github CombatExtended-Continued/CombatExtended v1.5.6.3.0

latest releases: v1.5.6.3.2-hotfix.1, v1.5.6.3.2, v1.5.6.3.1...
3 months ago

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.

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