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Releases: CombatExtended-Continued/CombatExtended

v5.3

22 Jun 09:02
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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.

v5.2

16 Mar 07:43
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Combat Extended 5.2 “Mech-anized Warfare” 

Features 

  • Colony mechanoids can now be assigned loadouts and will automatically rearm. A tremendous thanks to Bill Doors and Isaac for this! 
  • The magazine size used by the ammo loadout generator can now be manually overridden by adding AmmoGenPerMagOverride to the AmmoUser comp on weapons. This is useful for ensuring weapons with small magazine sizes spawn with enough ammo. 
  • Added a ‘minAmmoCount’ for pawnkinds that can be used to set a minimum amount of ammo. This can be useful for resolving low ammo amounts for pawnkinds that spawn with a wide variety of weapons. 
  • Adjusted the tending priority of stabilized wounds. Doctors should now prioritize stabilized wounds that aren’t actively bleeding over non-bleeding blunt injuries like cracks and bruises. 
  • Reworked the logic for animal knockdowns (critical hits). It is no longer guaranteed on a crit, with a lower chance of a successful knockdown against targets with greater mass. If the attacker has less than 1/5th the mass of the target, it cannot knock the target down. On a hit to the head, the target’s effective weight is halved for the purpose of this limit. 

Fixes 

  • Fixed a bug where turrets would fire wildly if their target was destroyed in the middle of a burst, which sometimes resulted in recoil turning the pointing of aim around and causing the turret to shoot itself. In suppressive fire mode, turrets will now aim for the target’s last known location if they lose visual. 
  • Fixed an issue caused by targeting objects with some Biotech abilities. 
  • Added some damage reductions to make it less likely that resources dropped by mech bosses will be destroyed by explosions. 
  • Removed the screenshake effect from the flamethrower. 
  • Fixed the 20x105mm Charge and 40x311mmR (Sabot) projectiles being slightly too slow. 
  • Corrected some stats on the 105mm and 155mm howitzer and various other artillery/mortar shells to match the projectile sheet. 
  • The underbarrel weapon gizmo is no longer visible on non-colony pawns, except with God Mode turned on. 
  • Manned turrets without an ammo comp no longer throw an error. 
  • Blackpowder cannon ammo no longer drops empty casings. 
  • Fixed incorrect defNames on 6.5 Creedmoor. 
  • Melee shields are now Medieval tech instead of Industrial. 
  • Fixed some ammo crafting recipe descriptions that showed the wrong quantity. 
  • Fixed a bug with the Flak Cannon when using the classic mortars difficulty setting. 
  • Audio for rocket projectiles in-flight now pause when the game is paused, and are generally less loud overall. 
  • Fixed some incorrectly formatted defNames and parent Names on the 60mm mortar ammo and projectiles. 
  • Weapons spawning as sidearms can now spawn as biocoded items. 
  • Assorted small fixes to grammar, spelling, etc. 

Compatibility 

  • Add integrated patches for the following mods: 
    o [RH2] Faction – Utilitarian 
    o [RH2] Rimmu-Nation² - Weapons 
    o ↁ Elves 
    o ↁ House Sanguin 
    o Android Tiers Reforged 
    o Biotech Mech Stuff Elongated - Mechanoid Upgrades V2 
    o Call of Duty: Zombies Pack 
    o Call of Duty: Mystery Box 
    o Call of Duty: Pack A Punch 
    o Call of Duty: Wonder Weapons 
    o Giddy-Up 2 
    o Glitter Weaponry 
    o More Persona Traits 
    o Rimsenal Xenotype - Askbarn 
    o Rockmen Race 
    o Royal Warcaskets 
    o Thog's Armor 
    o Thrumkin 
    o Vanilla Factions Expanded – Empire 
    o Vanilla Races Expanded – Phytokin 
  • Updated integrated patches for the following mods: 
    o [K4G] RimWorld War 2 
    o [O21] Dragons Not Included 
    o Alpha Animals 
    o Alpha Genes 
    o Alpha Mythology 
    o Altered Carbon: Ultratech Unleashed 
    o Anty the War Ant 
    o Bulgarian Imperial Uniforms 
    o Glitter Tech 
    o Heavy Melee Weapons 
    o Infinity Rim Ariadna 
    o Kenshi Armory 
    o Kit’s Gunpowder Weapons 
    o Kit’s VFE Weapons 
    o Miho Race 
    o Multiplayer 
    o Outer Rim Galaxies 
    o Paniel the Automata 
    o Polarisbloc - Security Force 
    o Rim Contractors Arsenal 
    o Rimsenal Collection 
    o Vanilla Animals Expanded 
    o Vanilla Factions Expanded – Mechanoids 
    o Vanilla Factions Expanded – Pirates 
    o Vanilla Factions Expanded – Settlers  
    o Vanilla Genetics Expanded 
    o Vanilla Weapons Expanded – Coilguns 
    o Vanilla Weapons Expanded – Frontier 
    o Vanilla Weapons Expanded – Heavy Weapons  
    o Vanilla Weapons Expanded – Makeshift 
    o Vanilla Weapons Expanded – Non-Lethal 
    o Vanilla Weapons Expanded – Quickdraw 
    o Vanilla Weapons Expanded 
    o Vanilla XCOM Weapons 
    o Warcasket Expanded

Balance 

  • Apparel WornBulk is now impacted by item quality, generally reflecting the quality of the craftsmanship and fit. 
  • Increased the warm-up time of the Heavy Charge Blaster from 2.0 to 2.3 seconds, and switched the AI aiming mode from AimedShot to Snapshot. Overall, this will make HCB centipedes faster to fire, but less accurate.  
  • 20x42mm grenades now have AP, Incendiary, and APHE rounds, but no longer has airburst ammo. 
  • Added airburst ammo to 25x59mm grenades and switched the HEAT grenade to HEDP. 
  • Numerous small adjustments to the base armor penetration of various ammo types. 
  • Adjusted the crafting costs of various shells to be accurate to the projectile spreadsheet. 
  • Increased the spread of cannon grapeshot. 
  • Added a Medium Fragment for use as shrapnel. 
  • Decreased the damage of small fragments from 9 to 7. 
  • Increased the 10 Gauge shotgun EMP shield break chance from 20% 25%. 
  • For melee weapons, the quality-based armor penetration factor was readjusted. 
  • For legendary ranged weapons, increased the quality-based damage bonus from 10% to 15%. 
  • For molotovs, slightly increased the base damage and decreased the chance of starting a fire. 
  • For various incendiary ammo types, added a small amount of base damage and reduced the overall radius. 
  • Biotech: 
    o The ‘Nearsighted’ gene now applies a 0.75 ShootingAccuracyPawn factor. 
    o Restored the melee stagger immunity to the ‘Unstoppable’ gene. 
    o The Militor mech now fires .410 shotgun shells instead of 20 gauge. Adjusted stat accordingly. 
    o Increased the Scorcher’s carryBulk to ensure it spawns with appropriate ammo and increased its ammo count. 
    o Increased the melee damage of the Tunneler’s power claw and switched it to Blunt damage. 
  • Ideology: 
  • Royalty: 
    o Decreased the melee attack cooldown time of the Psyfocus Staff. 
    o Increased the blunt penetration of the zeushammer. 
     

Misc. 

  • Removed patches on BaseBullet and instead added BaseBulletCE—this new ThingDef will be used for all CE projectiles going forward instead as a move for better compatibility. Both approaches still work but authors of patches/submods will need to switch over before next release. 
  • Removed the Simplified Ammo system, to avoid confusion with the more capable and complete Generic Ammo system. 
  • Updated Chinese translation and fixed some file errors. A special thanks to the Lemon Tea Localization Team for this. 
  • Better God/Dev mode ‘set ammo to max’ gizmo. It can now switch to any viable ammo type and weapons no longer stow when out of ammo with God mode enabled. 
  • Weapon rendering will now use a weapon’s drawSize if it does not have a specified GunDrawExtension. 
  • Switched around some generic ammo item stats. 
    o Anti-Materiel now uses .50 BMG. 
    o Autocannon now uses 20x102mm NATO. 
    o LauncherGrenade now uses 40x46mm. 
    o Pistol now uses .45 ACP. 
    o PistolMagnum now uses .44 Magnum. 
    o Rifle now uses 7.62mm NATO. 
    o RifleIntermediate now uses 5.56mm NATO. 
    o RifleMagnum now uses .338 Lapua Magnum. 
    o Fixed mass for the ShotgunShell, now uses 12 Gauge. 
  • Added new ammo types: 
    o Blunderbuss 
    o MiniCannonBall 
    o 5.45x39mm Soviet – Slow/Short Barrel 
    o 7.5 FK, 20x139mm 
    o 30x165mm ammo. 
  • Slightly decreased market value of 5.56mm NATO ammo and increased the velocity of 5.56mm NATO (Short Barrel) projectiles. 
  • New art for the Charge Blaster Turret. 
  • New art of airburst grenade ammo. 
  • Added smoke, EMP, and incendiary ammo to the 50mm Type 89 mortar. 
  • Updated textures for HEDP and Smoke grenade ammo. 
  • Switched around some ammo category icons. 
  • Updated load order requirements for What’s That Mod and Anty the War Ant. 
  • Touched-up textures for various vanilla and CE weapons and equipment. 
  • Cleaned up various patch operations in small ways to improve performance and make them more robust. 
  • Biotech: 
    o Tweaked the ModExtension patch for the Gas Mask. 
    o Hardened some bodyDef patches for the Scorcher and Apocriton. 
  • Royalty: 
    o Hardened the pawnKind patches for the Empire janissary. 

v5.1

02 Jan 05:12
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Combat Extended 5.1 “New Year, New Gear”

Features

  • Firing weapons now creates filth (10% chance per shot) in the form of empty casings, expended rocket launcher tubes, and similar debris. This can be toggled in the mod options.
  • Spent casings now make appropriate sounds when hitting the ground.

Fixes

  • Fix some cases where capitalization errors prevented ‘Inherit’ tags from working as intended.
  • Fixed a bug with the AmmoInjector that prevented traders from spawning with some types of ammo.
  • Gave beer an appropriate bulk of 0.35 instead of the default value of 1.
  • Gave the advanced helmet a wornBulk of 1 instead of 0.
  • Mechanoid ammo beacons no longer supply infinite ammo.
  • Various harmless types of projectiles like smoke and firefoam no longer create suppression.

Compatibility

  • Add integrated patches for the following mods:

    • [RH2] Faction: Bounty Hunters
    • [RH2] Faction: VOID
    • [XND] Vanilla-Friendly Animal Surgery
    • Alpha Genes
    • Alpha Genes - Insectoid Mutations
    • Alpha Memes
    • Astra Militarum Regimentum - Cadia
    • Astra Militarum Regimentum - Krieg
    • Astra Militarum Regimentum - Krieg: Officer Helmet
    • Erin's Auronya - HAR Edition
    • Erin's Final Fantasy Races
    • Grimworld Lasguns
    • Infinity Rim: Ariadna
    • Killzone Concept Armor Set
    • Logistics_Mechanoid
    • Medieval Medicines 1.4 Medieval Overhaul Edition
    • Obsidia Expansion – Mothoids
    • Ordo Tempestus - Tempestus Scions
    • Revia Race – biotech
    • Reinforced Mechanoid 2
    • RimFantasy - Medieval Overhaul Edition
    • RimFantasy - House Doyle
    • RimNauts 2
    • Risk of Rain: UES Contact Light Armory
    • Star Crafters Armory
    • Steamworld Uniforms
    • T's Conversion Staff
    • Urbworld Weaponry: Caseless
    • Vanilla Factions Expanded - Empire
    • Vanilla Races Expanded – Hussar
    • Vanilla XCOM Weapons
    • Warcasket Persona Weapons
  • Updated integrated patches for the following mods:

    • [JDS] Castle Walls
    • [JDS] Exiled Dawn
    • [K4G] RimWorld War 2
    • [LF] Red Dawn
    • ADE Advanced Turrets
    • ADE Advanced Turrets +
    • Alpha Animals
    • Altered Carbon
    • Ancient Fallout Armory
    • Android Tiers
    • Androids
    • Anima Animals - Community Pack
    • Anima Animals
    • Animal Equipment
    • Anty the War Ant
    • Apparello
    • Arachne
    • Arasaka Corporation
    • Archotech PowerArmor
    • Astoriel Legacy
    • Censored Armory
    • Devilstrand Animals
    • Dinosauria
    • Doom Factions
    • Dragons Descent
    • Dubs Rimatomics
    • Dumbs' Dachshunds
    • Edge of Descension – Monoblades
    • Iron Harvest Pkp 17 "Eisenhans" Powerarmor
    • Epona Race
    • Erin’s Critter Collection
    • Erin’s Fox Squirrel
    • Erin’s Lizard Doggo
    • Erin’s Mountain Animals
    • Expanded Materials - Metals
    • FFGermanShepherd
    • FROG Suit Set
    • Faction – Mafia
    • Fallout New Vegas – Elite Riot Gear
    • Farming Expansion
    • Forsakens
    • Fort’s Firefighter Gadget
    • Fortifications – Industrial
    • Frontline Collection
    • Gulden Mod
    • HLX Regrowth – Extinct Animals Pack
    • Half Dragons
    • HALO: Rimworld Auxiliary Combat Armory
    • HALO: UNSC Armoury
    • Halo UNSC Weapon Pack
    • Japanese Dogs
    • Kaiser Armory
    • Kijin 2.0
    • Kit’s Gunpowder Weapons
    • Let’s Have a Cat!
    • Martens – Nature's Most Adorable Assassins
    • Mechanoid Bench 2
    • Mechanoids Bench 3
    • Medieval Overhaul
    • Megafauna
    • Miho Race
    • Misc. Turrets
    • MorrowRim
    • MorrowRim - Trolls
    • Nihal
    • RadWorld
    • ReGrowth Collection
    • Rim Flood
    • Rim-Effect Collection
    • RimCraft Collection
    • Rimsenal Collection
    • T’s Samurai Faction
    • The Joris Experience
    • Vanilla Animals Expanded
    • Vanilla Armour Expanded
    • Vanilla Factions Expanded – Mechanoids
    • Vanilla Factions Expanded – Pirates
    • Vanilla Factions Expanded – Vikings
    • Vanilla Furniture Expanded – Security
    • Vanilla Genetics Expanded
    • Vanilla Psycasts Expanded
    • Vanilla Weapons Expanded – Tribal
    • WarCasket Expanded
    • Zombieland

Balance

  • Integrated the Gun Powder research project from CE Guns for primitive firearms.
  • Removed BaseHealthScale and combatPower changes for various animals.
  • Overhauled the power consumption of various turrets, significantly reducing them in most cases.
  • Increased the size of the human Ribcage, so it’s no longer so small compared to other parts.
  • Reverted animal body part coverage to vanilla values. This should make most animals marginally tougher by reducing the frequency of hits to internal organs.
  • Removed the PsychicSensitivity reduction from power armor helmets.
  • Power armor helmets now protect from tox gas exposure.
  • Reduced the hitpoints of the Autocannon and Sniper turrets from 750 to 500.
  • EMP munitions now require Microelectronics, in line with vanilla.
  • Adjusted the generation chance of EMP rounds on non-colony pawnkinds.
  • Increased Tough trait damage reduction from 25% to 33%.
  • Changed tribal ranged chiefs weaponTags from “Gun” to “SimpleGun”.
  • Adjusted the reward frequency of 81mm anti-grain shells.
  • Adjusted the psychite tolerance and crash MTB of Psycho.
  • Flammability of simple auto turrets increased to 70%.
  • Adjusted the cost of various auto turrets.
  • Increased the bulk capacity of the child’s backpack from 15 to 20.
  • Reduced the cooldown of the sniper turret.
  • Biotech: Tesseron and Apocriton mechs will now use cover.
  • Biotech: Psycho is now affected by psychite drug genes.
  • Ideology: Tweaked the melee tool chanceFactor of various dryads.
  • Royalty: Tweaks some mech turrets.

Misc.

  • Updated PublishedFileID number.
  • Added initial framework for supporting vehicles.
  • Reduced the performance impact of pawns seeking cover when under fire.
  • Whitespace, descriptions, and formatting housekeeping.
  • Hardened the loading process to prevent ReflectionTypeLoadException errors from breaking assembly loading.
  • Removed a redundant patch impacting the coverage of the human foot.
  • Tweaks to spent casing motes.
  • Added a new “demolition” ammo class for thump weaponry and similar and applied it to appropriate existing ammo types.
  • Added various new ammo and projectile bases for spacer, explosive, medium, and medium spacer ammo types. This is for both traders and for streamlining inheritance in some cases.
  • Removed an overwriting “BaseBullet” and replaced it with patches.
  • Rifle and high caliber HE ammunition now labeled as “AP-HE”.
  • Split some autocannon and grenade ammo into its own trade tag and gave the tag to appropriate traders.
  • Made nodes associated with projectile suppression accessible in .xml.
  • Reduced the volume range of various rocket sustainers.
  • Removed some placeholder files in DLC folders.
  • Implemented enforced style in source files.
  • The animal autopatch now logs what animals it has patched in autopatcher verbose logging mod.

Notes:

  • Removed patches for some [RH] Faction mods for older version of the game.
  • Removed patch for [Fuu] Uncompromising Tribal Faction. Patch is now integrated on the mod’s side.
  • The Vanilla Furniture Expanded – Production xml patch has been replaced with a c# patch.

v5.0

20 Nov 04:23
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Combat Extended 5.0 “The Violence Has Escalated.”

Features

  • Added support for Rimworld version 1.4.
  • Added support for the Biotech DLC.

Fixes

  • Prometheum soaked hediff now disappears on death.
  • Fixed the patch for the broadshield pack.
  • Loadbearing gear can no longer be desired by ideologies.
  • ‘RangedStab’ no longer damages internal parts without damaging externals as well.

Compatibility

Add integrated patches for the following mods:

  • [RH2] Faction: V.O.I.D.
  • EPOE-Forked: Royalty DLC expansion
  • Vanilla Animals Expanded - Royalty
  • Vanilla Races Expanded – Saurid
    Updated integrated patches for the following mods*:
  • [JDS] Exiled Dawn
  • [JDS] The Forge – NCR Armory
  • [K4G] Rimworld War 2
  • [LF] Command and Conquer NOD Combat Armor
  • [LF] Red Dawn
  • [LTS] Military
  • [O21] Out Rim Galaxies
  • Alpha Animals
  • Alpha Biomes
  • Alpha Mythology / Magical Menagerie
  • Ancient Blade Cyborg
  • Androids
  • Animal Armor: Vanilla
  • Animal Equipment
  • Anty the War Ant
  • Apex: Rimworld Legends
  • Arachne
  • Archotech PowerArmor
  • Astoriel Legacy
  • Beast Man Tribes
  • Bori Race
  • Censored Armory
  • Cossacks of the Rim
  • Darkest Rim Core
  • Dishonored Assassin Coat
  • Dishonored Assassin Mask
  • Doom Factions
  • Dragonian Race
  • Eisenhans Power Armor
  • Epona Race
  • Forgotten Realms – Lizardfolk
  • Forgotten Realms – Minotaur
  • Forsakens
  • Gas Traps and Shells
  • Genetic Rim
  • Glitter Tech
  • Half Dragons
  • Halo UNSC Weapon Pack
  • Idhale Race
  • Kaiser Armory
  • Kijin 2.0
  • Kobold Factions
  • Kurin
  • Lemolim Race
  • Littluna Race
  • Mechanite Plague
  • Mechanoid Bench 2
  • Mechanoid Bench 3
  • Mechanoids Extraordinaire
  • Medical System Expansion – Revived
  • Medieval Overhaul
  • Miho Race
  • Mincho, The Mint Choco Slime
  • More Mechanoids
  • Morganate Mafia Weapons Pack
  • Moyo – The Cartel Arrives
  • Moyo – From the Depth
  • Moyo – Light in the Abyss
  • Nakin Race
  • Nanosuit
  • Nearmare Race
  • Neclose Race
  • NewRatkinPlus
  • Nyaron
  • Outland – Eastborn Empire
  • Outland – Motz Collection
  • Outland – Redburn Pact
  • Orassans
  • Paniel the Automata
  • Poleepkwa Race
  • Pratt WWII Weapons Pack
  • PsiTech
  • RH2 Faction – The Rangers
  • RH2 Rimmu-Nation 2
  • Rabbie the Moonrabbit
  • Race to the Rim
  • RadWorld
  • Ratnik-3 Prototype Armor
  • Red Horse Factions
  • Reinforced Mechanoids: Tyrikan-Line
  • Revia Race
  • Rim-Effect Collection
  • Rim-Hivers!
  • Rim-Robots!
  • Rim-Skeletons
  • Rimmu-Nation – Weapons
  • Rimsenal Collection
  • Rimworld-Style Pilas and Bows Strapped with Grenades and Shells Extended
  • Saclean Race
  • Save Our Ship 2
  • Sergal
  • Silkiera Race
  • Solark Race
  • Spartan Foundry
  • Star Wars – Factions
  • T’s Samurai Faction
  • The Joris Experience
  • Tsar Armory
  • Ultratech – Altered Carbon Remastered
  • Vanilla Animals Expanded
  • Vanilla Apparel Expanded
  • Vanilla Armour Expanded
  • Vanilla Bionics Expansion
  • Vanilla Factions Expanded – Classical
  • Vanilla Factions Expanded – Mechanoids
  • Vanilla Factions Expanded – Pirates
  • Vanilla Factions Expanded – Vikings
  • Vanilla Furniture Expanded – Security
  • Vanilla Genetics Expanded
  • Vanilla Storytellers Expanded
  • Vanilla Weapons Expanded
  • Vanilla Weapons Expanded – Frontier
  • Vanilla Weapons Expanded – Heavy Weapons
  • Vanilla Weapons Expanded – Tribal
  • Xenn
  • Xenoorca Race

Balance

  • Reduced the damage reduction of the ‘Tough’ trait from 50% to 25%.
  • Ranged weapons do slightly more or less damage based upon their quality, simulating higher muzzle velocities. Awful does 90%, Poor – Excellent does 100%, Masterwork does 105%, and Legendary does 110% percent.
  • Decreased the overall spread of buckshot rounds.
  • Decreased the radius of firefoam shells by 50%.
  • Tac vests now require flak armor and complex clothing.
  • Removed Shooting/Melee requirements for certain pawnkinds.
  • The slug and autocannon turrets research projects now require Heavy Turrets.
  • Increased the accuracy and health of the autocannon turret.
  • Hoods now have a stuffable material thickness of 2.
  • Increased the Simple Helmet bulk to 3 and set the wornBulk to 1.
  • Increasing the workAmount of Armor Piercing ammo by 20%.
  • Adjusted the melee chanceFactor of various melee weapons and melee attacks.
  • Reduced the crafting material cost of the Minigun.
  • Increased the mass of the Inferno and Thump cannons.
  • Increased the cooldownTime of the big cats melee attack.
  • Adjusted the Cassowary stun damage from 20 to 14.
  • Increased the Cow’s bite damage from 1 to 4 and increase blunt damage from 0.1 to 0.4.
  • Increased the Alpaca’s bite damage from 1 to 2.
  • Gave the Megasloth a bite attack.
  • Adjustments to armor penetration of various ammo types.
  • Removed the extra gravity factor for grenades that made pawns throw them in a higher arc.
  • Reduced the autocannon turret burst count and increased the magazine size.
  • Renamed some Royality and Ideology patch files to avoid collisions with the LoadFolder system.
  • Royalty: Adjusted mech turret names and slightly reduced recoil.

Misc.

  • Multiple colonists can now reserve ammo from the same stack while filling their loadout. This will be expanded to other ammo handling in the future.
  • Various defNames and textures have been given the “CE_” prefix to avoid colliding with content from other mods.
  • Ammo dropped in to mechanoid sieges now use mech style drop pods.
  • Bipods now make sound when deploying.
  • New sound for the LMG.
  • Incremented version numbers.
  • Add ammo to weapons spawned as possessions.
  • Bascinet renamed to Plate Helmet.
  • The LMG has been changed from a DP-27 to a Bren machine gun with a pan magazine.
  • Updated mech charged ammo for use by player mechs in Biotech.
  • Removed screen shake from plasma projectiles.
  • IEDs can now be set off if hit by bullets or arrows.
  • New textures for pila, crossbow bolts, arrows, and mechanoid charged mortar rounds.
  • New textures for charged ammo.
  • New textures for blazebulbs.
  • New texture for the Doomsday Launcher.
  • New texture for the Explosive Bolt Launcher.
  • New textures for the Psycho drug.
  • New textures for the barbed wire.
  • New textures for the bascinet/plate armor helmet.
  • New generic mech ammo for Generic Ammo Mode.
  • New ammo types: 5x16mm charged, 66mm thermal bolt shell, 8x40mm charged, 8.6mm Blackout, 50mm rockets, 90mm recoilless rifle, 10 and 16 gauge shotgun.
  • Added new ammoset for .454 Casull without .410 shells.
  • Added a new ammoset for 5.56mm NATO out of as short barrel.
  • New airburst shells for 40x53mm VOG grenades.
  • New ammo categories; Toxic, flame crossbow bolt, toxic crossbow bolt.
  • Removed some unused UI textures.
  • Tweaked some ammo labels for consistency.
  • Removed old, commented out xml throughout.
  • Removed the Turrets research tab and consolidated the projects on the main research tab.
  • Moved the patches for the Cape from Royalty to Core patches.
  • EMP cook-off now creates EMP blasts instead of conventional explosions.
  • Revert to using the vanilla minigun weaponTag.
  • Removed quality from the Charge Lance and decreased market value.
  • Restore the needle gun as a high-AP ranged weapon.
  • Changed fire arrow impact sound.
  • Reduced the crafting quantity of musket balls from 500 to 100.
  • Removed depreciated patch files for Genetic Rim and RH VOID.
  • Royalty: Made the labels of melee bionics consistent with base game.
  • Royalty: Switched mech autoturrets to 66mm thermal bolts.

Notes:

*These are mod patches that have seen file changes. There is no guarantee the patches are fully functional or even that the mods themselves currently work for Rimworld 1.4.
**Vanilla Factions Expanded: Classical no longer needs to be loaded after Combat Extended.

v4.9-Hotfix

21 Oct 04:14
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Hotfix addressing the below issues. For tracking purposes, the version number of this release is 1.3.4.9.1.

  • Fixed an issue where some explosive projectiles would not detonate properly if they hit impacted against a large object, such as a piece of furniture.
  • Added additional Apparel Autopatcher Presets, so not everything is patched as heavy armor.

v4.9

13 Oct 05:14
d2ef005
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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.

v4.9 - Release Candidate 1

11 Oct 18:59
b627ba9
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Pre-release

Release candidate 1 for Combat Extended version 4.9.

v4.8-Hotfix

21 Aug 01:13
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Hotfix addressing the below issues. For tracking purposes, the version number of this release is 1.3.4.8.1.

  • Fix errors associated with shooting downed pawns.
  • Fix error associated with pawns wearing shield belt hitting spike traps.
  • Fix minor error affecting the room display stat.
  • Fixed an error with the triple rocket launcher.

v4.8

17 Aug 08:54
8d1a1d2
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Combat Extended 4.8 “Tacti-Cool”

Features

  • Added a new underbarrel weapon system, allowing support grenade launchers, underbarrel shotguns, and other secondary weapon systems.
  • Added the ability to manually load ammunition into the inventory of certain kinds of pawns, allowing non-colonist shooters like robots and hacked mechs to be rearmed.
  • Blind pawns can now fire ranged weapons, using their hearing to detect targets at very close range (within 5 tiles) and can fire in the direction of gun shots the hear. If you’re blind and deaf, well, sorry about your luck.
  • Added support for time-fused explosives, intended to detonate in flight. Added new time-fused projectiles for 30x29mm, 40x46mm, and 40x53mm grenades, as well as 90mm Flak.

Fixes

  • Fixed a bug where 5x35 and 6x22 Charged projectiles had the wrong parent.
  • Fixed outdated stats for 20 Gauge shotgun ammo.
  • Fixed an issue where the gunlink has inheriting smoke immunity from power armor helmets.
  • Nudists no longer consider shields to be clothing.
  • Fixed an error associated with the binoculars not having a melee tool.
  • Fixed an issue with ignorePartialLoSBlocker weapons, where always being forced to aim for the target’s feet could make the shots very inaccurate.
  • Downed or prone pawns are now shorter than crouched ones instead of being the same height.
  • Fixed an issue where EMP rounds did not obey their set chance to break a shield, and would either always or never break the shield upon impact.
  • Shooters will no longer attempt to lead stunned targets.
  • Mech turrets now check a large area in their vicinity for ammo sitting on the ground before requesting more, which should reduce the excessive dropping of turret ammo by mech ammo beacons.

Compatibility

  • Add integrated patches for the following mods:
    • [K4G] RimWorld War 2
    • Archotech PowerArmor
    • Erin's Azaphrae
    • Gulden Mod
    • Lemolim Race
    • Moonjelly Race
    • Moyo - The Cartel Arrives
    • Nakin Race
    • Stalingrad – Uniforms
    • Outland - Motz Coalition
    • RimTraits - General Traits
    • Rimworld-Style Pilas and Bows Strapped with Grenades and Shells Extended
    • Seren from Stardust
    • Ushankas Glitterworld Uprising
    • Vanilla Base Generation Expanded
    • Vanilla Genetics Expanded
    • Vanilla Psycasts Expanded*
  • Updated integrated patches for the following mods:
    • [SYR] Individuality
    • Alpha Animals
    • Dubs Rimatomics
    • Fortifications – Industrial
    • Kobold Factions
    • Medieval Overhaul
    • Miho the Celestial Fox
    • NewRatkinPlus
    • Orassans
    • Reinforced Mechanoids: Tyrikan-Line
    • RH2 Rimmunation 2
    • Rimsenal Collection
    • Vanilla Factions Expanded – Mechanoids
    • Vanilla Factions Expanded – Pirates
    • Vanilla Furniture Expanded – Security
    • Vanilla Weapons Expanded - Heavy Weapons

Balance

  • 164x284mm Demolition Shell used by the Termite now have a secondary explosive charge, making them more effective at penetrating walls.
  • Changed the centipede’s 80x256mm Fuel Cell from Thermobaric to Incendiary.
  • Added basic Armor Piercing rounds to some high caliber ammo sets.
  • Increased the sharp AP of 20x102mm NATO.
  • Decreased the sharp AP of 20mm Hispano, 20mm Mauser, and 20mm ShVak.
  • Added appropriate cover values for various pieces of ancient debris.
  • Added mass stats to various turrets that previously lacked them.
  • Royalty:
    • Blaster turret changed from 6x24 to 6x22mm Charged.

Misc.

  • Shooters can now switch to other, nearby targets mid-burst, useful for weapons that fire a lot of rounds in each burst.
  • Dropping a weapon will now no longer reset its firing mode to the weapon’s default.
  • Various turrets now require medium terrain.
  • Added a ‘NoSwitch’ weapon tag that will prevent shooters from stowing the weapon in their inventory.
  • Changed the default aim mode of some vanilla weapons, like pistols, to Snapshot.
  • Updated mod setting defaults. Right-click ammo selection and realistic cook-off are now enabled by default.
  • Updated mod setting labels.
  • Updated some tooltips.
  • New 73mm PG-15V rocket ammo set.
  • New textures for RPG-7 ammo.
  • New textures for spent casing motes.

Notes:

*Some psycasts, such as the shields, may not work correctly in all circumstances, but by and large the mod is compatible.

v4.7-Hotfix

17 Jun 04:37
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Hotfix addressing the below issues. For tracking purposes, the version number of this release is 1.3.4.7.1.

  • Fix a bug where the armor stats do not scale with apparel quality.