github CombatExtended-Continued/CombatExtended v.1.2.3.6
v.3.6

latest releases: v1.6.7.0.0, v1.6.7.0.0-rc1, v1.5.6.3.2-hotfix.1...
4 years ago

Combat Extended 3.6 “Laser Pointers”

Features

  • Add extensive new framework for lasers and beam projectiles. (A special thanks to Ogliss, for this code contribution.)
  • New sprites for musket ammo (thank you, Harkon!)
  • Secondary damage types can now have a percentile change to occur, instead of always being guaranteed.
  • Vanilla Autocannon and Uranium Slug turrets have been restored.
  • Colonists will no longer automatically grab shields if assigned a two-handed weapon.
  • New framework for projectile impact FX.

Fixes

  • 155mm shells will no long disappear when playing with ammo turned off.
  • Small body parts--like eyes, ears, noses, etc.—can now be overpenetrated and will no longer stop projectiles when they’re destroyed.
  • Stick bombs now have Neolithic tech level.
  • Fixed outdated values that meant internal organs were very unlikely to scar.
  • Fixed an error caused by blazebulbs being destroyed.

Compatibility

  • Add integrated patches for the following mods:
    o [CP] Rimmu-nation – Security
    o [O21] Outer Rim
    o Alpha Biomes
    o Ancient Eastern Armory
    o Ancient Fallout Armory
    o Censored Armory
    o Epona Race
    o Erin’s Friendly Critters
    o Erin's Friendly Ferrets
    o Heavy Melee Weapons
    o Japanese Dogs
    o Kemomimihouse
    o Kenshi Armory
    o Kit’s Gunpowder Weapons
    o Kit’s VWE Weapons
    o Midworld Weaponry Expanded
    o Neclose Race
    o Not Only Just A Cannon
    o Outer Rim - Tatooine
    o Race to the Rim
    o Star Wars – Droids
    o Tactical Extremity Protection [BAL]
    o Tribal Warrior Set!
    o Vanilla Weapons Expanded – Coilguns*
    o Vanilla Weapons Expanded – Frontier**
    o Vanilla Weapons Expanded – Heavy Weapons
    o Vanilla Weapons Expanded – Lasers
    o Vanilla Weapons Expanded – Non-Lethal
    o Vanilla Weapons Expanded – Tribal
  • Updated integrated patches for the following mods:
    o [CP] Rimmu-Nation – Weapons
    o [CP] Spec Ops: The Line
    o [HLX] Ultratech: Altered Carbon – Armour
    o [JDS] Blastech Industries
    o [JDS] EFT Apparel
    o [JDS] Exiled Dawn
    o [JDS] The Forge - NCR Armory
    o [O21] Forgotten Realms
    o [RH] Faction: Last Man Contingent
    o [SYR] Naga
    o Alpha Animals
    o Androids Expanded
    o Anty the War Ant Race
    o Apparello
    o Cybernetic Organism and Neural Network
    o Dinosauria
    o Dragon’s Descent
    o ED-Shields
    o Expanded Prosthetics and Organ Engineering
    o Expanded Storage
    o Genetic Rim
    o Hands and Footwear
    o High Caliber
    o Mass Effect – Playable Geth
    o Mechanoids Extraordinaire
    o Moyo from the Depth
    o Pratt WWII Weapons Pack
    o Rah's Bionics and Surgery Expansion
    o Rimfire 2.5
    o Rimsenal Collection
    o RimWorld - Witcher Monster Hunt
    o Star Wars – Factions
    o Tsar Armory
    o Turk’s Guns
    o Vanilla Animals Expanded — Australia
    o Vanilla Animals Expanded — Ice Sheet
    o Vanilla Apparel Expanded
    o Vanilla Factions Expanded – Medieval
    o Vanilla Factions Expanded - Settlers
    o Vanilla Factions Expanded - Viking
    o Vanilla Furniture Expanded - Security
    o Vanilla Weapons Expanded
    o WWII Soviet Faction
    o Zombieland

Balance

  • CarryBulk and CarryWeight added by apparel are now impacted by quality.
  • Heavy Turret sway decreased from 1.69 to 0.98.
  • Increase duster wornBulk from 1 to 2.
  • Increase the reload time and cooldown for revolvers.

Misc.

  • Add Proper Shotguns to the About.xml incompatible file.
  • Add new ammo categories for rubber bullets, tasers, and tear gas. Also added categories for black powder weaponry like muskets and cannons.
  • Added new damagetype and hediff for tasers, which incorporates muscle spasms and small puncture injuries.
  • New and revised loading screen tips.
  • Embrasures now use the terrain requirements of their construction material.
  • Backpacks and tactical vests can now be burned.
  • The learning helper now has a better explanation for fire modes.
  • Removed some excess logs associated with loadouts.
  • Add new laser charge pack for laser weapons.

Notes:

Due to a mistake on my (N7) part last release, some of the fixes listed in the 3.5 release changelog didn’t make it into the actual release. Sorry for any confusion this caused.
*We have not included Coilgun’s penetration mechanics. It’s to be determined whether or not it will be added.
**Some of the addon weapons from coilguns and lasers have not yet been patched. Sorry for any inconvenience.

Don't miss a new CombatExtended release

NewReleases is sending notifications on new releases.