Advantages

The RHIB is fast and agile, allowing it to storm enemy flags with terrifying ease from water. A cheap and readily available vehicle, it opens up several extra routes over which troops may navigate. Its speed exceeds that of land vehicles, making it a perfect fit for blitz or flanking tactics.

## Weaknesses

Like the Razorback Jeep, the Marlin's crippling weakness is its open design, leaving the occupants completely exposed and unprotected. The vehicles low health is hardly worth mentioning at this point; any explosive weapon will almost certainly kill all occupants should it hit. This boat regularly finds itself preyed upon by by aircraft, and Scalpel and TOW launchers, and can even be thwarted by a shoreside marksman with sharp aim. Being unarmed, the Marlin itself has no counter to any of these threats, and must therefore place a massive amount of faith in its escorting teammates.

## Trivia

* RHIB is an acronym for "Rigid Hull Inflatable Boat".

### Changes in Updates

#### EA19

* Sound effects & model updated.
* Top speed & handling enhanced.
S-IND7 (SUP)

The **S-IND7 (SUP)** is a weapon in Ravenfield.

## Usage

The S-IND7 [SUP] is, in essence, the original S-IND7 but with a suppressor attached. Its ballistic characteristics remain largely identical to its unmodified counterpart, the only differences being slightly less damage at range, slightly less recoil, less knockdown, and darker, non-tracer type rounds.

The suppressed nature of this gun means that infantry will not detect the user based purely on their gunshots.

## Strengths

The singular advantage that this gun posses over its sibling, as well as all other sidearms, is its suppressor. More than a simple backup weapon, this gun can alternatively be employed at close range when the user must dispatch an enemy without being detected. This earns it a niche strategic spot in the user's loadout.

## Weakness

Like the original weapon, it cannot be used at range, and the user must get close enough to make its attacks effective. Its all around low performance renders it outclassed by most other options in straight firefights.

## Gallery

The silenced P226.SIND-7 Animation SetAnimations
## Trivia

* Like the S-IND7, this weapon is based on the real life SIG Sauer P226.
* SUP stands for "Suppressed".
* It was the first silenced weapon in the game.

### Changes in Updates

#### Beta 1

* Introduced.

 *Italics* | This item is, or was, a Secret Item.
M1 Garret

The M1 Garret is a weapon in Ravenfield.

## Usage

The M1 Garret fires high-velocity bullets semi-automatically with pinpoint accuracy. Its attacks penetrate glass canopies and knock down infantry in one hit. Each round deals 101 damage up to 300m range, after which point the damage begins fall off. Its iron sights are highly accurate, but do not offer an optical advantage. As such, the gun's comfortable effective engagement range sits between point-blank and roughly 250m, despite its projectiles reaching further.

## Advantages

The M1 Garret possess a unique combination of power and rugged versatility at close to midrange. While semi-automatic, it has a high rate of fire and relatively good accuracy when quick-fired. From close to mid-range, enemies can be taken down in 1-2 direct hits. It also has good ammo capacity and controllable recoil for rapid engagement. At close range, this gun poses an extreme threat, even when hip-fired.

While the M1's iron sight limits it heavily in long-range engagements, this can be mitigated somewhat by tandem use of the Squad Leader Kit Binoculars. It can still pose a considerable threat from beyond 300m, as even glancing blows are still enough to put a target down long enough for teammates to score the kill.

It also has a faster clip-reload when its magazine is fully depleted, encouraging users to fire everything before reloading, thus indirectly reducing the chances of ill-timed compulsive reloads.

## Weakness

The M1 Garret does not have any sight attachments, unlike most marksman weapons. While extreme 500m+ trick-shots are never out if the question, its practical range is restricted to that of most assault weapons. In addition, the weapon's recoil spikes when repeatedly fired making it somewhat ineffective at medium ranges. It may also find difficulty adapting to the chaos of close-quarters battles due to its low practical fire rate; a single misplaced bullet can allow a sprinting enemy ample time to evade or counterattack, a weakness that most other Assault-type weapons are designed to sidestep.

## Gallery

The real-life M1 Garand.M1 Garret Animation SetAnimations
## Trivia

* It is by far the only Marksman weapon without optical attachments.
* The M1 Garret is based on the M1 Garand rifle.
	+ Despite its in-game classification, the M1 is actually battle rifle and would therefore fit accordingly with Assault weapons.
* It has unique reloading animations:
	+ When the magazine isn't empty, the user will insert a number of rounds inside the weapon accordingly, based on the amount of bullets fired.
	+ When the magazine is depleted, the weapon's clip is quickly removed and replaced with a filled one.

 *Italics* | This item is, or was, a Secret Item.
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