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This repository was archived by the owner on Apr 14, 2020. It is now read-only.

Releases: CombatExtendedRWMod/CombatExtended

v1.6 RC5

27 Oct 10:49

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v1.6 RC5 Pre-release
Pre-release
  • Fixed natural armor on non-Mechanoids not applying deflection properly
  • Increased Thrumbo natural armor to be equal to composite vest
  • Fixed quadruped bodies not having armor coverage on legs
  • Fixed secondary damage not applying after killing something
  • Secondary damage, electrical burns no longer merge into single hediffs
  • Fixed secondary damage hitting internals being affected by outer armor

v1.6 RC3

22 Oct 18:36

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v1.6 RC3 Pre-release
Pre-release
  • Fixed power claw AP
  • Fixed various stat nullrefs
  • Added bulk back to Devilstrand
  • Wind strength now integrated with vanilla wind turbines
  • Fixed HE ammo having incorrect secondary
  • Nerfed Scyther/Lancer armor
  • Fixed melee damage stat display not accounting for stuff and quality
  • Fixed Centipede armor
  • Fixed gas mask clipping
  • Added several apparel layers to head for use by apparel mods
  • Tuque now worn on middle layer
  • Gas masks apply hediff when worn
  • Refactored carrying gear rendering, now displays as normal apparel
  • Updated Apparello patch to utilize new layers
  • Rebalanced charge ammo AP values
  • Updated fragmentation effects to use spreadsheet values
  • Stuff offsets for armor display proper units
  • Fixed rare error involving incapable of violent pawns punching things
  • Beanbag effects scale with pawn health scale
  • Increased Thrumbo heat armor
  • Fixed bug causing parry chances on low-tier weapons to skyrocket
  • Adjusted stats for various melee weapons
  • Added improvised gas mask

v1.6 RC2

13 Oct 12:53

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v1.6 RC2 Pre-release
Pre-release
  • Rebalanced fire spread
  • Punching fire for more damage
  • Fixed bug causing fire to spread way too fast
  • Changed kPa -> MPa
  • Fixed missing megaspider stab
  • Fixed incorrect wildness on wolf/warg/bear
  • Fixed unarmed damage bonus being a multiplier instead of additive
  • Fixed rhino hide having too much sharp protection

1.6 Public Beta

10 Oct 20:50

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1.6 Public Beta Pre-release
Pre-release

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

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
  • 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 Kilopascal 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

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

v1.6 RC4

25 Oct 20:42
64ecfe7

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v1.6 RC4 Pre-release
Pre-release
  • Lowered commonality of gas masks on raiders
  • Fixed fabrics having excessive heat armor
  • Rebalanced Blazebulb:
    • Yield 5 => 3
    • Grow days 5 => 6
    • Minimum skill to plant => 6
    • Work to harvest => 800
  • Increased damage of EMP weapons
  • Centipedes now have aim delay equivalent to careful shooter trait
  • Grenades now target the ground underneath the target to fix accuracy issues
  • Fixed wander radius related issue
  • Increased health of Mechanoid corpses to stop them disappearing from explosions
  • Fixed smoke not dissipating properly
  • Increased visual size of smoke
  • Rebalanced smoke generation and dissipation

Weapons+ Fix

28 Jun 23:22
e801fc3

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Added missing tags to Weapons+ patch

Death and Decay

28 Jun 02:21
a9a6e61

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Balance

  • Internal wounds tended outside have same base infection chance as untreated
  • Infection chances increased
  • Tend quality effect on infection chances increased
  • Bleed rates increased by 50%
  • Raids above 300 points will never use direct attack, only sappers/drop-ins
  • Brought shooting XP gains in line with vanilla, especially hunting gives much higher rewards now

Fixes

  • Fixed beanbags affecting mechanoids
  • Fixed turrets not being able to fire when immediately adjacent to another turret
  • Fixed some occurrences where pawns would try to fire a weapon with no ammo
  • Fixed error when manned turret is destroyed mid-burst
  • Fixed charge shot bullets not having proper names
  • Fixed some ammo types having fragmenting secondary damage
  • Fixed manned turrets resetting forced targets on reload

Compatibility

  • Fixed More Mechanoids flamebot, Mammoth armor
  • Added Weapons+ patch by Zeni

Improvements

  • Autonomous equipment behavior improvements by HCSK team
  • Suppressed vanilla error spam by JonnyNova

QoL and Fixes

05 May 00:09
d5886cc

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Balance

  • Combat suppliers and war merchants stock boom animals
  • Explosive projectiles center explosion on impacted pawn instead of edge of hitbox

Improvements

  • New rocket projectile textures by sumghai
  • Removed unused vanilla stats from weapon descriptions
  • Ammo recipe step count decreased 500 -> 20
  • Aimed shot now default aim mode
  • Changed stat cover effectiveness -> cover collision height
  • Added display for body part density to pawn description
  • Added one-off popup on first launch, prompting users to enable learning helper

Fixes

  • Inferno cannon missing minimum range
  • Orbital targeters not working
  • Player-built walls not blocking line of sight properly
  • Incendiary weapons not recognized for pyromaniac thought
  • Disabled ammo appearing as quest rewards (for real this time)
  • Mechanoid armor not applying deflection properly, causing their armor to be weaker than it should be

Compatibility

  • Updated RBSE patch (credit to CombinedAutism)
  • Compatibility with mods that allow storing multiple weapons/apparel in one tile (credit to lilwhitemouse)

LoS overhaul

02 Mar 19:46
533ffbd

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  • Various fixes and improvements to line of sight system and leaning
  • Improvements to loadout UI
  • Tree collision chance now scales with overall accuracy
  • Flak gun rebalanced: sway factor reduced, sights efficiency increased, warmup and cooldown increased
  • Fixed issues with crouching and human collision sizes being affected by their body types
  • Flak jacket/pants now provide thermal insulation equal to regular jacket/pants
  • CE turrets now use TurretTopDrawSize variable from vanilla
  • Loadbearing gear now has quality to fix issue where it would fall through vanilla filters

Melee Hotfix

04 Feb 23:50
ed0d224

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Fixes broken melee armor penetration values