This repository was archived by the owner on Apr 14, 2020. It is now read-only.
Releases: CombatExtendedRWMod/CombatExtended
Releases · CombatExtendedRWMod/CombatExtended
v1.6 RC5
- 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
- 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
- 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
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- Elephant tusk and Thrumbo horn no longer valid melee weapons, as they would be too heavy to use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
- 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
Added missing tags to Weapons+ patch
Death and Decay
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
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
- 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
Fixes broken melee armor penetration values