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@N7Huntsman N7Huntsman released this 22 Jun 09:02
· 3370 commits to Development since this release
bea5032

Combat Extended 5.3 “Part of a Balanced Breakfast!”

Fixes

  • Corrected the steel cost for 20mm Hispano (AP) ammo.
  • Assigned the correct projectile parent to the 90mm recoilless canister shell.
  • Fixed a typo in the .410 shotgun ammo recipe label and description that showed the incorrect crafting amount.
  • The loading bench now casts a shadow.
  • Fixed a bug where, with the ammo system disabled, pawns would stow their weapon instead of reloading.
  • Fixed a bug where berserk pawns would not reload their weapon properly and got stuck in a loop.
  • Fixed a bug where telling a mech to reload would cause any ammo currently in the weapon to vanish.
  • Fixed a typo in .22 short ammo, where the bulk and mass stats were reversed.
  • Pawns will now prefer to switch to melee weapons or other weapons instead of grenades when running out of ammo for their equipped weapon.
  • Cleaned up some save/load code that was sometimes creating errors when loading a save with airborne projectiles.
  • Fixed an error that sometimes appeared when a burst is interrupted by the target going down.
  • Fixed a visual bug where blindfolds and other ‘EyeCover’ layer apparel would also be rendered across the torso.
  • Replaced an obsolete method for horizontal sliders on some GUI element.
  • Biotech: Fixed a typo in the Paramedic operations that was preventing it from being assigned a bodyShape.

Compatibility

  • Add integrated patches for the following mods:
    o Alpha Mechs
    o AOC The Cleanup Devil
    o Archotech Weaponry
    o Dusk Armory
    o High Tech Laboratory Facilities
    o Impact Weaponry
    o Industrial Melee Weaponry
    o Matter Manipulator
    o MH: Android Tiers
    o MH: Android Tiers Core
    o MH: Mechanical Biomimetics
    o MH: Military Tiers
    o More Medieval Helms and Armor
    o New Mech: Mini-Miner
    o SRTS Expanded
    o The Corporation - Mort's Factions
    o Vanilla Animals Expanded - Waste Animals
    o Vanilla Psycasts Expanded - Hemosage
    o Vanilla Races Expanded – Android
    o Vanilla Races Expanded – Sanguophage
    o Warhammer 40k - Genes and Psycasts
  • Updated integrated patches for the following mods:
    o [JDS] The Forge - NCR Armory
    o [RH2] Rimmu-Nation 2 - Clothing
    o Alpha Animals
    o Alpha Genes
    o Android Tiers Reforged
    o AnimalCollabProj
    o Arachne
    o Bori Race
    o Cybernetic Organism and Neural Network
    o Darkest Rim Core
    o Dragon’s Descent
    o EPOE Forked Royalty DLC Expansion
    o EPOE Forked
    o Fallout New Vegas – Elite Riot Gear
    o Forgelings Race
    o Gas Traps and Shells
    o Gimmicks
    o Infinite Rim Ariadna
    o Miho Race
    o Morgante Mafia Weapons
    o MorrowRim
    o Moyo Cartel
    o Moyo From the Depth
    o Moyo Light in the Abyss
    o Nukes
    o Rim-Effect Collection
    o Rimsenal Collection
    o Star Crafter’s Armory
    o The Joris Experience
    o Thog’s Guns – More Brukka Pack
    o Vanilla Factions Expanded – Empire
    o Vanilla Factions Expanded – Insectoid
    o Vanilla Factions Expanded – Mechanoid
    o Vanilla Factions Expanded – Pirates
    o Vanilla Psycasts Expanded
    o Vanilla Races Expanded – Saurid
    o Vanilla Weapons Expanded
    o Xenohumans Expanded
    o Zombieland

Balance

  • Implemented a new, non-linear conversion for projectile velocity. Broadly, this change normalizes projectile velocity. While most projectiles see very little change, especially fast bullets (sabot, railgun, etc.) see a modest decrease, while slow projectiles (arrows, rifle grenades) see a modest increase.
  • Hard armor (like flak vests) now only takes 50% damage from non-penetrating hits, making them more durable against non-penetrating fire.
  • Apparel shields (like the ballistic shield) now take only 20% of blunt AP from non-penetrating gunshots, simulating the lesser impulse of bullet impacts vs melee strikes. This should reduce the frequency of shield-wielding pawns having body parts destroyed by blunt damage.
  • Applied a 50% modifier to the Bullet damage from HEDP launcher grenades.
  • Increased the mechinator command distance from 24.9 to 43.9.
  • Reduced the thickness of the Parka and its variants from a base value of 10 to 4. Also removed the increased crafting cost in favor of vanilla cost.
  • NPC pawns now have a small chance of spawning with poison arrows/bolts.
  • Decreased the sharp AP of .25 ACP (HP) from 2 to 1.5.
  • Increased the spread of cannon grapeshot.
  • Various small adjustments to the mass, speed, and damage of assorted arrows and crossbow bolts.
  • Adjusted various stats of the pila, including bulk, market value, and melee stats.
  • Various small tweaks to the value and crafting costs of some launched grenades to bring them in-line with the spreadsheet.
  • Increased the mass, damage, and pellet count of blunderbuss shot.
  • Added a mechanoid variant of the minigun. While largely identical, the mechanoid variant has reduced sway and recoil.
  • Beanbag ammo now does only 25% damage to buildings and plants.
  • Restored the Pikeman mech’s leg melee attacks to give it somewhat better odds in close-quarters combat.
  • Implement crafting skill requirements for various weapons and pieces of apparel in line with vanilla requirements.
  • Biotech:
    o Increased the shot spread of the mounted mech heavy charge blaster turret from 0.08 to 0.2.
  • Royalty:
    o Reworked the Hand Talon melee tools, removing the stab and replacing the cut with a scratch, to match the base game configuration.

Misc.

  • Removed the linger BaseBullet ThingDef overwrite, completing the transition to the new BaseBulletCE.
  • Added a SuppressionMultiplier, to allow better fine-tuning of projectile suppression.
  • Various structures and workbenches, like embrasures and barbed wire, are now paintable.
  • Revised the descriptions of various power armor suits and helmets.
  • Combined some partialArmor line items and other whitespace housekeeping.
  • Updated the generic ShotgunRevolver ammo set with specialized ammo types.
  • Adjusted category of advanced and explosive ammo for the 20x42mm. All ammo variants are crafted at the loading bench.
  • 81mm mortar shells no longer have casing motes or drop casing filth.
  • Added some additional keyed translation items for tooltips and patching related items.
  • Removed the black powder ‘Trapdoor’ variant for 45-70 government ammo.
  • Combined the ammosets of the SPG9 recoilless rifle and the 2A28 GROM to reduce redundancy.
  • 30x64mm Fuel Cell ammo crafting is locked behind Advanced Launchers, and is now crafted at the machining bench.
  • Adjusted the sprite positioning for the charge blaster turret.
  • Added new art for archotech ammo.
  • New art: loading bench, musket & blunderbuss ammo, and the human & mechanoid variants of the minigun.
  • Removed ‘CombatExtended.AmmoThing’ from FSX and Prometheum, so they are no longer removed when playing in No Ammo mode.
  • Removed the integrated patch for Fortifications – Industrial and Mechanite Plague. They are now patched on the mod’s side.
  • Changed the unpatched weapon message from an error to a warning, improved handling of them, and attached a more useful translation key.
  • Updated the mod target framework from net472 to net48.
  • Improved the behavior of the danger tracker. This should allow pawns to make smarter decisions when running for cover.
  • Restored various vanilla melee characters
  • The density of black smoke is now taken in consideration by the danger tracker.
  • Added various new ammo types.
  • Updated reference package versions.

Notes:

  • The Vanilla Expanded Onehandedness stat should no longer appear with Combat Extended active. This should help avoid confusion.
  • Some major fixes were made to the patch for the Vanilla Expanded area shields. They should all work now—including those from Vanilla Psycasts Expanded.