github CombatExtended-Continued/CombatExtended v1.6.7.2.0

12 hours ago

Combat Extended 7.2 “Better Than the Leading Brand!”

Features

  • Overhauled how area shields and shield belts interact with EMP damage.
    • For shields without hitpoints (like the low-shield pack), EMP mechanics remain relatively unchanged and are still based upon a random chance to disable the shield. This is still dictated by empShieldBreakChance.
    • For shields that use hitpoints, projectiles now deal more or less damage according to the shieldDamageMultiplier assigned to the damageDef or projectile (projectile takes priority for primary damage). This multiplier can be set separately for both primary and secondary damage.
      • By default, EMP does 2.5x, buckshot and small fragment projectiles does 0.25x, and beanbag rounds do 0.1x damage.
    • Shields are now damaged by secondary damage.
  • Added addition properties that can be assigned to projectiles.
    • Projectiles can now be assigned a reload time multiplier.
    • Projectiles can now be set to target terrain, even on weapons that otherwise can’t. This includes Flame arrows/crossbow bolts.
  • Added AmmoInjectorOptions xml to handle duplicating ammo recipes across modded benches without needing c# work.
  • Completed the implementation of autoloaders.
    • Autoloaders can now accept ammo from xml lists or from shared generic ammosets.
    • See the example def file for a detailed summary.
  • Fixed and reworked webbing/backpack visibility toggling to use bools set in the CombatExtended.ApparelDefExtension xml.
  • Added opportunistic reloading for colony pawns, toggleable in mod options.
    • Each pawn can have a reload threshold set in their ammo gizmo.
    • When at or below this threshold, the pawn will take the opportunity to reload partial magazines during pauses in engagements. The exact time delay after fighting and distance to the nearest hostile can be set in the mod options.
  • Improved CIWS interception calculations and fixed a unit conversion error. Should now see dramatically improved interception rates.
  • Added a requiresReload field to underbarrel weapons, forcing the weapon to reload when switching between primary and underbarrel weapons. This is useful for certain kinds of secondary weapons, like rifle-grenades.

Fixes

  • 40k Plasma rounds now use secondaryDamage instead of extraDamages
  • Fixed a bug with natural armor that could cause it to regenerate too quickly with certain performance mods.
  • Fixed edge case for no armor pen values. Will now check for danageDef default AP before using fallback value of 50.
  • Fixed some edge cases that could lead to explosion effects originating from a different tile than a fast projectile impacted on.
  • Released prisoners should now no longer try to pick up weapons.
  • Stuck arrow flecks will no longer spawn when the projectile hit a pawn.
  • Added additional null checks to binoculars and casing spawning.
  • Fixed an error caused by a shield belt on the ground being hit by an EMP.

Anomaly

  • Bioferrite-infused chemfuel now requires the Bioferrite Ignition research to craft.
  • Bioferrite flares now require the Disruptor Flares research to craft.

Ideology

  • Added a patch to cleanup lingering references to StyleCategoryDefs for base game weapons that no longer exist.

Odyssey

  • Added aiming charge mote to Beam Repeater, matching vanilla.

Compatibility

Add integrated patches for the following mods:

  • [AV] Mechtech
  • [FSF] Advanced Bionics Expansion
  • [GOV] Nikke the Pilgrim
  • Advanced Mechanoids
  • Ancient Armory
  • Bean’s Turret Pack
  • Beta Anime Hair Pack
  • Beta Girls und Panzer Hair and Apparel
  • Biological Warfare
  • Erin’s Auraeyl
  • Glitter Tech Xavior
  • Grimworld 40k – Regiments of Renown
  • Mechinator Balance Tweaks
  • Medieval Overhaul – Hornetkeeping
  • Tiered Mechs
  • Touhou Style youmu Character Pack
  • UNAGI Another Duster Coat
  • Vanilla Events Expanded
  • Vanilla Quests Expanded - Deadlife

Updated integrated patches for the following mods:

  • Alpha Animals
  • Alpha Genes
  • Dragon’s Descent
  • Girl’s Frontline Project Neural Cloud
  • Grimworld Collection
    • Angels of Death
    • Core Imperialis
  • Gulden Biome
  • Kit’s VFE Weapons
  • Mechanoid Bench 2
  • Mechanoid Bench 3
  • Miho Race
  • RH2 Faction – Gruppa Krovi
  • RH2 Helldivers Super Firearms
  • RH2 Rimmu-Nation 2 – Security
  • Spacer Arsenal
  • Vanilla Animals Expanded
  • Vanilla Arsenal
  • Vanilla Furniture Expanded – Security
  • Vanilla Ideology Expanded – Memes and Structures
  • Vanilla Quests Expanded – Ancients
  • Vanilla Races Expanded – Android
  • Vanilla Weapons Expanded
  • Vanilla Weapons Expanded – Heavy Weapons
  • Vanilla Weapons Expanded - Quickdraw

Misc.

  • Assorted whitespace and file formatting cleanup.
  • Added BGM 71 TOW ammo.
  • Added a warmup sound and mote to flamethrowers of a pilot light igniting.
  • Overhaul of the Polish translation—the combat callouts are still a work in progress.
  • Added opt-in verb flags to WeaponPlatform code, making it more accessible by outside mods.
  • Guided projectiles now use calculated target height instead of draw height.
  • Added a logger for unpatched melee tools in the Misc mod options. Very useful when making patches!
  • Made additional classes public.

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