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v4.9

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@N7Huntsman N7Huntsman released this 13 Oct 05:14
· 5352 commits to Development since this release
d2ef005

Combat Extended 4.9 “1.4 is Coming.”

Features

  • Added a new concussion grenade, useful for assaulting enemy positions and destroying fortifications without endangering your own pawns with fragmentation as much as frag grenades.
  • In melee combat, blocking is now separate from parrying. This will allow skilled pawns to deflect attacks without damaging their weapon, whereas less skilled pawns are more likely to stop and attack with their shield or weapon in a manner that damages it slightly.
  • Added the support for natural armor degradation. The natural armor of creatures with this comp can become damaged, and will require either repair or time to heal by itself.
  • Added 'Psycho,' a dangerous neolithic drug that briefly enhances a pawn's movement speed and blocks out pain, making them faster and harder to kill. Some tribal pawnkinds will spawn with it, making them a much great threat in battle.

Fixes

  • Fixed an oddity with the bloodloss hediff that could cause a pawn’s consciousness level to drop fatally low when recovering from higher levels of blood loss.
  • The .338 Norma Magnum projectile was too fast.
  • Fixed a calculation error that meant shotgun buckshot ammo had less weight and crafting cost than they should.
  • Fixed an issue where certain apparel that modifies weapon properties would prevent bipods from setting up.
  • Fixed an issue where a shooter’s ranging error would become very high at short range.
  • Fixed a nullcheck in the info panel related to underbarrel weapons.
  • Reduced the performance overhead of turrets.
  • Fixed an issue where pawns would sometimes not shoot at downed pawns.
  • Fixed an NPE that sometimes occurred on single-use weapons.
  • Fixed an error where the breaching axes (Demolish damage type) would generate fragments when used against walls.
  • Add checks to shield belts for traps that do damage without a weapon, which could create errors.

Compatibility

  • Add integrated patches for the following mods:

    • [O21] Outland - Redburn Pact
    • Animal Collab Project Vanilla-Style
    • Erin’s Chocobos
    • Erin’s Sephyr
    • Makeshift Melee Weapons
    • Rim Robots_
    • Vanilla Skills Expanded
    • Warcaskets: Adeptus Astartes
  • Updated integrated patches for the following mods:

    • [O21] Forgotten Realms
    • [O21] Mechadroids
    • [O21] Outland – Core
    • [O21] Outland - Eastborn Empire
    • [RH2] Rimmu-Nation² - Weapons
    • Alpha Animals
    • Android Tiers SM7 Overhaul
    • Apex: Rimworld Legends
    • Argonians of Blackmarsh
    • Arrow Please
    • Combat Enthusiast's Collection
    • Cybernetic Warfare and Special Weapons
    • Doom Factions
    • Dragon’s Descent
    • Expanded Materials – Metals
    • Filthy Orc Invasion
    • Frontline Collection
    • Kit’s Gunpowder Weapons
    • Magical Menagerie
    • Mechanoid Master Blaster
    • Medieval Overhaul
    • More Vanilla Turrets 1.1+
    • Paniel the Automata
    • Pulsefire Turret
    • Rambo Weapon Pack
    • Red Army
    • Reinforced Mechanoids: Tyrikan-Line
    • Rim-Hivers
    • Rimsenal Collection
    • Spidercamp’s Horses
    • Swords
    • T's Samurai Faction
    • Toolmetrics Redux
    • Vanilla Factions Expanded - Ancients
    • Vanilla Factions Expanded - Mechanoids
    • Vanilla Factions Expanded - Medieval
    • Vanilla Factions Expanded - Pirates
    • Vanilla Factions Expanded - Settlers
    • Vanilla Furniture Expanded - Security
    • Vanilla Genetics Expanded
    • Vanilla Weapons Expanded - Coilguns
    • Vanilla Weapons Expanded - Heavy Weapons
    • Vanilla Weapons Expanded – Laser
    • Vanilla Weapons Expanded - Makeshift
    • Vanilla Weapons Expanded
    • Wall Mounted Turrets

Balance

  • Aiming time is now impacted by a shooter’s eyesight and manipulation.
  • Increased the accuracy of the autocannon and sniper turrets.
  • Increased the spawn rate of Ion charged ammo on non-colony pawns.
  • Reduced sway and increased the recoil of the mini-turret.
  • Reduced the recoil of the charge rifle and increased the work to make.
  • Slightly reduced the recoil of the LMG, machine pistol, and assault rifle.
  • Reduced the recoil of the SMG.
  • Rebalanced the minigun. Reduced the mass, sway, mag size, warmup time, and burst shot count, market value, and the rate of fire. Increased range and recoil.
  • Reduced the recoil of the heavy charge blaster and increased the aimed burst shot count from 5 to 10.
  • Reduced the bascinet weight from 3.5 to 3.0 kg.
  • Increased the radius of the molotov from 0.5 to 1.0.
  • Reduced the recoil of the AGS-30 from 3.15 to 2.38.
  • Increased the sway of the Flak Turret from 1.14 to 1.41.
  • The incendiary cannon ball now has a radius of 4.5.
  • Increased the damage and frag of the bursting cannon ball.
  • Increased the FSX cost of the 155mm HE and reduced the radius from 10 to 5.5.
  • Reduced the warm-up time of various grenades to 0.8, in line with the frag and molotov.
  • Gave tribal melee chiefs the MedievalMeleeDecent tag, broadening their weapon selection and allowing them to employ melee shields more frequently.
  • Increased the cooldown and sharp penetration of the Scyther’s cut attack.
  • Non-colony pawnkinds can now spawn with Ion weapon for charge weapons.
  • Reduced the damage and blunt penetration of large fragmentation.
  • Adjusted the recoil, sway, and range stats of the bipods.
  • Decreased the radius and increased the stackcount effect of Prometheum exploding.
  • Decreased the warmup time of the flare gun from 3.0 to 1.1
  • The blaster turret now fires 8x35mm Charged rounds instead of 6x24mm Charged rounds. Adjust weapon stats accordingly.
  • Adjusted the sway, spread, and recoil of various autoturrets.
  • Adjusted the base health of the Pikeman mech.
  • Small adjustments to the weight, bulk, cost, damage, and penetration of many high caliber and charge rounds.
  • Significantly rebalanced the armor penetration of some of the older 20mm rounds.
  • Increased the hitpoints and accuracy of the auto blaster turret.
  • Decreased the weight and bulk of the heavy auto turret.
  • Removed the cap on the unarmed damage bonus stat.
  • Increased the blunt armor penetration multiplier of explosions from 25% to 33%.
  • Increased the blunt armor penetration multiplier of secondary explosions (internal) from 200% to 250%.
  • Royalty: Reduced the mass of the warhammer to 2.5 kg.

Misc.

  • Added recoil values to non-automatic weapons in xml for future use.
  • Updated the About.xml with additional known incompatibilities.
  • The firing sound of the chain shotgun and some other, non-pump shotguns no longer has the sound of the shotgun being racked.
  • Updated the label and descriptions of power armor. It’s now called “marine armor,” as in vanilla.
  • Added 132mm M13 rocket ammo set, famously used by the Soviet Katyusha rocket artillery system. Thank you to Aoba for the artwork!
  • Added 30x113mmB autocannon ammo set, used by the M230 chain gun.
  • Added the ability to break-down mechanoid ammo at the Fabrication Bench more efficiently than at the smelter.
  • Added an unfinishedThingDef for the ExoFrame.
  • Added an ammo set def for .410 shotguns, which previously only had a set that included the .45 Colt for the Taraus judge.
  • Added a combination ammo set def for .357 magnum and .38 special for revolvers chambered in .357 magnum to use, since both calibers can be used in these weapons.
  • Added a new ammo set for high-velocity .44 magnum, used by rifles chambered in .44 magnum.
  • Added HE-airburst rounds for 20x42mm and 25x40mm grenades.
  • Removed the 12.7x55mm Sniper ammo set in favor of the 12.7x55mm AR ammo set, and renamed the AR ammo set.
  • Combined the info tab entries for reloading time and magazine capacity to make the screen more compact.
  • FSX can now be set off by fire or explosion damage.
  • Prometheum can now be set off by fire damage.
  • Updated dependency package version numbers.
  • Removed obsolete parry damage limit from the mod options.
  • Changes to MeleeDodgeChance are now handling via patching, rather than by overwriting the def.
  • Royalty: Updated the descriptions of various royalty power armor.
  • Royalty: Axes can no longer be made from wood.