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.