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Releases: CombatExtendedRWMod/CombatExtended
Releases · CombatExtendedRWMod/CombatExtended
v.2.0
Combat Extended 2.0
1.1 Features
- Supports new Rimworld 1.1 content.
- Now requires Harmony.
- New smoke rounds for grenade launchers
- New 40mm Grenade Launcher
- New Advanced Grenadier enemy.
- New Explosive Bolt Projector for the Pikeman mechanoid.
- More new weapon sprites by Luizi
- Various new ammo calibers.
- Add loading screen tips.
Royalty Features
- Supports all Rimworld - Royalty content.
- New mechanoid ammo beacon added to mech cluster. Destroy it to cut off supply for their defensive turrets.
Balance
- Adjusted bulk of various drug items.
Misc
- Additional Russian translations.
- Additional Chinese translations.
- Added warnings for some hard mod incompatibilities into About.xml.
- Changes to CombatExtended.Comp_ExplosiveCE.
- Vanilla Comp_Explosive now uses CE explosion AP calculations.
Compatibility
- New integrated patches for:
o [CP] British Military Kit
o [CP] Doom
o [CP] Metal Gear Solid
o [CP] Military Furniture
o [CP] Rimmu-Nation – Clothing
o [CP] Rimmu-Nation – Weapons
o [CP] Spec Ops: The Line
o [CP] The Doom Kit – Classic
o [O21] Kobold Faction
o [Pratt] WWII Weapons Pack (Vanilla)
o [RH] Faction: Cordis Die
o [RH] Faction: Elite Crew
o [RH] Faction: Militaires Sans Frontieres
o [RH] Faction: Task Force 141
o [RH] Faction: The Ghosts
o [RH] Faction: The Last Man Contingent
o [RH] Faction: Umbra Company
o Dragon’s Descent
o Glitter Tech
o High Caliber
o Let’s Have a Cat!
o Soviet Armory
o T-45b Power Armor
o Turret Collection
o Vanilla Factions Expanded – Medieval
o Vanilla Weapons Expanded
o Vanilla Weapons Expanded – Quickdraw
o WW II Soviet Faction
o Xenn Race - Numerous integrated patches updated.
Fixes
- Better UI support for changing ammo types across multiple pawns/turrets.
A very special thanks to the contributors, patch makers, graphic artists, and playtesters who gave their free time to help make this possible. Additionally, special recognition goes out to the Combat Extended: Fast Track team, for their tireless work towards mod compatibility!
v.1.9.1
Fixes
- Flame/poison arrows added. For real this time
- Girls Frontline Weapon Pack defname for Negev updated
- Rimfire projectile names updated
- AmmoDef.cs fix
v.1.9
Features
- Revised smoke system.
- Smoke now confuses insects.
- Can once again select ammo with left-click.
- Added venom/poison and flaming arrows.
- Added sling stone ammunition.
- All remaining integrated ammunition types updated.
Balance
- Adjusted sharp AP for various predators, bites should now be better at penetrating clothing.
- Switched Hare bite attack from BiteBlunt to Bite, buffed damage.
- Removed melee building modifiers; structures should no longer be so unusually resistant to melee attacks.
- Revised beanbag armor penetration.
- Insect armor reduced.
- Many ammunition stack sizes increased markedly.
Misc
- Removed “Slash” attack capability (its features are now reflected within the Blunt/Sharp AP system). Use “Scratch” instead.
- Human outer layers are now “covered by natural armor,” allowing alien races using the human BodyDef to have sharp/blunt armor applied (vanilla humans still have 0 for both.)
- Electric armor restored.
- “Napalm” is now referred to as “jellied chemfuel.”
Compatibility
- New patches added for:
o Save Our Ship 2
o BB Body Type Support
o Kijin 2.0
o Medical System Expansion
o Polarisblock Core Lab
o Cybernetic Organism and Neural Network
o Xenohumans - Existing patches updated for:
o Simply More Melee
o Vanilla Armor Expanded
o Defensive MG Turret Pack.
o Rimeffect Asari
o Arache
o Spartan Armory
o Rim of Madness – Bones
Dragons: Armor value of leather fixed. - Run and Gun: Pawns will no longer attempt to reload on the move, fixing looping reloading bug.
- Cupro’s Alloys: Additionally alloys added to “steeled” category, allowing use for most armor and weapons.
- Misc Robots: Robots are now immune to smoke.
- Black Widow: Silks now have 0 heat armor.
- Advanced Bionics: Armor values adjusted, sprinter module dodge reduced, hazard module now reduces smoke sensitivity.
- Android Tiers: T5 and M7 armor, and Mastiff and Mech Blade stats adjusted. Fixed Anti-mech rifle ammo.
- Custom pawn BodyDefs fixed for:
o Rabbie
o Kurin
o Dragonian
o Androids
o Android Tiers
Fixes
- Spike traps should no longer deal high damage on deflects.
- Fixed identified cases where some melee attacks deal 216 damage.
- Escaping prisoners will no longer grab binoculars.
- Freed prisoners will no longer grab weapons.
- Pawns should now be less likely to harm themselves with their own grenades.
- Fire will now spread indoors/without wind.
- Overlooked melee tools for bows and pila updated.
- Mortars now adjust projectile speed when changing targets.
- Pawns with EMP weapons will now automatically attack targets.
- Melee hunting will now use all available attack tools.
- Javelin count for the Lost Tribe start is now reflective of their status as a consumable.
- Bulk/mass added to horns and tusks, and their descriptions have been updated to reflect that they’re no longer useable as melee weapons.
- Pawns in social fights will no longer parry/riposte with their weapons.
- Molotovs are now flagged as incendiary weapons.
- Turning off ‘Fire at Will’ now cancels current/pending attacks.
- Fixed 7.92x57mm Mauser being labelled as “7.92x51 Mauser.” Mod no longer unplayable.
v.1.8.2
Features
- Added SoftArmor stuff category that mod patches can use in apparel recipes
Compatibility
- Added workaround to the purple texture bug that appears when CE is loaded along with certain apparel mods. This bug is caused by an extremely outdated GraphicApparelDetour.dll bundled in some mods, which uses an archaic patching method that completely overwrites RimWorld's pawn renderer, instead of editing just the necessary parts. The solution was to detect the presence of said DLL and disable it at launch, so that all mods can properly edit the pawn renderer in a compatible way. If your mod list contains mods using this oudated file, the console log will list them: in most cases, affected mods will still work fine even with the disabled DLL, but if you run into rendering issues, tell the author of the apparel mod that if they need to edit the pawn renderer, they should migrate to a more compatible patching method, such as the Harmony library. Thanks to Dyrewulf for providing the workaround.
- Added patches for TouhouStyle, More Practical Traits (by Tostov)
- Updated patches for Orassans, Vanilla Armour Expanded (by AluminumAlman)
- Updated patch for Cybernet (by Tostov)
v.1.8.1
Compatibility
- Added patches for Flak Dusters, Girls Frontline Styles 404 Team, Fate Grand Order Styles Apparel Pack, SS Maid Project, Rim Contractors Arsenal, K.L.K Styles Apparel Pack, ODS SCP Outfits (by Tostov)
- Added patches for Simply More Melee, Misc Robots, Expanded Patchleather (by zozilin)
- Updated patches for Android Tiers, Girls Frontline Weapon Pack (by Tostov)
- Updated patch for Rimefeller (by zozilin)
v1.8.0
Fixes
- Rolled back pawn smoke detection due to performance issues on high-population maps
Compatibility
- Added patches for Polarisbloc - Security Force, Girls' Frontline Apparel and Weapon Pack (by Tostov)
- Added patch for Megafauna (by zozilin)
v1.7
Balance
- Adjusted RHA penetration of 7.62x39mm and 7.62x51mm calibers, by popular demand
- Smoke only applies inhalation effect in its current cell, not every adjacent one
Features
- Pawns avoid performing some tasks (eating, sleeping, etc) in rooms containing smoke if they're vulnerable to smoke inhalation
- Smoke clouds can now be toggled off in mod options
Fixes
- Updated outdated armor formula description
- Smoke clouds no longer disappear when a save file is reloaded
Compatibility
- Added patches for Androids, Kurin, Rabbie, and Dragonian Race (by Tostov)
v1.6.2
Compatibility
- Added patch for Android Tiers (by Tostov)
- Updated patch for Dinosauria (by zozilin)
v1.6a
Balance
Increased armor penetration of 5.56x45mm NATO
Features
Shields are now listed in their own section, for easier outfit and stockpile management
Fixes
- Arrows fired from recurve bow no longer convert to great arrows when projectile re-use is enabled
- Fixed gas masks not producing an item when crafting finishes
- Corrected display issue with blunt armor, where it would erroneously show as a percentage
- Added missing melee stats for archotech arms
- Fixed bug where parries performed by a weaponless pawn would result in excessive damage to the defender
Combatibility
- Added patch for Arachne Race, by Magichp
- Added patches for Dinosauria, MiningCo. MiningHelmet, by zozilin
- Added patches for Cybernet, Vanilla Bionics Expansion, Advanced Bionics Expansion, by Tostov
- Added/updated patches for Rimeffect Asari, O21 mods (Elves, Goblins, Kobolds, faction addons), A Dog Said, Expanded Prosthetics and Engineering, Rah's Bionics and Surgery Expansion, Hand 'n' Footwear, GouRIMet, by N7Huntsman
- Updated patches for Vanilla Apparel Expanded, Vanilla Armour Expanded, Spartan Foundry, Rim of Madness - Bones, Cupro's Alloys, by AluminumAlman
v1.6 Kill it with Fire
Balance
- Adjusted animal combat power values
- Firefoam grenades now extinguish all fires in blast radius
- Flammability of pawns depends on equipped apparel
- Explosion damage falloff is now quadratic instead of linear
- Rebalanced all damage and armor to fit new armor model
- Elephant tusk and Thrumbo horn no longer valid melee weapons, as they would be too heavy to use
- Moved molotov, javelin crafting to crafting spot
- Recurve bow now uses same ammo as short bow
- Machine guns now use point target range instead of area target (600m instead of 800)
- Reduced binoculars range to 700m
- Sieging raiders will spread out more, engage targets further away
- Incendiary launcher and mortar no longer deal direct damage, spawn random fires in large area instead
- Megaspiders and scythers have greatly improved penetration on melee attacks
- Sappers will put reduced priority on pathing around turrets
- Changed wildness of wargs 60 => 30, wolves 85 => 65, bears 80 => 60
- Pawns with higher health scales are less affected by beanbags
- Rebalanced Blazebulb:
- Yield 5 => 3
- Grow days 5 => 6
- Minimum skill to plant => 6
- Work to harvest => 800
- Centipedes now have aim delay equivalent to careful shooter trait
- Grenades now target the ground underneath the target to fix accuracy issues
- Increased health of Mechanoid corpses to stop them disappearing from explosions
- Rebalanced Thrumbo armor
- Secondary damage, electrical burns no longer merge into single hediffs
Features
- Manned turrets can be reloaded via haul job
- Untreated cobra bites now induce venom buildup
- Gun recipes display ammo-related stats in info menu
- Turrets display weapon-related stats in info menu
- Ammo displays damage stats in info menu (again)
- FSX and Prometheum can explode when damaged
- Ammo can be smelted
- Fire spreads according to wind direction and strength
- Plant flammability depends on precipitation
- Indoor fire produces black smoke, traveling around and causing smoke inhalation hediff
- Added gas mask and improvised gas mask, provide smoke protection at stat penalties
- Added support for multiple apparel layers on head
- Tuque now worn on middle layer
- Simplified carrying gear rendering, now shows on portraits
- Unlocked draw sizes for equipped weapons
- Replaced vanilla sprites with more realistically proportioned version to utilize unlocked draw size
- Armor is now measured in millimeters of RHA equivalent for sharp and Megapascal for blunt
- Various size measurements now display in meters instead of cells
- Unarmed damage now scales with melee skill
- Rifle calibers now have API, HE and sabot ammo types
- Fragments now spawned over 10 ticks to improve performance
- Added letter to warn player a month before mechanoids can start raiding
- Added more combat taunts
- Vanilla machine pistol stats changed to MAC-10
- Predators attack immobile targets will always hit the neck
- Mechanoids now use sapper AI
Fixes
- Fix error on non-violent pawn reloading turret
- Embrasure terrain affordance matches walls
- Fixed instant turret construction
- Prevent fuel puddles spawning inside closed doors
- Fixed error on updating loadout from pack animal
- Fixed shotgun partial reloads transmuting ammo
- Fixed pawns not being able to shoot over one-another's shoulder
- Fixed projectiles colliding with shooter's own cover
- Fixed pawns trying to shoot an empty gun
- Fixed rare error on new game start
- Fixed Napalm applying Prometheum-soaked hediff
- Shield belts deactivate when operating manned turrets
- Bullets will no longer remain stuck in the air on encountering errors
- Fixed recoil applying on first shot of burst
- Shields now equipped on shoulder in separate apparel layer to work around vanilla bionic hand bug
- Fixed surgery and new game injuries being deflected by armor
- Fixed suppression not being affected by armor
- Fixed move penalty on incapacitated pawn displaying bad values
- Fixed mechanoids being unable to raid
- Fixed weapons with low parry bonus having excessively high parry chances
- Fixed quadruped bodies not having armor coverage on legs
- Fixed armor values not scaling with apparel health
- Fixed traders not carrying Prometheum/FSX and not accepting ammo
Combatibility
- Added patches for: Spartan Foundry, Dragons, Better Infestations, Cupro's alloys, RoM - Bones, Orassans, Thrumkin, Black Widows, Vanilla Armor Expanded, courtesy of Almantuxas
- Added patch for Asari, Gas Shells & Traps, updated GouRIMet, by N7Huntsman
- Updated patches for: Apparello, Weapons+, More Mechanoids to new armor system
- Apparello patch uses new head layers