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@N7Huntsman N7Huntsman released this 25 Aug 08:12
· 2880 commits to Development since this release
f93c892

Combat Extended 5.4 “Death from Afar.”

Features

  • New long-range artillery system! You can now destroy faction bases and quest locations by bombarding them with artillery fire and support your caravans by spotting for artillery with binoculars and a long-range radio. Beware! Other factions may retaliate with return fire or raids!
  • Added support for compatibility with Vehicle Framework vehicles. A tremendous thanks to SmashPhil for his help throughout the process! Additional improvements will follow and mod vehicles will still need to be patched, but weapon, ammo, and armor systems can now be patched in xml.
  • Substantial updates to Multiplayer compatibility (Thank you, Sokryan!).
  • Implemented natural armor durability for vanilla mechanoids, as well as mechs and armored animals from various mods. Similar to worn armor, the condition of natural is now degraded by incoming damage. This armor condition can be repaired manually for some pawns, but must heal naturally over time for others.
  • Added a new ‘ammocount’ field to ammo items, allowing for ammo items that reload more than one shot each.
  • Stabilizing wounded pawns now creates medical filth.
  • Can now use ctrl, shift, and ctrl+shift to modify amounts when assigning mech ammo loadouts.

Fixes

  • Fixed a .500 S&W projectiles having slightly too much velocity.
  • Fixed a bug where giving a pawn ammo did not obey inventory capacity limits.
  • Fixed a bug creating “unreachable” conditions for melee attacks under some circumstances.
  • Mechanoids can no longer be commanded to drop their weapons via the inventory tab.
  • Improved handling of dialogue boxes and other mech loadout elements in the event mechs are killed or despawn.
  • Fixed an xml implementation error that prevented some turrets from having night vision.
  • Added a missing tech level node to the plate helmet.
  • Added a specific unfinished apparel item to resolve issues with material selection.
  • Fixed a bug with underbarrel weapons where the weight of the loaded ammo wasn’t added to the weapon mass.
  • Fixed a map audio bug that could prevent melee sounds from playing if a structure was destroyed with a single attack.
  • Non-colony mechanoids will now die when downed, matching vanilla behavior.
    Biotech:
  • Added missing NPC loadouts to mechinator and sanguophage pawns.
  • Fixed issues with the centurion’s shield recharging.
  • Fixed a bug that caused pawns to freeze when trying to use an ability to fires an explosive projectile.
    Royalty:
  • Fixed some issues impacting the skipbarrier shield and other shields including instant recharging and doubled incoming damage.

Compatibility

  • Add integrated patches for the following mods:
    o [UEM] More Mechanitor Mechs
    o Alpha Mythology
    o Anima Animals Combined
    o Appliances Expanded
    o Big and Small Collection
    o Biomes! Caverns
    o Biomes! Core
    o Call of Cthulhu - Cosmic Horrors
    o Divine Order
    o ESCP – Trolls
    o Erin's Auronya
    o Erin's Shisune
    o Gloomy Dragonian race
    o Grimworld: Autoguns
    o Grimworld: Melee
    o Medieval Tailor
    o More Archotech Garbage Continued
    o Possessed Weapons
    o pphhyy Sanguinary Animals
    o pphhyy's Demigryphs
    o Recon Mechanoid
    o Regrowth: Core
    o Urbworld Weaponry SDS
    o Vanilla Plants Expanded - Mushrooms
    o Vanilla Races Expanded – Highmates
    o Vanilla Vehicles Expanded
  • Updated integrated patches for the following mods:
    o [1.4] Odz Suits
    o [1.4]Idhale Race
    o [1.4]Littluna Race
    o [1.4]Nearmare Race
    o [1.4]Neclose Race
    o [1.4]Saclean Race
    o [1.4]Silkiera Race
    o [1.4]Solark Race
    o [1.4]Xenoorca Race
    o [K4G] RimWorld War 2
    o [RWY] Advanced Mechanoid Warfare
    o [RWY]Dragon's Descent: Void Dwellers
    o ↁ House Sanguin
    o Alpha Animals
    o Alpha Genes
    o Alpha Mechs
    o Animal Equipment
    o Arasaka Corporation
    o Biotech Expansion - Mythic
    o Dragonian Race
    o Dragonian GaramRace
    o Call of Cthulhu - Cosmic Horrors
    o Communicable Diseases [1.4]
    o Feles - Felines of the Rim [1.4]
    o Gloomy Dragonian Race
    o Impact Weaponry
    o Kurin, The Three Tailed Fox [Deluxe Edition]
    o Miho Race
    o Medieval Overhaul
    o MorrowRim - Bloodmoon
    o Moyo from the Depth
    o Possesed Weapons
    o Rabbie the Moonrabbit
    o Soviet Armory [1.4]
    o Spartan Foundry
    o Star Crafter’s Armory
    o Vanilla Apparel Expanded – Accessories
    o Vanilla Factions Expanded – Mechanoids
    o Vanilla Psycasts Expanded
    o Vanilla Weapons Expanded – Makeshift
    o Vanilla XCOM Weapons
    o Zombieland

Balance

  • Overhauled flashbangs to cause a custom hediff, rather than directly causing a stun effect. This should prevent them being used to stun-lock foes.
  • Reduced the market value of FSX from 10 to 7.5.
  • FSX and Prometheum now deteriorate outdoors.
  • Reduced the FSX shear yield from Boomalope.
  • Reduced the material cost of the bandolier and increased its HP.
  • Reduced the industrial component cost of charged weapons for spacer components at a radio of 6:1.
  • Reworked the explosive power and fragmentation count for HEDP grenades.
  • Added Heat armor to various mechanoids. Flamethrower and boss mechs received 50% while some heavy mechs received 25%. This will make them somewhat more resistant to AP-I rounds without rendering them invulnerable to incendiary weapons.
  • Added some base damage to incendiary IED traps to improve their effectiveness.
  • Set the Greatbow research to Neolithic tech level and reduced the cost.
  • Creatures will Scaria now feel 50% less pain.
  • Increased the pain caused by bruises and crush injuries from 0.0125 per severity to 0.0175.
  • Rebalanced the cost of charged weapon ammo to use less components, with cascading changes to value and crafting cost.
  • Various ammo types now have a crafting skill requirement; 4 for shells, rockets, and launched grenades, 6 for advanced ammo types, 7 charged ammo, and 8 for mechanoid charged ammo.
  • Reduced the setup time of the LMG bipod from 300 to 240 and the range bonus of the DMR bipod from 15 to 10.
  • The tuque is now once again an OverHead item, matching vanilla.
  • Frostbite damage from attacks (but not ambient sources like hypothermia) are now calculated against apparel’s heat armor value.
  • Gave tortoises 50% partial armor on their legs.
  • Increased the batch size and reduced the value of some medieval explosive types.
  • Reduced the component cost of the machine pistol.
  • Slightly increased the sharp AP of pilum.
  • Adjusted the fragmentation count of various shells.
  • Added HE Time-Fuzed shells for 40mm L/70 Bofors.
  • Reduced the spread of grapeshot to more accurate levels.
  • Reduced the ammo loadouts of Various vanilla and modded mechanoids.
  • Biotech:
    o Slightly increased the bulk and reload time of the militor’s shotgun.
    o Reduced the ammo loadouts of the Militor, Scorcher, and Apocriton mechs.
    o Increased the damage and blunt AP of the Constructoid mech melee attack.
    o Increased the Tunneler’s parry and crit chance.
    o Slightly increased the parry, crit, and dodge change of light mechs.
    o Removed shooting and melee hit penalties on the mechlord suit.
  • Royalty:
    o Empire Champion pawns will now spawn wearing plasteel armor and a plate helmet, significantly improving their protection and survivability.
    o Increased the money available to Empire Champion pawns for shields and apparel.

Misc.

  • Added a variety of new textures for ammo, casings, flecks and filth textures. (Thanks, Keshash!)
  • Hovering over a stabilized wound now displays the effectiveness and duration of the stabilization effect.
  • By default, pawns without an assigned loadout will now only pick up 4 magazines of ammo for their equipped weapon, rather than an entire stack. This will also factor weapons’ mag override factor.
  • Updated Brazilian Portuguese translation. (Thanks, Yuri!)
  • Added more in-depth stat descriptions for melee weapon toughness and blunt and sharp armor values.
  • Improved the behavior of ingesting food/drugs from inventory, making better allowances for pawn traits, addictions, food preferences, and factors from DLC.
  • Tweaked gas mask and minor blood loss hediff labels
  • The bandolier is now in the same apparel filter category as packs and tac vests.
  • A bunch of file indentation standardization and housekeeping.
  • Added new shells for vehicle cannons: 105x607mmR, 57x307mmR, 75x350mmR.
  • Added crafting recipe for 15x65mm Diffusing Charged ammo.
  • Removed .45 Schofield ammo from other ammosets.
  • Rebalanced the default Bomb attack damage and armor penetration values, to prevent oddities in cases where it’s used.
  • Can now toggle projectile shadows in xml.
  • Made orbital bombardment attacks use their own set of default damage and armor penetration values, since having them share the defaults with Bomb damage created difficulties balancing the values.

Notes:

  • Removed obsolete patches of MorrowRim – Trolls and Vanilla Animals Expanded – Vehicles.