N7Huntsman
released this
24 Sep 06:54
·
265 commits
to Development
since this release
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.