github CombatExtended-Continued/CombatExtended v1.6.7.1.0

8 hours ago

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.

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