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Releases: CombatExtended-Continued/CombatExtended

v1.5.6.2.0

07 Dec 23:18
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Combat Extended 6.2 “Randy-Claus is Coming to Town!” 

Features 

  • Significant performance improvements related to pawn rendering, repairing mechanoid armor, suppression, and line of sight calculations. Most noticeable when dealing with large raids or colonies. 
  • Sieges can now be supplied with any kind of shells, instead of being restricted to the vanilla shell types, providing support for a much wider variety of siege weapons. 
  • New conditional patch operations Generic Ammo mode only xpath patch operations. 
  • Faster Subsequent Shots in now enabled by default, significantly increasing the effectiveness of single-firing weapons in combat in the hands of a skilled shooter. 
    • This can be turned off in the mod options, if desired.

Fixes 

  • Fixed a bug where ammo would still be consumed despite the burst being interrupted by moving CompAmmoUser from Verb_LaunchProjectileCE to ShootCE
    • Mod authors with custom projectiles will need to recompile against the latest version of Combat Extended. 
    • A placeholder has been added to hopefully prevent issues on release, but this will be removed during the upcoming dev cycle. 
  • Fixed a JobGiver error caused when pawns tried to reload using a stack of burning ammo. 
  • Reverted a pawn rendering change causing weapons to “jitter” while firing. 
  • Puddles of prometheum will no longer endlessly burn on water. 
  • Addressed a vanilla bug that meant turrets in dropdown menus ignored research prerequisities. 
  • Fix armor values incorrectly appearing as zero on the equipment tab. 
  • Fix an inventory issue hiding cargo in a caravan animal’s inventory if they did not have an armor value. 
  • Fixed a bug that caused firing mode options to disappear on underbarrel weapons. 
  • Mech siege ammo beacons will now correctly drop ammo once the mech cluster is awake. 
  • Fixed odd visual behavior from overhead projectiles like mortar shells. 
  • Added additional null checks to loadout behavior to avoid colonists refusing to pick up any meal. 
  • Various fixes to artillery shelling retaliation behavior. 
    • Fixed errors associated with retaliatory bombardment trying to spawn on maps that no longer exist, like caravan ambush sites. 
    • NPC bases of different factions are now more likely to cease firing, instead of endlessly counter-shelling each other to oblivion if the player bombards them from their base site. 
    • NPC bases of the same faction will no longer counter-shell allied NPC bases, and will instead always send a raid. 
  • Heavy Auto Turrets research project no longer requires the Multi-analyzer. 
  • Fixed various mechs not having armor coverage on a few body parts such as the sight and hearing sensors. 
  • Removed an old harmony patch that caused an error when a pawn with an empty weapon tried to automatically attack a nearby hostile. 
  • Fixed some insects not having armor coverage applied to their legs. 
  • Fixed various typos. 
  • Non-cased artillery shells no longer spawn empty shell casings when firing. 
  • Melee attacks will no longer cause walls to spawn fragments. 
  • Fixed mech high shields not stopping incoming mortar shells. 
  • Slightly increased the tribal penitent’s weaponMoney to prevent them spawning weaponless. 
  • Anomaly 
    • Fixed a typo in the pain shock threshold of various entities and fleshbeasts which made it 10x higher than intended. 
  • Biotech 
    • The 164x284mm demo shell is now craftable at the fabrication bench with Biotech active.

Compatibility

  • Add integrated patches for the following mods:
    • [AV] Work Queen
    • ABF Civil Synstructs
    • ABF Martial Synstructs
    • ABF Synstruct Biomimetics
    • ABF Synstructs Core
    • ABF Utility Synstructs
    • Beliar Xenotype
    • Diverse Mechanoid War Procedure
    • Epoch - Pyrinth
    • GREG
    • Grimstone Beasts
    • Grimworld 40,000– Talons of the Emperor
    • Hyena (Continued)
    • Ion Weaponry
    • Mantis Race
    • Personal Warcasket Weapons
    • Rimrats
    • Robotic Servitude
    • Spacer Arsenal
    • Spacer Pack
    • Warhammer 40k Factions
    • Valorant Weapon Pack
    • Vanilla Psycasts Expanded – Runesmith
    • Xen’s Spirit Wolf
  • Updated integrated patches for the following mods:
    • [K4G] Empires of Old – Core
    • [K4G] Empires of Old - The Alekeepers
    • Alpha Animals
    • Alpha Genes
    • Alpha Mechs
    • Altered Carbon Ultratech Unleashed
    • Archotech PowerArmor
    • Big and Small Genes & More
    • Biomes Caverns
    • Dragon’s Descent
    • EPOE-Forked: Expanded Prosthetics and Organ Engineering – Forked
    • Expanded Prosthetics and Organ Engineering
    • Expanded Materials – Metals
    • Grimworld 40,000
      • Angels of Death
      • Core Imperialis
      • Hammer of the Imperium
      • Imperial Vehicles of Grimworld
    • Outer Rim
      • Droid Depot
      • Galactic Empire
      • Mandalore
      • Rebel Alliance
    • Profaned
    • Rimsenal Core
    • Rimsenal Federation
    • Rimsenal Feral
    • Vanilla Animals Expanded
    • Vanilla Arsenal
    • Vanilla Base Generation Expanded
    • Vanilla Factions Expanded
      • Ancients
      • Classical
      • Deserters
      • Insectoids 2
      • Mechanoids
      • Settlers
      • Tribals
    • Vanilla Furniture Expanded – Security
    • Vanilla Races Expanded - Lycanthrope
    • Vanilla Weapons Expanded – Frontier
    • Warcaskets – Adeptus Astartes
    • Warhammer 40k Genes

Balance

  • NPC bases are now less likely to counter-shell the more damaged they are.
  • Buffed the Flak Gun. It now provides full cover and takes reduced damage from explosions and bullets.
  • Removed wildness reductions made to various combat animals.
  • Replaced the power claw’s moving stat penalty with penalties to dodge and move speed.
  • New texture for the revolver, and adjusted stats to suit a model with a slightly longer barrel.
  • Gave the radio pack wornBulk of 2.5.
  • Anomaly
    • Inhumanization now reduces suppressibility by 50%.
  • Biotech
    • Increased the magazine size and rate of fire of the Toxic Needle Gun.
    • Removed adjustments to the pikeman mech’s combat power.
  • Royalty
    • Replaced moving stat penalty of the drill arm and field hand with penalties to dodge and move speed.

Misc.

  • Added generic ammo for various mortars and artillery shells.
  • Adjusted the textures and offsets for various weapons.
  • Removed uses of ‘CombatExtended.Graphic_StackCountRanged’ by generic ammo types.
  • Add tools to melee dinfo.
  • Various small changes to improve Multiplayer stability.
  • Tweaked some labels and descriptions for the NVG research projects.
  • Added and updated various new shared ammo types for use by 40k mods.
  • Added new ammo sprites for Soviet Battle Rifle calibers.
  • Reduced the volume range for the battle rifle and slow assault rifle firing sounds.
  • Removed unused Natural armor entry and display stat in the pawn info window.
  • The grenade launcher now only produces casings while reloading.
  • Updated the Simplified Chinese and Russian translations.
  • Miscellaneous housekeeping and whitespace clean up.
  • Moved the static method from launching CE projectiles out of the vehicle compat assembly into the core mod to make it more accessible.
  • Warning messages for retaliatory raids now state their target site, in case the shelling originated somewhere other than the player’s base.
  • Switched the weapon graphicData to use vanilla scaling.
  • Biotech
    • Removed the Armory Durability comp from the Legionary and Tesseron to avoid duplication, they now inherit it from their parent.

Notes:

  • Removed a few outdated patches for mods that aren’t available for 1.5: Android Tiers – TX Series, Android Tiers SM7 Overhaul.

v1.5.6.1.0

24 Sep 06:54
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Combat Extended 6.1.0 “Escalated Threat”

Features

  • Reworked how .dlls used for mod compatibility are structured and loaded.
  • This will cause CE mod options to reset to default when you load CE 6.1 for the first time. If you’re using custom options, be sure to confirm they’re correct before loading your save!
  • Weapons spawned as backstory possessions now have ammo automatically generated for them.
  • Added more advanced behaviors for ejecting spent casings. Revolvers, break-action shotguns, and similar weapons will now spawn casing motes while reloading.
  • Weapons spawned as quest rewards will now generate with a bit of ammo.
  • Added support to vehicles for laser/instant projectiles.

Fixes

  • Made improvements to projectile rendering to resolve an issue where projectiles appeared to originate from above the shooter’s head.
  • Reworked a few patches to avoid load order loops.
  • The launcher grenades now have airburst rounds in Generic Ammo mode.
  • Fixed a typo in the 23x152mmB thingcategory label.
  • Fixed an incorrect projectile parentname for 12.7x55mm.
  • Fixed .45 ACP sometimes showing the wrong label in Generic Ammo mode.
  • 84x246mmR HEDP is now properly classed as HEDP in the ammo selector.
  • Dogs, cats, and similar animals with paws and tails now have their armor values applied to their tails.
  • Fixed a bug where partial natural armor values weren’t displayed on the gear tab.
  • Fence gates are no longer the same height as full-sized doors.
  • Fix a typo various typos.
  • Fixed the 80x246mmR Thermobaric crafting recipe making HEAT rounds.
  • Frag grenades are no longer smeltable, in deference to the Law of the Conservation of Matter.
  • When using Generic Ammo mode, traders will no longer generate non-generic ammunition.
  • Fixed a bug where non-harmful damage sources, like firefoam explosions, would strip natural armor durability.
  • Updated vehicle compatibility assemblies to resolve errors caused when a vehicle was hit by a projectile.
  • The player can no longer try to repair the natural armor of hostile pawns.
  • Shamblers and crawling pawns will no longer attempt to pick weapons up off the ground.
  • Fixed the slider on the ‘Give Ammo’ dialog box.
  • Anomaly
    • Fixed a shooting bug that sometimes occurred when pawns entered/exited the Pit Gate.
    • Devourers now have the correct amount of armor on their heads.
    • Strangers will now spawn with appropriate amounts of ammo for their weapons.
    • The Lone Genius stranger will now spawn with a charge rifle, instead of a charge lance.
  • Biotech
    • Fixed the tox launcher grenade in Generic Ammo mode.

Compatibility

  • Add integrated patches for the following mods:
    • [RH2] Factions – Gruppa Krovi
    • Biotech Expansion – Insectoids
    • Colonial Shuttle
    • Deployable Turrets
    • Divine Order
    • Edo Themed Expansion
    • Enchanted Sword
    • Fallout Vault 111 Starter Pack
    • Grimworld 40,000
      • Angels of Death
      • Core Imperialis
      • Hammer of the Imperium
      • Imperial Vehicles
    • Jin-roh Kerberos Panzer Cop Armor
    • Kijin 3.0
    • Medieval Overhaul – Barbarians
    • Medieval Overhaul – House Roxmont
    • Nomad Scavenger
    • pphhyy's Lightless Empyrean
    • Pulse Weaponry
    • PsyBlasters
    • Recon Mechanoid
    • Remove Industrial Stuff
    • The Profaned
    • Titan Vehicles Continued
    • Vanilla Arsenal
    • Vanilla Factions Expanded – Insectoids 2
    • Vanilla Races Expanded – Insector
    • Vanilla Races Expanded Lycanthrope
    • Vanilla Vehicles Expanded – Upgrades
    • Vanilla Weapons Expanded - Bioferrite
  • Updated integrated patches for the following mods:
    • [FSF] Advanced Bionics Expanded
    • [JDS] EFT Apparel
    • [RH2] Factions – Void
    • [RH2] Rimmu-Nation 2
    • A Rimworld of Magic
    • Alpha Animals
    • Alpha Genes
    • Alpha Implants
    • Alpha Mechs
    • Altered Carbon – Ultratech Unleashed
    • Ancient Blade Cyborg
    • Antinium
    • Aspero Race
    • Astoriel Legacy
    • Astra Militarum Regimentum – Krieg
    • Big and Small – Genes & More
    • Biological Warfare
    • Biomes – Caverns
    • Dragon’s Descent
    • Erin’s Sephyr
    • Expanded Prosthetics and Organ Engineering – Forked
    • Expanded Prosthetics and Organ Engineering – Forked (Royalty DLC Expansion)
    • Expanded Materials – Metals
    • Grimworld Autoguns
    • Impact Weapons
    • Imperial Arsenal – Royal Warcasket
    • Kijin 2.0
    • Kurin
    • Medieval Overhaul
    • Morgante Mafia Weapons Pack
    • Littluna Race
    • Possessed Weapons
    • pphhyy's Demigryphs
    • Rah’s Turret Expansion
    • Rambo Weapons Pack
    • ReBuild – Doors and Corners
    • Rim Floor
    • Rimsenal Collection
    • Save Our Ship 2
    • Star Crafter’s Armory
    • Vanilla Animals Expanded
    • Vanilla Factions Expanded – Classical
    • Vanilla Factions Expanded – Deserters
    • Vanilla Factions Expanded – Mechanoids
    • Vanilla Factions Expanded – Pirates
    • Vanilla Factions Expanded – Tribals
    • Vanilla Furniture Expanded – Security
    • Warcasket Expanded
    • Waster Tox Breather

Balance

  • Overhauled the calculations for AP-HE and AP-I damage, such that projectile velocity is no longer factored in. This has had the effect of reducing the damage for faster, lighter bullets, and increasing it for heavier projectiles.
  • Increased RPG-7 HEAT direct damage from 275 to 304.
  • Adjust the balance of HEDP direct damage and frag count.
  • Increased the fragment count of 81mm, 105mm, and 155mm HE.
  • Standardized the thermobaric damage from heavy incendiary shells, modestly buffing several.
  • Various adjustments to .410 bore shotgun shells.
  • Adjusted the natural armor of various animals and insects.
  • Doubled the power claw’s sharp AP.
  • Adjusted the mass and explosive stack count of the 164x284mm Demo shell.
  • Increase the damage, radius, and cost of the 30x64mm Fuel Cell.
  • Weapon cooldown is now scaled from 110% to 80%, depending upon weapon quality.
  • Reduced the crafting experienced from making ammo by 50%.
  • Reduced the bulk and increased the Sharp AP of 12 Gauge Charged.
  • Decreased the crafting cost of the warhammer from 150 to 125.
  • Blunderbuss sharp AP reduced from 3.5 to 3.
  • Mini-cannon grapeshot AP increased from 3 to 3.5.
  • Increased the explosion-size-per-stack values of FSX, prometheum, and various black powder ammunition.
  • Various small stat tweaks to the pump shotgun.
  • Decreased the minimum natural armor factor for humans and other animals from durability from 75% to 50%.
  • Reduced the minimum natural armor factor from durability for insects from 50% to 25%.
  • Increased the blunt armor of the tortoise and gave it armor durability.
  • Increased the durability of the lancer’s armor to bring it in line with other mechs.
  • Anomaly
    • Significantly overhauled most Anomaly creatures to make them a greater threat.
    • Shamblers now do double damage to structures.
    • Ghoul plating now gives armor as well as damage reduction.
    • The obelisk is now more resistant to incoming damage.
  • Biotech
    • Increased the sharp AP and reduced the damage of the piercing spine.
    • Tox grenades no longer have a minimum range.
    • Reduced the mag size of the militor’s mini-shotgun from 8 to 6, and increased the cooldown from 0.4 to 0.6.
    • Reduced the militor’s shooting skill and halved its night vision.
    • Made a consistency pass for mechanoid natural armor durability.
  • Royalty
    • Increased the armor penetration and reduced the cooldown of the drill arm, knee spike, hand talon, elbow blade, and venom talon.
    • Increased the cooldown, blunt AP, and damage of the warhammer.
    • The warhammer now costs 125 material to craft.

Misc.

  • Moved patch for the AcidBurn damageDef from Biotech to Core patches.
  • Made a consistency pass of generic ammo types, bringing them more in line with their non-generic equivalent.
  • Improved shooting behavior for especially tall pawns beneath roofs.
  • PatchOperationMakeGunCECompatible now supports the ‘weaponClasses’ field.
  • Categorize CE-added turrets into drop-down selectors in the Security tab.
  • Add some automatic fool-proofing to avoid duplicate CompPawnGizmo.
  • Reworked a few patches to remove the need for load order restrictions.
  • Add a variant of 12 gauge ammo for short barrel weapons.
  • Added translation keys in a number of places.
  • Small updates made to several translations.
  • Projectiles can now how an explicit generic ammo label applied to override the one inherited from its assigned generic ammoset.
  • General label and whitespace housekeeping.
  • Updated texture for the heavy charge turret.
  • Clarified failure/inactive notifications for manned and unmanned autoloaders.
  • Removed some unnecessary patches to pawn backstories that added ammo to their possessions.
  • Added various new weapons textures.
  • Made some improvements to the verb behavior and accessibility of bipods.
  • Improved the info panel for apparel shields that details what body parts they protect.
  • Added a ‘CE_AmmoGen_Disposable’ weaponTag for specifically calling out disposable weapons for loadout generation that aren’t caught automatically.
  • Added some additional support for dynamic projectiles.
  • Anomaly
    • Added Anomaly to LoadAfter in the About.xml.
  • Biotech
    • Adjusted the apparel tags of the gas mask.

Notes:

  • Removed NewRatkinPlus patch at the request of the mod author. The compatibility patch will now be handled on their end of things.
  • Removed the patch from the original Vanilla Factions Expanded – Insectoids now that the sequel/replacement has released.

v15.6.0.0

01 Jul 04:24
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Combat Extended 6.0.0 “Anomalous Signals”

Features

  • Support for Rimworld 1.5 and the Anomaly DLC.
  • Mod compatibility patches now use the LoadFolder system, significantly reducing loading time.

Fixes

  • Fixed the 30x64mm FC mass and market value.
  • Grapeshot no longer drops empty shotgun shells.
  • 90mm Recoilless canister shells no longer explode in a massive torrent of fragments when they cook off.
  • CE_Laser now has ‘Bullet’ as its ParentName, instead of its Name.
  • Fixed projectile shadow layering.
  • Fixed air burst mortar shells detonating off-target.
  • Mechanoids no longer always adapt to stun damage.
  • Stuffable autoloader buildings now appear the correct color.
  • Fixed an issue where artillery support could not be called in on ambush maps.
  • Fixed a bug where sieges would constantly receive more shells, even when they had ammo available.

Compatibility

  • Add integrated patches for the following mods:
    o Biological Warfare
    o Edge of Descension – Vanguard
    o Edge of Descension - Hovercraft
    o Maru Race
    o Matter Manipulator
    o Moyo 2
    o ReBuild – Corners and Doors
    o Roren Race
    o Vanilla Races Expanded – Insector
  • Updated integrated patches for the following mods:
    o All of them, basically.
    o Alpha Memes
    o Alpha Animals
    o Alpha Biomes
    o Caste Walls Reborn
    o Doom Factions
    o EPOE Forked
    o Metal Gear Rimworld-Gekko
    o More Utility Packs
    o ODZ Stalingrad – Uniforms
    o ReGrowth – Extinct Animals
    o Rimsenal Collection
    o Save Our Ship 2*
    o Vanilla Factions Expanded – Mechanoids
    o Vanilla Factions Expanded – Pirates
    o Vanilla Vehicles Expanded – Tier 3
    o Vanilla Armour Expanded
    o Vanilla Furniture Expanded – Security
    o Vehicle Framework

Balance

  • Biotech
    o Adjusted the toxic needle gun, increasing accuracy and decreasing power.
    o Reduced the accuracy of the War Urchin and Militor.
    o Increased the accuracy of the Warqueen and Diabolus.
    o Increased the bulk capacity of the legionary by 50%.
    o Increased the range of the thermal bolt launcher.
  • You now must have a pawn present with a radio pack and binoculars to call in artillery fire from off-map.
  • Melee attack armor penetration now increases with Melee skill, up to an additional 25%.
  • Decreased the spread of 12 Gauge Charged ion shot.
  • Increased the Sharp AP of 5x53mm Charged from 30 to 33.
  • Reworked 5x100mm Caseless into 5x50mm Caseless.
  • Decreased the bulk and mass of 66mm Thermal bolts, and adjusted the cost accordingly.
  • Slightly increased the mass and blast effect of 80x256mm FC.
  • Slightly decreased the Blunt AP of HEDP for 35x32mmSR, 40x46mm, and 40x53mm grenades.
  • Reduce the fragment count of canister rounds for 90mm Recoilless to more performance-friendly levels. Buff the fragments to compensate.
  • Reduce the damage for RPG-7 thermobaric rounds from 300 to 275.
  • Various heavy artillery shells now require both mortars and heavy weapons research to craft.
  • Increased the armor of mechanoid eyes from 10 to 25% of their base armor.

Misc.

  • Royalty
    o Imperial cataphract can no longer spawn less than 18 years old.
    o Elite imperial fighter pawnkinds will no longer charge into battle without a helmet, just because the weather is cold.
  • The OutsideSquishy tag, used to determine in bullets can over-penetrate a given body part, is now assigned to BodyPartDefs instead of BodyPartGroupDefs, reducing the number of patches required.
  • Significant performance improvements to the loadout panel.
  • Artillery shells suitable to be used for sieges are now assigned a ‘spawnAsSiegeAmmo` tag,
  • Various black-powder ammo types will now explode if damaged by fire or explosions.
  • Barbed wire now requires Smithing.
  • Now using the vanilla Stunnable comp to handle turret stunning, instead of custom code.
  • New ammo types:
    o Added low-velocity variant of 7.62x39mm Soviet.
    o Added HEDP rounds to the 30x29mm grenade launcher.
    o Added 8 new ammo types for 84x246mmR.
    o Added APCR rounds to 75x350mmR and 76.2x539mmR cannon ammosets.
    o Added AP and APRC to 90mm and 76.2x385mmR cannon ammosets.
  • Miscellaneous text and whitespace housekeeping.
  • Fixed a typo in the file name of the 57x483mm Bofors shell.
  • Added new ammo recipe bases for mortar and artillery shells.
  • CE research projects now support schematics.
  • The ‘Give ammo to’ float menu now identifies the target pawn.
  • Added mod icon.
  • Apparel items that function as radio packs are now only logged on startup if Dev Mode is enabled.
  • New textures for the RPG-7 and rifle grenades.
  • Adjusted the alignment of some projects on the research tree.

Notes:

  • Removed the Manifest.xml file used by the Fluffy’s Mod Manager, as that mod is largely obsolete.
  • Various patches will still need to be updated or fixed as the associated mods are updated by their authors. Please report them to the team to help us identify and keep track of them, but please also be patient.

v15.6.0.0-rc1

24 Jun 09:17
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Release candidate for Rimworld version 1.5, with support for the Anomaly DLC.

Known Issues:

  • When using Generic Ammo mode, merchants will still spawn with non-generic ammo in their inventory. (This isn't likely to be entirely fixed until the new loader is implemented in the release following the initial 1.5 release).

v5.8

06 Apr 07:57
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Combat Extended 5.8 “But What About Second Release?” 

Fixes 

  • Added some getters and caches for mods compiling against older versions of CE, resolving some issues being experienced with custom projectiles.  
  • Fixed an error with generic mechanoid ammo caused by an incorrect ammoClass. 
  • Fixed an issue that was causing mortar fragmentation to spawn inside of the ground on impact. 

Compatibility 

  • Add integrated patches for the following mods: 
    • Big and Small – Heaven and Hell 
    • Big and Small – Vampires and the Undead 
    • Outer Rim – Droid Depot 
  • Updated integrated patches for the following mods: 
    • [RH2] Doom 
    • [RH2] Faction – Task Force 141 
    • [RH2] Faction – The Rangers 
    • [RH2] Metal Gear Solid 
    • [RH2] Rimmu-Nation 2 – Clothing 
    • [RH2] Rimmu-Nation 2 – Security 
    • [RH2] Rimmu-Nation 2 – Weapons 
    • Big and Small – Genes & More 
    • Outer Rim – Chiss Ascendancy 
    • Outer Rim – Core 
    • Outer Rim – Galactic Empire 
    • Outer Rim – Galactic Republic 
    • Outer Rim – Mandalore 
    • Outer Rim – Rebel Alliance 

Balance 

  • Adjusted the WorkToMake cost of both vanilla and CE turrets, bringing them more on par with one another. 
  • Adjusted the bulk, value, and crafting cost of generic Mech Charged ammo. 

Misc. 

  • Added a trivial amount of armor to some piece of headgear that otherwise had none to prevent them throwing an armor penetration error message when shot. 

v5.7

01 Apr 19:45
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Combat Extended 5.7 “April Fools!”

Fixes

  • Resolved some lingering issues with the projectile height and rendering systems that were remedied in the 5.6 hotfix. Projectiles now cache most values, instead of recalculating them on the fly, which should improve performance in large firefights.
  • Fixed the 40mm Bofors airburst shell not working properly.

Compatibility

  • Add integrated patches for the following mods:
    • [K4G] Empires of Old Collection
    • [K4G] Equipment of the Weimar Republic
    • All-Tech Melee
    • Better Wool Production – C# Edition
    • Big and Small Weapons
    • Charge-Loading Lee-Enfield
    • Civilization Beyond Earth Armor Sets
    • Eccentric Militors
    • Outer Rim – Core
    • Outer Rim – Galactic Empire
    • Outer Rim – Galactic Republic
    • Outer Rim – Mandalore
    • Outer Rim –Old Republic
    • Outer Rim – Rebel Alliance
    • Outer Rim – Seperatists
    • The Vanity Project – Shiba Inu
    • VFE Pirates unofficial add-on: Warcasket Melee Armory Continued
    • VRE Android Factions
  • Updated integrated patches for the following mods:
    • [K4G] Rimworld War 2
    • [SYR] Naga
    • Alpha Genes
    • Alpha Mechs
    • Android Tiers Reforged
    • Big and Small Genes
    • DD House Sanguin
    • Divine Order
    • Forsakens
    • MH Androids Tiers
    • NewRatkinPlus
    • Rambo Weapon Packs
    • Reinforced Mechanoid 2
    • Rim-Effect - Asari and the Repears
    • Rim-Effect – Core
    • Royal Arsenal
    • The Corporation – Mort’s Factions
    • Vanilla Animals Expanded
    • Vanilla Armor Expanded
    • Vanilla Factions Expanded – Deserters
    • Vanilla Factions Expanded – Empire
    • Vanilla Factions Expanded – Mechanoids
    • Vanilla Factions Expanded - Settlers
    • Vanilla Persona Weapons Expanded
    • Vanilla Vehicles Expanded
    • Vanilla Vehicles Expanded – Tier 3*
    • Xenohumans Expanded

Balance

  • Doubled the Range Error penalty from shooting in the dark.
  • Most laser weapons now use ‘CE_Laser,’ which inflicts burns but is measured against Sharp Armor value instead of Heat Armor.
  • Decreased the WorkToMake of the flare gun from 6000 to 4000.
  • Rebalanced the Sharp and Blunt values of various mod and core leathers.
  • Made it more likely for NPCs to spawn with a flare gun as a sidearm.
  • Decreased the warmup time and burst count of the Heavy Charge Blaster. Changed AI firing mode from Suppress to Aimed.
  • Increased the magazine size of the Charge Lance and decreased the sway.
  • Rebalanced 5x35mm Charged, slightly increasing damage, Blunt penetration, and crafting costs.
  • Slightly increased the velocity and Blunt AP of .277 Fury.
  • Increased the velocity and damage of fragments.

Misc.:

  • Centralized some ammo categories for Star Wars weapons.
  • Implemented new projectile graphics for various shells: 57x307mmR, 762x539mmR, and 75x350mmR shell.
  • Added a new ‘Neuralizer’ damageDef for Star Wars/spacer stun rounds.
  • Added new keyed phrase for applying patches during load.
  • Removed some hard-coded Def references, replacing them with alternatives that are faster/more flexible.
  • Fixed some typos.

Notes:

  • *The update for the Vanilla Vehicles Expanded patches are included as-is. The artillery vehicles from do not fully work as intended, and the Burya tends to blow itself up. Given the choice of leaving them either completely unsupported or partially broken for 1.4, we picked the latter. You’ve been warned.

v5.6-Hotfix

01 Feb 10:41
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Hotfix addressing the below issues:

  • Revert changes to the projectiles to remedy broken projectile height and rendering.
  • Fix a typo in the suppression handling of PawnUnsuppresableFromCallback instead of PawnUnsuppressableFromCallback.
  • Fix a patch error in the VFE - Settlers patch.

v5.6

30 Jan 05:58
d37647f
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Combat Extended 5.6 “War Never Changes.”

Features

  • Overhaul of the system for projectiles producing motes, supporting rocket flame and smoke trails.
  • Overhauled the area shields systems, improving performance and interception. Pawns inside shields are no longer suppressed by projectiles outside the shield.
  • Improved AI behavior related to area shields. AI are less likely to enter hostile-occupied shields when seeking cover while suppressed.
  • Area-of-Effect weapons now display the explosion radius, as in vanilla.
  • New graphics for flamethrower projectiles.
  • Added air-bursting mortar and artillery shells, shredding scattered or entrenched enemies with shrapnel.
  • Added framework for a new discrete projectile system, allowing our code to support more dynamic projectiles.

Fixes

  • The debuffs from wearing a gas mask can no longer be “cured” by administering a mech healer serums.
  • The unfinished arrows item is no longer stuffed, preventing errors when crafting some specialized types of arrows.
  • Fixed an issue with beam projectiles and removed some obsolete xml that was causing errors.
  • Fixed a bug where hitting a piece of armor that had 0% flammability with a flame-type attack would instantly delete it.
  • Fixed an issue with vehicles where our ammo per shot override was causing issues in No Ammo Mode.
  • Pawns should no longer grab meals for their loadout that are forbidden by their meal restrictions.
  • EMPs no longer stun manned and non-powered turrets.
  • Fixed a Generic Ammo Mode bug with some mech charged ammo caused by their assigned similarTo ammoset not having the appropriate ammo type.
  • Pawns will no longer drop the downed pawn they’re carrying to set up the bipod on their weapon.
    Biotech:
  • Genes affecting flammability now include Flame_Secondary and PrometheumFlame damage types.

Compatibility

  • Add integrated patches for the following mods:
    o Dark Ages: Medieval Tools
    o Det's Energy Weapons
    o Medical Supplements
    o Pulse Weaponry
    o Rim-Elves
    o Rimsenal - Spacer Faction Pack
    o Royal Arsenal
    o Royal Arsenal - Specialty Weapons
    o Stoneborn – Delights
    o Thrumbo Plushie
    o Vanilla Factions Expanded – Tribals
    o Vanilla Races Expanded – Archon
    o Vanilla Races Expanded – Fungoid
    o Warhammer 40.000 - Imperium Materials
    o Warhammer 40,000 – Imperium Weaponry
  • Updated integrated patches for the following mods:
    o [FSF] Advanced Bionics Expansion
    o [K4G] RimWorld War 2
    o [RH2] Doom
    o [RH2] Faction: The Rangers
    o [RH2] Metal Gear Solid
    o Alpha Genes
    o Alpha Vehicles
    o Ancient Arsenal: Warcaskets
    o Ancient Eastern Armory
    o Animal Collab Project Vanilla-Style
    o Apex – Rimworld Legends
    o Archotech Weaponry
    o Astra Militarum Regimentum – Krieg
    o Big and Small Genes
    o Biomes! Caverns
    o Combat Enthusiast's Collection
    o Divine Order
    o Glitter Weaponry
    o Grimworld Autoguns
    o Grimworld Lasguns
    o HALO: UNSC Armoury
    o Jernfalk's Skeletal Legion
    o Miho Race
    o Orassans
    o Thog's Guns - More Brukka Pack
    o Vanilla Factions Expanded – Deserters
    o Vanilla Factions Expanded - Mechanoids
    o Vanilla Ideology Expanded - Hats and Rags
    o Vanilla Vehicles Expanded
    o Vanilla Vehicles Expanded - Tier 3
    o Vanilla Weapons Expanded – Coilguns
    o Vanilla Weapons Expanded – Frontier
    o Vanilla Weapons Expanded – Laser
    o Vanilla Weapons Expanded – Quickdraw
    o Vanilla Weapons Expanded – Tribal
    o Vehicles Framework Expanded – Classic Mechs
    o Warcaskets: Adeptus Astartes

Balance

  • Increased the chance of NPCs spawning with Ion charged ammo in Generic Ammo Mode.
  • Adjusted the balancing of the night vision quality stat, generally making all qualities slightly better.
  • Casing filth is slightly less ugly and dirty.
  • NPCs will now fire Heavy Charge Blaster and derivatives in Suppressing Fire mode instead of Snapshot.

Misc.:

  • New textures for the great and recurve bows.
  • Add textures for ammo and projectile of base bleed artillery shells.
  • Add textures for charge tox ammo of various sizes.
  • Improved the ammo pick up behavior for ranged weapons without a magazine (like bows).
  • Minor grammar fixes in some descriptions.
  • Add 5x100mm caseless low-velocity.
  • Added separate ammo category for lasers.
  • Updated the Brazilian Portuguese translation.
  • Vehicle Framework now generate casing motes and filth.
  • Added an ammo category for lasers.
  • Consolidated some common ammo categories used by mods into the core CE Defs.
  • Added a Def folder for common mod ammo types.
  • Some whitespace and formatting housekeeping.
  • Revised some grammar and spelling.
  • Took first step in migrating ammoConsumedPerShot from the weapon to the ammosetDef.
    Biotech:
  • Mechanoid weapons no longer user human-made generic chargedd ammo in Generic Ammo Mode.
  • Added crafting recipes for various mechanoid ammo types that previously didn’t have them.

v5.5

29 Oct 21:24
7dd2665
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Combat Extended 5.5 “Special Effects”

Features

  • Added support for new autoloader buildings that can automatically reload adjacent turrets that fire the appropriate caliber. These containers can currently only be set to a single ammo type in xml, but can be configured to be manned or automated, and can be set to work with or without power.
  • Caliber/Projectile details can now be viewed from the AmmoSetDef info panel.
  • The origin and angle of casings ejecting from guns can now be manually offset via the ‘GunDrawExtension’.
  • Overhauled the ProjectileFX system, adding visual effects to projectile impacts against surfaces and targets. These can be toggled in the mod settings.
  • Weapons and turrets now visually recoil when firing. This can be toggled in the mod settings, or can be manually disabled for individual weapons via xml.

Fixes

  • Turrets will now be reloaded from the interaction spot or from somewhere along the edge of the turret, instead of pawns trying to reach the middle of the turret.
  • Fragments from air-burst shells now cast shadows.
  • Melee attacking slaves now correctly increases their suppression, matching vanilla.
  • Added a check to catch a rare error that broke the dev command pallet.
  • Pawns, like mechs, having their natural armor repaired by another pawn will wait in place, preventing them from wondering off and leaving the pawn fixing open air.

Compatibility

  • Add integrated patches for the following mods:
    • Alpha Vehicles – Neolithic
    • Ancient Aresenal: Warcaskets
    • Erin’s Valheim Cratures
    • ESCP – Spriggan
    • Gestalt Engine
    • Imperial Arsenal: Royal Warcasket
    • Machines of War
    • Metal Gear Rimnworld – Gekko
    • Pphhyy Expanded Scythers
    • Protoswords
    • Rim Gnoblins
    • The Wild Fields – Apparel and Weapons
    • Vanilla Factions Expanded - Deserters
    • Vanilla Vehicles Expanded – Tier 3
    • Vehicle Framework Expanded – Classic Mechs
    • Waster Toxic Breather
  • Updated integrated patches for the following mods:
    • [RH2] Rimmu-Nation 2 - Clothing
    • [RWY] Dragon's Descent: Void Dwellers
    • Alpha Mechs
    • Alpha Biomes
    • Altered Carbon: Ultratech Unleashed
    • Dragon’s Descent
    • Mechanoids Extraordinaire
    • Pulsefire Turrets
    • Reinforced Mechanoid 2
    • Rim-Effect: Asari and Reapers
    • Vanilla Factions Expanded - Empire
    • Vanilla Factions Expanded – Pirates
    • Vanilla Psycasts Expanded
    • Vanilla Vehicles Expanded
    • Vulpine Pack
    • Warcaskets – Adeptus Astartes
    • Zombieland

Balance

  • Increased the base sight efficiency of thrown weapons and bows from 0.65 to 1.
  • Thermobaric shells now do +60% damage when used to bombard on the world map.
  • Decreased the carry weight of the Centipede and Termite to 150.
  • Rebalanced hyperweave; increased stuff mass and heat armor stuff. Reduced stuff flammability to 0.
  • Increased the damage of fragments by 30%.
    Biotech:
  • Increased the carry weight of the Legionary and the Apocriton from 60 to 75.
  • Increased the Centurion shield recharge and HP, decrease carry mass from 100 to 50.
  • Decreased carry mass of the War Queen and Diabolus.
  • Decreased the mass and sway of the Inferno Cannon, increase the recoil.
  • Decreased the mass of the Thump Cannon, increased the warmup and sway.

Misc.

  • Added sprites for various cannon ammo types and projectiles and updated several existing ones. Some texture folder names were also revised.
  • For artillery shell properties, the manually defined world map damage is now a direct override instead of a multiplier on the automatically calculated damage.
  • Various changes to the area shield backend, improving performance and hit detection.
  • EMP shotgun projectiles are now blue-white.
  • Various improvements and fixes to Multiplayer.
  • Added various new cannon and heavy weapon ammos: 76.2x539mmR, S-5 rockets.
  • Flamethrower projectiles no longer cast shadows.
  • Minor tweaks to the sprites of the loading bench and the human and mechanoid miniguns.
  • Various improvements to world bombardment damage handling.
  • Shortened some ammo item labels and made some other minor revisions.
  • Fixed the capitalization on the Generic ammo folder name (finally), preserving a shred of my sanity.
  • Added translation keys for bipod and armor durability strings.
  • Add generic ammo types for light and heavy shells.
  • Add explosive bomblet to fragment types.

Notes:

  • Removed obsolete for Turk’s Guns at the author's request, as the mod is no longer available.

v5.4-Hotfix

28 Aug 19:44
beceb63
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Hotfix addressing the below issues.

  • Fix for turrets without mixed ammo types spawning extra ammo when ordered to unload.
  • Minor fix for the RimAtomics patch.
  • BlockerRegistery is now public static.