Combat Extended 7.1 “A Christmas Miracle”
Features
- Added the ability to assign weapon range and recoil modifiers to projectiles.
- Shotgun slugs have +50% weapon range and +33% recoil.
- Reintroduced NPCs employing grenades, launchers, smoke, and other consumables in combat with simpler but more performance-friendly logic.
- Ammo can now be set up to damage (and eventually destroy) the weapon that fires it.
- Added mod option for variable human hitbox heights based upon their body size.
- Added mod option toggle for automatically forbidding neolithic projectiles on the ground.
- Can now set range offset for airburst rounds, allowing for fine tuning of detonations.
- Gave airburst grenades offset and adjusted angle for a more lethal frag pattern
- Added mod option to log all unpatched melee tools at startup.
- This has no gameplay effect, but can be useful when making patches.
Fixes
- Fixed generic autocannon HE shell is now labeled AP-HE to better clarify its nature.
- Increased laser blunt penetration from 0.001 to 0.01 to fix some issues caused by the added digit.
- Fixed a code typo that caused the promethuem-soaked hediff to multiply fire size and damage too aggressively.
- Prometheum-soaked hediff is now cap a 1.0 severity.
- Shields no longer render beneath burqas.
- Faction goodwill is no longer damaged if they are hit by colony gunfire but are not the intended target, matching vanilla behavior.
- Colony mechanoids can no longer be instructed to pick up things.
- Fix a rare null map error associated with bipods.
- Pawns must now be capable of manipulation to reload a turret.
- Manned turrets will now automatically acquire new targets through smoke.
- Manned turrets can now shoot over adjacent pawns like auto turrets can.
- Pawns now obey biocoding restrictions when trying to opportunistically equip a weapon from their inventory or the ground.
- Fixed an error associated with riposte attacks using terrain verbs like sand in eyes.
- CompTacticalManager cache no longer persists across loads.
- CIWS hold fire configuration now persists across loads.
- Fixed an NRE that occurred when running out of ammo with a weapon that doesn't have a magazine, such as bows.
- Anomaly
- Dread leather no longer has unusually high heat protection.
- Biotech
- Fix the Sanguophages piercing spine.
- Odyssey
- Autoloaders now keep their contents following a gravship launch.
Compatibility
- Add integrated patches for the following mods:
- Fate Grand Order Styles Pack
- Girl’s Frontline Series
- [ZZ] Pack
- DEFY Team
- [GF2] Pack
- [NL] Pack
- [PtW] Pack
- [YL] Pack
- Grimworld 40k – Dead Men
- Inspiration Tweaks
- Mingcao Styles – MC
- Pandora: Frontier Remake
- T’s Wild Child Rags
- The Sims Traits
- Vanilla Quests Expanded - Ancients
- Updated integrated patches for the following mods:
- Alpha Animals
- Alpha Genes
- AnimalCollabProject
- Big & Small – Genes
- Dark Ages – Beasts and Monsters
- EPOE Forked
- Edge of Descension – Monoblades
- Girl’s Frontline Series
- 404 Team Style Pack
- AR Team Style Pack
- Glitter Tech
- Grimworld 40k Series
- Angels of Death
- Core Imperalis
- Hammer of the Imperium
- Talon of the Emperor
- Mechanoids Extraordinaire
- Medieval Overhaul – Barbarians
- Misstall’s Armor and Uniforms
- Pulse Weaponry
- RH2 Faction – Gruppa Kovi
- RH2 Helldivers
- Super Apparel
- Super Firearms
- ReGrowth
- Reinforced Mechanoids 2
- Rimefeller
- Rimsenal Collection
- Core
- Enhanced Vanilla
- Security
- Roo Satyr
- RunAndGun
- Save Our Ship 2
- Vanilla Factions Expanded – Empire
- Vanilla Vehicles Expanded
- Vanilla Weapons Expanded – Grenades
- VacSlipsuit
- Volt Weaponry
Balance
- Added a minimum duration of 240 ticks to hunkering and a slight delay between changing postures to prevent pawns matrix-dodging when under fire.
- Reduced the cost, blast radius, and damage of the blackpowder bursting mortar shell, calculated according to new shell thickness.
- Adjusted S8 rocket bombardment damage.
- Default MeleeCounterparryBonus is now 0 instead of 1.
- Value no longer displayed in weapon stats if it is 0.
Misc.
- Reduce UI clutter by hiding weapon burst/aiming gizmos that only have one option.
- Improved melee targeting info display.
- DPS and melee armor penetration now display in the info panel for ranged weapons and implants.
- Nested DLC patch files similar to ModPatches to avoid duplicate pathes.
- Added more ammo types to the generic autocannon ammo set: HE, HE fuzed, HEDP, EMP, and Smoke.
- Added AP, Incendiary, and AP-HE to launcher grenade generic ammo set.
- Added a second 30x113mmB ammoset with advanced projectile types, including HE-DP and HE fuzed, among others.
- Named 120mm cannon shell to 120x570mmR for clarity.. Labels changed, but defNames preserved.
- New ammo textures for Warhamnmer 40k Krak Grenade and Melta Bomb.
- Adjusted some Core pawnkind patches to target the Name instead of the defName.
- Debug settings now save between restarts.
Notes:
- Vehicles Framework artillery/mortar/MLRS turrets should now work properly.