Releases: CombatExtended-Continued/CombatExtended
Releases · CombatExtended-Continued/CombatExtended
v1.6.7.1.0
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
Release candidate for Combat Extended v7.1.
v1.6.7.0.0
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
Release candidate for support for Rimworld 1.6 + Odyssey DLC.
v1.5.6.3.2-Hotfix
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
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.
v1.5.6.3.1
Combat Extended 6.3.1 “Often Imitated, Never Duplicated.”
Features
- Projectile flecks can now be assigned a delay before they start.
- Hovering over artillery markers now displays info on their accuracy bonus and time until they expire.
- Added the ability to filter/specify pawnkind shield material and color.
- Mechanoid auto charge blaster turrets now have CIWS capability.
Fixes
- Fixed the generic cannon shell air-burst round having the wrong ammo class assigned to it.
- Fixed the bioferrite flare crafting recipe creating regular flares.
- Archers and similar pawnkinds should now reliably spawn with sane amounts of ammo.
- Fixed 75x530mmR HE using the wrong projectile texture.
- Fixed strange behavior when reloading an equipped weapon that holds more than one stack of ammo.
- Re-added some legacy lerpPosition projectile stuff that was accidentally depreciated without appropriate notice, which broke some custom projectiles from other mods.
- Fixed an NRE that could occur when meleeing vehicles.
- Made some improvements to target bounding box checks that could sometimes cause slow projectiles to erroneously miss.
- Fixed a map nullcheck that could cause odd interactions when killing trispikes and similar entities under some circumstances.
Compatibility
- Add integrated patches for the following mods:
- [RH2] Helldiver’s Super Apparel
- [RH2] Helldiver’s Super Firearms
- Asimov
- Crypto Weapons Restored
- Dust Bunnies
- Grimworld: Sabbat’s Blight
- Primitive Core
- Primitive Workbenches
- Rim-effect Renegade Collection
- Updated integrated patches for the following mods:
- ↁ House Sanguine
- [FSF] Vanilla Bionics Expansion
- [RH2] V.O.I.D
- Alpha Animals
- Anty the War Ant
- Biomes! Caverns
- Biomes Core
- Gas Traps and Shells
- Japanese Dogs
- Outer Rim - Droid Depot
- Profaned
- Titan Vehicle
- Vanilla Factions Expanded - Pirates
- Vanilla Quests Expanded - Cryptoforge
Balance
Royalty
- Increased the shield budget for Imperial Champions and Stellic Melee Guards.
- Imperial Champions and Stellic Melee Guards will now spawn with plasteel shields.
Misc.
- Flares are now exposed to xml.
- Improved logging for when PatchOperationMakeGunCECompatible fails.
- New art for the tribal backpack.
- The .44 S&W Special is now simply called .44 Special.
- Added additional details to .454 Casul ammoset labels.
- Added several new ammo types.
- High velocity variants of the .357 Magnum, .38 Special, .44 Special, and .44 Magnum.
- 152mm artillery shells.
v1.5.6.3.1-rc1
Release candidate including numerous small fixes for lingering issues, amongst numerous other changes.
v1.5.6.3.0
Combat Extended 6.3.0 “Ack Ack Edition”
Features
- Implemented new ‘CIWS’ system, allowing some turrets to intercept incoming projectiles and/or skyfallers (such as drop pods).
- The KPV can now engage incoming drop pods.
- Added flecks for arrows, javelins, and similar projectiles that will appear on the ground where projectiles impact.
- Reusable projectiles like arrows and javelins will now collect by region, reducing map clutter caused by battles.
- Can now add ‘generic’ labels and descriptions to items when in Generic Ammo mode.
- Added mod extension for customizing the projectile origin point, supporting turrets with multiple or offsets barrels.
- Added support for non-humanoids being able to parry in melee.
Fixes
- Pawns equipped with bows, and other weapons without magazines, will now collect a reasonable amount of extra ammo when not assigned a loadout.
- IEDs and similar traps can now be hit by bullets.
- Fixed a typo in the Small Bolter ammo that made the ammo cost 77 steel, instead of 7.
- .38 S&W and 7.62x38mmR ammo now uses the revolver texture.
- 8x22mm Nambu ammo now uses the pistol instead of rifle texture.
- Made various Core patches conditional to avoid duplicates or failed patch errors.
- Corrected a LoadFolders typo affecting Halo UNSC Weapon Pack.
- When grabbing ammo to satisfy loadouts, the unreserved stack count is now checked instead of the current stack count.
- Fixed an uncommon null error that could occur when an enemy was killed with a riposte.
- Scars inflicted by venomous attacks will no longer endlessly envenomate the pawn.
- Replaced some non-ASCII characters in the localization files.
- Disabled ammo types will no longer appear on the research screen.
- Added missing nouns of stuff category defs.
- Hyperlinks to non-generic ammo will no longer appear in descriptions when using Generic Ammo mode.
- Reduced how frequently the faction tracker ticks and improved record cleanup.
- Equipping from inventory now uses CanEquip and should more readily obey restrictions.
- Corrected the ammoClass of the generic APCR cannon shell.
- Added additional null checks.
- Fixed a null reference associated with checking if animals were wearing night vision goggles.
- If a pawn is generated with a two-handed weapon and a shield, the shield will be destroyed.
- Fix Cleave damageworker not correctly factoring in armor.
- Fixed a rare bug where projectiles would roll twice to impact with a plant if it started the tick on the plant.
- Will no longer spawn sustainers for non-map projectiles.
- Fixed a rendering issue with laser projectiles that caused them not to appear if they originated from off-screen.
- Fixed a bug associated with using dev mode to initially load underbarrel weapons.
- Fixed a formatting error in the ‘cannot pick up’ translation string.
- Fixed a null error that happen a pawn is forced to fire a weapon without ammo.
- Fixed duplicate float menu options on caravan maps.
Compatibility
- Add integrated patches for the following mods:
- [AV] Mechtech
- Alpha Books
- Alpha Vehicles – Age of Sail
- Biomes! Polluted Lands
- Crossbows
- Dark Ages – Beasts and Monsters
- Det’s Xenotypes – Keshig
- Det’s Xenotypes – Venators
- Fantasy Metals Reforged Forked
- Grimworld
- Heresy Addon
- Scattered Sons
- Huscarl – Power Armor
- Integrated Implants
- Medieval Bowyer
- Medieval Overhaul Arcane Archaeologists
- More Armory! Midworld Arms Pack
- RPG Adventure Flavor Pack
- Ratkin Xenotype
- Reinforced Mechanoid 2 (Continued)
- Rim-Hivers! - Biotech
- Rimsenal Xenotype Pack
- Askbarn
- Harana
- Roo Faun
- Roo Satyr and Fan Xenotype Expanded
- Roo Satyr
- Supernatural Weapons
- Tools O’Plenty
- VFE Insectoids Equipment
- Vanilla Factions Expanded – Medieval 2
- Vanilla Prestige Specialist Armours Reworked
- Vanilla Quests Expanded - Cryptoforge
- Victorian Era Apparels!
- Updated integrated patches for the following mods:
- [FSF] Advanced Bionics Expansion
- [K4G] Empires of Old – Engineers’ Institute
- ↁ Elves
- ↁ House Sanguin
- Big and Small Genes
- Big and Small Races
- Colonial Shuttle
- Cursed Guns
- Cybernetic Organism and Neural Network
- Dark Ages – Medieval Tools
- Divine Order
- Evolved Organs Redux
- Expanded Materials – Metals
- Grimworld
- Angels of Death
- Core Imperalis
- Hammer of the Imperium
- Talons of the Emperor
- Kit’s VFE Weapons
- Medieval Overhaul
- Medieval Overhaul – House Roxmont
- Multiplayer
- Nukes
- Outer Rim – Galactic Empire
- Outland
- Core
- Eastborn Empire
- Motz Coalition
- Redburn Pact
- Polarisbloc Core Lab
- Polasricblock Security Force
- Rah's Bionics and Surgery Expansion
- RH2 Faction – Gruppa Krovi
- RH2 Rimmu-Nation 2
- RimFantasy – House Doyle
- RimFantasy – Medieval Overhaul Edition
- Rimsenal - Core
- Rimsenal – Spacer Faction Pack
- Royal Arsenal
- Save Our Ship 2
- Seren from Stardust
- T’s Samuari Faction
- The GiantRace
- Vanilla Factions Expanded
- Classical
- Deserters
- Mechanoids
- Settlers
- Vanilla Furniture Expanded – Security
- Vanilla Genetics Expanded
- Vanilla Weapons Expanded
- Bioferrite
- Heavy Weapons
- Non-Lethal
- Yet another prosthetic expansion mod - Core
Balance
- Reduced the amount of steel reclaimed from mech charge ammo from 20 to 10, to obey the law of conservation of mass.
- The powered exoframe now provides a small bonus to weapon handling.
- Reduced the Needle Gun recoil from 1.80 to 1.62.
- Raised the minimum and maximum weapon money of various Core pawns.
- Anomaly
- Decreased the warmup and cooldown times of the Incinerator.
- Biotech
- Adjusted bulk and market value of the generic mech ammo.
Misc.
- When toggling Generic Ammo mode on or off, you will now be prompted to restart your game.
- Removed the ability to ‘overheal’ natural armor.
- Overhauled the system for toggling webbing and backpack visibility.
- Removed the fixed market values for most ammo and weapons.
- Added generic artillery ammo.
- Removed dedicated pirate machine gunner pawnkinds, and instead diversified weapon selection for existing pawnkinds.
- Added fuelTicks, allowing guided/propelled projectiles to have finite fuel.
- Streamlined various units in the code to avoid the need for unnecessary conversions
- New ammosets and calibers:
- 23x115mm
- 27x145mm Mauser
- 30x170mm
- 35x228mm NATO
- ‘Slug only’ ammosets for most shotguns.
- Added (currently unused) xml tags to fragments for new ballistics model to be implemented in a future update.
- Added industrial tech level to minified and incomplete turrets.
- Consistency pass of core ammo types to bring everything in line with the spreadsheet.
- Adjusted mini cannon ball drawsize from 1.0 to 0.6.
- Added some additional mechanoid charged ammo types to the recycling and reclaiming recipes.
- Revised statDef labels for night vision stats.
- Update to the Simplified Chinese translation.
- New and updated ammo and projectile textures:
- Black powder cannon ammo
- Bioferrite and standard flares
- Iron arrows and crossbow bolts
- Arrows
- Updated texture for the binoculars.
- Biotech
- Added a bioferrite flare for the flare gun.
Notes:
- With the release of VFE – Medieval 2, removed patches for VFE – Medieval and VFE – Vikings.
- Integrated Moyo 2 patch has been removed at the author’s request; compatibility is now manged on their side.
v15.6.3.0-rc1
Release candidate including initial implementation of CIWS system (disabled in mod options by default), amongst numerous other changes.