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Releases: CombatExtended-Continued/CombatExtended

v1.6.7.3.0-Hotfix

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@N7Huntsman N7Huntsman released this 28 Jun 05:26
3126247

Hotfix with the below changes:

  • Fix bounding box issue affecting leafless, immature plants.
  • Update loadFolder entries for Contractor's Arsenal and Androids Expanded.

v1.6.7.3.0

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@N7Huntsman N7Huntsman released this 21 Jun 00:36
ff81ccf

Combat Extended 7.3 “Now With Multithreading!”

Features

  • Added support for laser/instant projectiles to world-map artillery.
  • Added estimated hit chance for ranged attacks, visible when hovering over a target pawn with the shooter selected.
  • Reworked how ammo the ammo gizmo works for weapons without magazines, like bows.
    • Gizmo now displays the amount of the current ammo type the pawn has in their inventory, along with a total of all useable ammo for the equipped weapon if the pawn is carrying more than one type.
  • Updated Multiplayer compatibility.
  • Various performance updates.
    • Cache highest cover, substantially improving performance in large battles.
    • Cache weatherTracked to reduce how frequently it’s queried, reducing performance impact by around 50%.
    • Significant improvements to bounding box generation, including the addition of (very minor) multithreading, reducing performance impact by nearly 65%. With very large mod lists, this may reduce loading time by 20+ seconds.

Fixes

  • 27x145mm Mauser AP-I now has the correct AP.
  • Flamethrower ammo now explodes when damaged.
  • Fixed 50mm and 20mm Fliergerfaust Rockets not having aa ThingCategoryDef.
  • The 75x350mmR and 76.2x539mmR APCR projectiles now use the APCR instead of AP texture.
  • 76.2x385mmR and 90mm AP and APCR projectiles now use the correct Parent.
  • Weight and Bulk capacity now have a minimum value of 0.1 to prevent underflow errors.
  • Added a soundExplosion to Bullet damageDef, fixing an error encountered when explosive ammo that does Bullet damage (like HEDP) cooks off.
  • CIWS turrets now correctly show their non-CIWS range rings when selected.
  • Fixed autoloader graphics breaking on save.
  • Fixed non-human hit chance not appropriately checking the pawn’s skill. New behavior is now closer to vanilla.
  • Fixed a post-processing bug for carried bulk that could situationally cause extremely high inventory bulk to improve melee hit chance.
  • Added a missing null check to the weatherTracker.
  • Various fixes with melee (apparel) shields.
  • Shield armor is no longer applied twice in the inventory stat display.
  • Fixed an error where the body part (left shoulder) where the shield is “attached” to the pawn was having the armor from the shield counted twice.
  • Fixed an error on area shields that was causing secondary damage to be counted twice for damage calculations.
  • Fixed a bug with autoloaders that caused it to supply turrets with infinite ammo.
  • Improved cleanup on the hunkering job, avoiding pawns hunkering indefinitely.
  • Odyssey
    • Added missing bodyShape to the Badger and Cyclops.
    • Fixed typo in the Colossus Toad bodyShape patch.
    • Hacked turrets now behave correctly.
    • Untriggered hunter and wasp traps can now be hit by projectiles.

Compatibility

  • Add integrated patches for the following mods:
    • Astrofuel Gear
    • Better Grenade Handling
    • Better Traders Guild
    • Bioferrite Chainsaw
    • Biological Warfare
    • Eltex Weaponry (Continued)
    • Erin’s Rhy’aeth
    • Giddy-Up 2 – Continued
    • Girls’ Frontline 2 Nagan Apparel
    • Halo – Rimworld Auxiliary Armory
    • Outer Rim – Separatists
    • Ponpeco Kid’s Clothes
    • Rim of Evil – Northern Frontier
    • Rim of the Fallen
    • Thog’s Armor
    • Thog’s Guns – Lead and Powder
    • Vanilla Furniture Expanded - Factory
  • Updated integrated patches for the following mods:
    • [NL] Girls’ Frontline Apparel Styles
    • Alpha Animals
    • Alpha Biomes
    • Alpha Mechs
    • Arasaka Corporation (Continued)
    • EPOE Forked
    • Erin’s Auraeyl
    • Gestalt Engine
    • Outer Rim
      • Chiss Ascendancy
      • Core
      • Droid Depot
      • Galactic Empire
      • Galactic Republic
      • Mandalore
      • Old Republic
      • Rebel Alliance
    • Save Our Ship 2
    • Spacer Arsenal
    • Spacer Pack
    • Vanilla Animals Expanded – Endagered
    • Vanilla Armour Expanded
    • Vanilla Factions Expanded
      • Ancients
      • Deserters
    • Vanilla Genetics Expanded
    • Vanilla Gravships Expanded – Chapter 1
    • Vanilla Quests Expanded – Ancients
    • Vanilla Races Expanded
      • Phytokin
      • Pigskins
    • Vanilla Weapons Expanded
    • Vanilla Weapons Expanded – Quickdraw
    • Zeus Weapons Pack

Balance

  • Non-colony pawns no longer display melee hit chance information by default. This can be changed in mod settings.
  • Non-colony pawns able to target specific body parts will now do so, instead of always aiming for center mass. This increases the rate of headshots by non-colony pawns.
  • Reduced flashbang stack limit from 250 to 75.

Misc.

  • CombatExtended.PatchOperation_ConditionalGeneric has been replaced with CombatExtended.PatchOperationSettingsConditional, which allows conditional patching based upon game settings.
  • Reworked the base parent of the Charged Rocket.
  • The “concentrated tibanna” ammo type is now “pressurized tibanna.”
  • Added powerful anti-grain shells to the 105mm and 155mm howitzer ammo sets, available as quest rewards.
  • Added a new, EMP-only ammoset for the 40x46mm grenades, useful for certain specialized weapons.
  • Added new ammo sprites for straight wall (i.e. revolver) ammo.
  • Removed “subsonic” from the label of the 9x19mm Para subsonic ammoset.
  • Added a mod setting to toggle the use of real-world weapon names.
  • Added a mod option to allow over-penetrations against VF vehicles to produce fragments on the far side of the target. Balance is still a work in progress, so this disabled by default.
  • Added Ukranian translation.
  • Removed some lingering vanilla accuracy stats from the weapon handling UI for the sake of clarity.
  • Royalty
    • Reorganized and reworked some patch files between Core and Royalty to reflect the base game moving some defs between modules.

v1.6.7.2.0

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@N7Huntsman N7Huntsman released this 12 Mar 00:09
f843f26

Combat Extended 7.2 “Better Than the Leading Brand!”

Features

  • Overhauled how area shields and shield belts interact with EMP damage.
    • For shields without hitpoints (like the low-shield pack), EMP mechanics remain relatively unchanged and are still based upon a random chance to disable the shield. This is still dictated by empShieldBreakChance.
    • For shields that use hitpoints, projectiles now deal more or less damage according to the shieldDamageMultiplier assigned to the damageDef or projectile (projectile takes priority for primary damage). This multiplier can be set separately for both primary and secondary damage.
      • By default, EMP does 2.5x, buckshot and small fragment projectiles does 0.25x, and beanbag rounds do 0.1x damage.
    • Shields are now damaged by secondary damage.
  • Added addition properties that can be assigned to projectiles.
    • Projectiles can now be assigned a reload time multiplier.
    • Projectiles can now be set to target terrain, even on weapons that otherwise can’t. This includes Flame arrows/crossbow bolts.
  • Added AmmoInjectorOptions xml to handle duplicating ammo recipes across modded benches without needing c# work.
  • Completed the implementation of autoloaders.
    • Autoloaders can now accept ammo from xml lists or from shared generic ammosets.
    • See the example def file for a detailed summary.
  • Fixed and reworked webbing/backpack visibility toggling to use bools set in the CombatExtended.ApparelDefExtension xml.
  • Added opportunistic reloading for colony pawns, toggleable in mod options.
    • Each pawn can have a reload threshold set in their ammo gizmo.
    • When at or below this threshold, the pawn will take the opportunity to reload partial magazines during pauses in engagements. The exact time delay after fighting and distance to the nearest hostile can be set in the mod options.
  • Improved CIWS interception calculations and fixed a unit conversion error. Should now see dramatically improved interception rates.
  • Added a requiresReload field to underbarrel weapons, forcing the weapon to reload when switching between primary and underbarrel weapons. This is useful for certain kinds of secondary weapons, like rifle-grenades.

Fixes

  • 40k Plasma rounds now use secondaryDamage instead of extraDamages
  • Fixed a bug with natural armor that could cause it to regenerate too quickly with certain performance mods.
  • Fixed edge case for no armor pen values. Will now check for danageDef default AP before using fallback value of 50.
  • Fixed some edge cases that could lead to explosion effects originating from a different tile than a fast projectile impacted on.
  • Released prisoners should now no longer try to pick up weapons.
  • Stuck arrow flecks will no longer spawn when the projectile hit a pawn.
  • Added additional null checks to binoculars and casing spawning.
  • Fixed an error caused by a shield belt on the ground being hit by an EMP.

Anomaly

  • Bioferrite-infused chemfuel now requires the Bioferrite Ignition research to craft.
  • Bioferrite flares now require the Disruptor Flares research to craft.

Ideology

  • Added a patch to cleanup lingering references to StyleCategoryDefs for base game weapons that no longer exist.

Odyssey

  • Added aiming charge mote to Beam Repeater, matching vanilla.

Compatibility

Add integrated patches for the following mods:

  • [AV] Mechtech
  • [FSF] Advanced Bionics Expansion
  • [GOV] Nikke the Pilgrim
  • Advanced Mechanoids
  • Ancient Armory
  • Bean’s Turret Pack
  • Beta Anime Hair Pack
  • Beta Girls und Panzer Hair and Apparel
  • Biological Warfare
  • Erin’s Auraeyl
  • Glitter Tech Xavior
  • Grimworld 40k – Regiments of Renown
  • Mechinator Balance Tweaks
  • Medieval Overhaul – Hornetkeeping
  • Tiered Mechs
  • Touhou Style youmu Character Pack
  • UNAGI Another Duster Coat
  • Vanilla Events Expanded
  • Vanilla Quests Expanded - Deadlife

Updated integrated patches for the following mods:

  • Alpha Animals
  • Alpha Genes
  • Dragon’s Descent
  • Girl’s Frontline Project Neural Cloud
  • Grimworld Collection
    • Angels of Death
    • Core Imperialis
  • Gulden Biome
  • Kit’s VFE Weapons
  • Mechanoid Bench 2
  • Mechanoid Bench 3
  • Miho Race
  • RH2 Faction – Gruppa Krovi
  • RH2 Helldivers Super Firearms
  • RH2 Rimmu-Nation 2 – Security
  • Spacer Arsenal
  • Vanilla Animals Expanded
  • Vanilla Arsenal
  • Vanilla Furniture Expanded – Security
  • Vanilla Ideology Expanded – Memes and Structures
  • Vanilla Quests Expanded – Ancients
  • Vanilla Races Expanded – Android
  • Vanilla Weapons Expanded
  • Vanilla Weapons Expanded – Heavy Weapons
  • Vanilla Weapons Expanded - Quickdraw

Misc.

  • Assorted whitespace and file formatting cleanup.
  • Added BGM 71 TOW ammo.
  • Added a warmup sound and mote to flamethrowers of a pilot light igniting.
  • Overhaul of the Polish translation—the combat callouts are still a work in progress.
  • Added opt-in verb flags to WeaponPlatform code, making it more accessible by outside mods.
  • Guided projectiles now use calculated target height instead of draw height.
  • Added a logger for unpatched melee tools in the Misc mod options. Very useful when making patches!
  • Made additional classes public.

v1.6.7.2.0-rc1

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@N7Huntsman N7Huntsman released this 07 Mar 22:28
bee23cb

Release candidate for Combat Extended v7.2.

v1.6.7.1.0

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@N7Huntsman N7Huntsman released this 26 Dec 07:51
2563a05

Combat Extended 7.1 “A Christmas Miracle”

Features

  • Added the ability to assign weapon range and recoil modifiers to projectiles.
    • Shotgun slugs have +50% weapon range and +33% recoil.
  • Reintroduced NPCs employing grenades, launchers, smoke, and other consumables in combat with simpler but more performance-friendly logic.
  • Ammo can now be set up to damage (and eventually destroy) the weapon that fires it.
  • Added mod option for variable human hitbox heights based upon their body size.
  • Added mod option toggle for automatically forbidding neolithic projectiles on the ground.
  • Can now set range offset for airburst rounds, allowing for fine tuning of detonations.
    • Gave airburst grenades offset and adjusted angle for a more lethal frag pattern
  • Added mod option to log all unpatched melee tools at startup.
    • This has no gameplay effect, but can be useful when making patches.

Fixes

  • Fixed generic autocannon HE shell is now labeled AP-HE to better clarify its nature.
  • Increased laser blunt penetration from 0.001 to 0.01 to fix some issues caused by the added digit.
  • Fixed a code typo that caused the promethuem-soaked hediff to multiply fire size and damage too aggressively.
  • Prometheum-soaked hediff is now cap a 1.0 severity.
  • Shields no longer render beneath burqas.
  • Faction goodwill is no longer damaged if they are hit by colony gunfire but are not the intended target, matching vanilla behavior.
  • Colony mechanoids can no longer be instructed to pick up things.
  • Fix a rare null map error associated with bipods.
  • Pawns must now be capable of manipulation to reload a turret.
  • Manned turrets will now automatically acquire new targets through smoke.
  • Manned turrets can now shoot over adjacent pawns like auto turrets can.
  • Pawns now obey biocoding restrictions when trying to opportunistically equip a weapon from their inventory or the ground.
  • Fixed an error associated with riposte attacks using terrain verbs like sand in eyes.
  • CompTacticalManager cache no longer persists across loads.
  • CIWS hold fire configuration now persists across loads.
  • Fixed an NRE that occurred when running out of ammo with a weapon that doesn't have a magazine, such as bows.
  • Anomaly
    • Dread leather no longer has unusually high heat protection.
  • Biotech
    • Fix the Sanguophages piercing spine.
  • Odyssey
    • Autoloaders now keep their contents following a gravship launch.

Compatibility

  • Add integrated patches for the following mods:
    • Fate Grand Order Styles Pack
    • Girl’s Frontline Series
    • [ZZ] Pack
    • DEFY Team
    • [GF2] Pack
    • [NL] Pack
    • [PtW] Pack
    • [YL] Pack
    • Grimworld 40k – Dead Men
    • Inspiration Tweaks
    • Mingcao Styles – MC
    • Pandora: Frontier Remake
    • T’s Wild Child Rags
    • The Sims Traits
    • Vanilla Quests Expanded - Ancients
  • Updated integrated patches for the following mods:
    • Alpha Animals
    • Alpha Genes
    • AnimalCollabProject
    • Big & Small – Genes
    • Dark Ages – Beasts and Monsters
    • EPOE Forked
    • Edge of Descension – Monoblades
    • Girl’s Frontline Series
      • 404 Team Style Pack
      • AR Team Style Pack
    • Glitter Tech
    • Grimworld 40k Series
      • Angels of Death
      • Core Imperalis
      • Hammer of the Imperium
      • Talon of the Emperor
    • Mechanoids Extraordinaire
    • Medieval Overhaul – Barbarians
    • Misstall’s Armor and Uniforms
    • Pulse Weaponry
    • RH2 Faction – Gruppa Kovi
    • RH2 Helldivers
    • Super Apparel
    • Super Firearms
    • ReGrowth
    • Reinforced Mechanoids 2
    • Rimefeller
    • Rimsenal Collection
      • Core
      • Enhanced Vanilla
      • Security
    • Roo Satyr
    • RunAndGun
    • Save Our Ship 2
    • Vanilla Factions Expanded – Empire
    • Vanilla Vehicles Expanded
    • Vanilla Weapons Expanded – Grenades
    • VacSlipsuit
    • Volt Weaponry

Balance

  • Added a minimum duration of 240 ticks to hunkering and a slight delay between changing postures to prevent pawns matrix-dodging when under fire.
  • Reduced the cost, blast radius, and damage of the blackpowder bursting mortar shell, calculated according to new shell thickness.
  • Adjusted S8 rocket bombardment damage.
  • Default MeleeCounterparryBonus is now 0 instead of 1.
  • Value no longer displayed in weapon stats if it is 0.

Misc.

  • Reduce UI clutter by hiding weapon burst/aiming gizmos that only have one option.
  • Improved melee targeting info display.
  • DPS and melee armor penetration now display in the info panel for ranged weapons and implants.
  • Nested DLC patch files similar to ModPatches to avoid duplicate pathes.
  • Added more ammo types to the generic autocannon ammo set: HE, HE fuzed, HEDP, EMP, and Smoke.
  • Added AP, Incendiary, and AP-HE to launcher grenade generic ammo set.
  • Added a second 30x113mmB ammoset with advanced projectile types, including HE-DP and HE fuzed, among others.
  • Named 120mm cannon shell to 120x570mmR for clarity.. Labels changed, but defNames preserved.
  • New ammo textures for Warhamnmer 40k Krak Grenade and Melta Bomb.
  • Adjusted some Core pawnkind patches to target the Name instead of the defName.
  • Debug settings now save between restarts.

Notes:

  • Vehicles Framework artillery/mortar/MLRS turrets should now work properly.

v1.6.7.1.0-rc1

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@N7Huntsman N7Huntsman released this 25 Dec 05:29
e33c373

Release candidate for Combat Extended v7.1.

v1.6.7.0.0

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@N7Huntsman N7Huntsman released this 21 Sep 06:56
c87a3c4

Combat Extended 7.0 “The Final Frontier”

Features

  • Support for Rimworld 1.6 + Odyssey DLC
  • Ammo can now apply modifiers to weapon stats like range, recoil, and muzzle flash.
  • Now support weighted ammo category spawning for pawnkinds.
  • Added melee weapon tooltip, displaying hit calculations.
    • A detailed version of the tooltip, with additional factors, can be toggled in the mod options.
  • Revamped wall fragmentation.
    • By default, wall fragments will not be reflected back towards the shooter to reduce sappers’ tendency to kill themselves. This can be disabled in mod options.
    • New mod options for adjusting wall fragmentation amount and damage.
    • Adjusted wall fragment spawning angle
    • Fragment spawning chance is now influence by material.
    • Capped the maximum number of wall fragments for performance reasons.

Fixes

  • Slightly tweak various projectile stats to bring them in line with the spreadsheet.
  • Fixed NRE caused by rocketswarm rockets impact tiles under an overhead mountain roof.
  • Fixed 152mm incendiary detonate projectile.
  • Psychite tolerance now applies to Psycho.
  • The tac vest now occupies the torso layer instead of shoulders to avoid being doubledup with other chest rigs.
  • Various unsuitable damage types, such as mining and demolition, no longer cause wall fragmentation.
  • Fixed an issue where wall fragments would spawn inside the origin building, causing them to be instantly destroyed.
  • Underbarrel weapons now keep the selected aiming and firing modes when changing between the underbarrel and primary weapon.
  • Fixed a genRadial issue that was causing sun lamp circles to display asymmetrically.
  • Fixed an error associated with airburst projectiles attempting to impact after already being destroyed.
  • Resolved an issue with map regions that was causing outdoors to be counted as inside for the purposes of infection chance when tending.
  • Stunned pawns can no longer parry or dodge while stunned.
  • Fixed a very rare bug with jobdrivers and the tactical manager that could cause pawns to freeze in combat.
  • Fixed an issue where stabilization would expire too quickly for pawns not on currently on screen.
  • Weapons without a magazine, like bows, will no longer receive an accuracy bonus for subsequent shots.
  • Add better null checking to loadouts to prevent odd behavior when mods are removed.
  • Melee attacks now interrupt ranged attacks during warmup, preventing shooting in melee.
  • NPCs hit by wall fragments will now blame the shooter instead of the owner of the wall.
  • Attacking downed pawns and colony mechs no longer grants melee experience (now leave the poor roomba alone.)
  • Removed some duplicate English translation keys.
  • Resolved an NRE associated with bipods when loading from save.
  • Anomaly
    • Fixed an NRE associated with the toughspike.
  • Biotech
    • Fixed scorcher armor patching.

Compatibility

  • Add integrated patches for the following mods:
    • Chougou Mechs
    • Det’s Xenotypes – Halffoot
    • Erin’s Fluffy Fauna
    • Gravship Captain Set
    • Hunter Mechanoid
    • Imperial Attires
    • Life Support Pack
    • Medieval Coastal Outfits
    • Mistall’s Armor and Uniforms
    • Nephilim Xenotype Reborn’
    • Odysseus Vacsuit Set
    • Prestigue Vacsuit Set
    • Rimsenal Xenotype Pack – Harana
    • Rimsenal Xenotype Pack – Zohar
    • Stellic Arsenal
    • The REAL flamberg
    • Tox Weapons Pack
    • VacSlipsuit
    • Volt Weaponry
    • W1NG VacSuit Set
    • Weapon Proficiency
    • Zeus Weapons
  • Updated integrated patches for the following mods:
    • ABF Synscruct
    • AOC The Cleanup Devil
    • Alpha Animals
    • Alpha Biomes
    • Alpha Implants
    • Alpha Mechs
    • Big and Small Genes
    • Biological Warfare
    • Communicable Diseases
    • Crypto Arsenal
    • Det’s Xenotypes – Keshig
    • Eltex Weaponry
    • GREG
    • Gloomy Dragonian Race
    • HALO Rimworld Psychic Pulse Armory
    • Halo – UNSC Armoury
    • Ion Weaponry
    • Maru Race
    • Medieval Overhaul
    • Medieval Overhaul – Barbarian
    • Miho Race
    • Mono Weapons Pack
    • Plasma Weapons Pack
    • Possessed Weapons
    • RWY Dragon’s Decent Void Dwellers
    • Rimsenal – Spacer Faction Pack
    • Rimsenal Collection
    • Spacer Arsenal
    • Vanilla Animals Expanded
      • Endangered
      • Royal Animals
    • Vanilla Armour Expanded
    • Vanilla Genetics Expanded
    • Vanilla Races Expanded – Archon
    • Vanilla Weapons Expanded
      • Grenades
    • Vehicle Framework

Balance

  • Elite pawnkinds are more likely to spawn with advanced ammo types.
  • Significantly reworked the function of venom as inflicted by arrows.
  • Increased the component cost of charged ion ammo by 20%.
  • Advanced explosive ammo types, like thermobaric and airburst, now require advanced ammo research.
  • Reduced the base spawning rate of advanced ammo types (API, APHE, Sabot) for NPC pawnkinds.
  • Tweak the overworld travel speed and bombardment damage of some rockets.
  • Added insect nostril and antenna as outside squishy parts.
  • Adjust fire spreading balance to make wildfires more aggressive.
  • Spotting with binoculars no longer gives shooting experience.
  • Anomaly
    • Heatspike no longer create fire.
  • Biotech
    • Neanderthal and Impid factions now spawn with gunner and grenadier pawnkinds.
    • Restored combat penalties to mechinator gear.
    • Gas masks are now treated as soft armor.
  • Ideology
    • Ideology combat bonuses, such as preferred darkness, now apply appropriately bonuses.

Misc.

  • Added blast marks and craters to various explosives.
  • Added a simple, bulky laser charge pack for use by mechs.
  • Adjustments to various ammo descriptions.
  • Added new ammo types.
    • 80mm S8 rocket.
    • 120mm Mortar
    • 57x348mmSR
  • Added low velocity variants of various ammo types.
    • .30-30 Winchester
    • .303 British
    • .30 Carbine
    • .44-40 Winchester
    • .45-70 Government
    • 6.5x50mmR Arisaka
    • 762x51mm NATO
    • 7.62x54mmR
    • 8x50mmR Lebel
  • Added CE_ prefix to various grenades.
  • Convert casing flecks to the vanilla fleck system.
  • Move low power neuralizer damageDef over to core.
  • Added additional details to the smoke inhalation hediff description.
  • Streamlined the embrasures by setting them to inherit from the wall base def.
  • The composite vest no longer covers the shoulders, matching the coverage of the vanilla armor vest.
  • The inventory bulk and weight bars now display the corresponding melee dodge and hit penalty.
  • Added label to the beer bottle attack.
  • Update turtle and bird bodyDefs.
  • Improvements to internal references to gravity to better clarity.
  • Ranged weapon armor piercing is now affected by weapon quality to simulate variations in projectile velocity.
  • Improved decision-making for grenade throwing.
  • The arc of fire mod setting is now disabled by default.
  • New ammo textures for Volt Weaponry, 80mm rockets, and The Cleaning Devil.
  • Add default explosion falloff curve.
  • Failing transpilers now throw an error message in the log.
  • Add a mod setting for midburst retargeting.
  • NPCs should now make more intelligent choices about gas mask usage when exposed to tox gas, fallout, and polluted terrain.
  • Learning helper conceptDef housekeeping.
  • Royalty
    • Removed obsolete patch to quest problem causer that was previously used to correct a typo.

Notes:

  • The Save Our Ship 2 patch has been disabled for the moment, pending some further work on it.

v1.6.7.0.0-rc1

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@N7Huntsman N7Huntsman released this 13 Sep 02:58
e7faf5e

Release candidate for support for Rimworld 1.6 + Odyssey DLC.

v1.5.6.3.2-Hotfix

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@N7Huntsman N7Huntsman released this 23 Jun 04:48
921cd49

Hotfix addressing the below issues:

  • Resolve an exception encountered when loading a save with a weapon with a deployed bipod.
  • Fix a UI issue that could cause the bipod gizmo to get cut off.
  • The turret firing arc mod option is now covered by the reset to default button.
  • Correct a typo in the 30x113mmB ammo recipes that showed the incorrect crafted amount.

v1.5.6.3.2

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@N7Huntsman N7Huntsman released this 19 Jun 09:10
0c28f1e

Combat Extended 6.3.2 “Options, Extras, and Accessories”

Features

  • Major overhaul of the mod options menu (With special thanks for ViralReaction)!
    • Includes the introduction of adjustable sliders for explosion power/explosion falloff.
  • Overhauled the loadout system.
    • Added support for composable loadouts. Pawns carry items from both their Assigned Loadout and its Parent Loadout, allowing for the quick and easy creation of loadout templates.
    • Loadouts can now be marked as ‘Ad Hoc’. Ad Hoc loadouts automatically include the pawn’s equipped weapon and ammunition for it—especially useful for the early game when you have a mix of weapons. You can tailor the amount of ammo pawns with ad hoc loadouts carry by setting limits on the mass/bulk of ammo they’ll carry.
  • Added firing arcs for turrets!
    • This feature is functional, but not yet fully implemented across the various turrets. For now, it’s turned off in the mod options by default.
    • Larger turrets now take time to traverse between targets.
  • Added smoke flecks for black powder weaponry.

Fixes

  • Fixed 30x173mm NATO recipes being the wrong amount (200 instead of 100).
  • You can no longer pickup stacks of ammo that are cooking off.
  • Fixed an NRE caused by weapons with a bipod but no firing modes comp.
  • Resolved several bugs associated with stabilizing injured pawns.
    • An item on the same tile as the pawn no longer prevents stabilization.
    • Interrupting the stabilize process before it is finished no longer prevents the medicine item being consumed.
    • Fixed a visual bug with pawn facing during stabilization.
  • Fixed pawns not correctly switching to other nearby targets mid-burst if their current target goes down. This is option is turned on in the mod options by default.
  • Beanbag rounds no longer ignore personal shields.

Compatibility

  • Add integrated patches for the following mods:
    • Eltex Weaponry
    • Kerberos Protect Gears and Firearms
  • Updated integrated patches for the following mods:
    • [RH2] Helldivers: Super Firearms
    • Big & Small – Genes
    • Grimworld
      • Angels of Death
      • Hammer of the Imperium
    • Integrated Implants
    • Miho Race
    • Psyblasters
    • Vanilla Furniture Expanded - Security

Balance

  • Adjusted the body coverage of the Lancer, slightly decreasing arm and leg coverage and increasing the torso coverage.
  • Reduced the thermobaric building damage factor from 6 to 2, since it was stacking with other damage factors to due unreasonable amounts of damage.
  • Biotech
    • Consistency pass for mech internal organ coverage.

Misc.

  • Significantly improved stabilization behavior and made some QoL improvements.
    • You can now stabilize pawns that are not downed, including neutral/friendly visitors.
    • Pawns that aren’t carrying medicine will now grab medicine from the casualty they are stabilizing or search for nearby dropped medicine (this search radius can be changed in the mod options).
  • Rollout non-human parrying to a variety of vanilla and modded creatures.
  • Remove Avoid Friendly Fire from incompatible mod list.
  • Projectile VFX now support randomized offsets.
  • Improved notify for explosions to better match vanilla behavior.
  • Some ConceptDef housekeeping.
  • New M72 LAW/disposable rocket launcher texture.