v5.2
N7Huntsman
released this
16 Mar 07:43
·
4239 commits
to Development
since this release
Combat Extended 5.2 “Mech-anized Warfare”
Features
- Colony mechanoids can now be assigned loadouts and will automatically rearm. A tremendous thanks to Bill Doors and Isaac for this!
- The magazine size used by the ammo loadout generator can now be manually overridden by adding
AmmoGenPerMagOverride
to theAmmoUser
comp on weapons. This is useful for ensuring weapons with small magazine sizes spawn with enough ammo. - Added a ‘minAmmoCount’ for pawnkinds that can be used to set a minimum amount of ammo. This can be useful for resolving low ammo amounts for pawnkinds that spawn with a wide variety of weapons.
- Adjusted the tending priority of stabilized wounds. Doctors should now prioritize stabilized wounds that aren’t actively bleeding over non-bleeding blunt injuries like cracks and bruises.
- Reworked the logic for animal knockdowns (critical hits). It is no longer guaranteed on a crit, with a lower chance of a successful knockdown against targets with greater mass. If the attacker has less than 1/5th the mass of the target, it cannot knock the target down. On a hit to the head, the target’s effective weight is halved for the purpose of this limit.
Fixes
- Fixed a bug where turrets would fire wildly if their target was destroyed in the middle of a burst, which sometimes resulted in recoil turning the pointing of aim around and causing the turret to shoot itself. In suppressive fire mode, turrets will now aim for the target’s last known location if they lose visual.
- Fixed an issue caused by targeting objects with some Biotech abilities.
- Added some damage reductions to make it less likely that resources dropped by mech bosses will be destroyed by explosions.
- Removed the screenshake effect from the flamethrower.
- Fixed the 20x105mm Charge and 40x311mmR (Sabot) projectiles being slightly too slow.
- Corrected some stats on the 105mm and 155mm howitzer and various other artillery/mortar shells to match the projectile sheet.
- The underbarrel weapon gizmo is no longer visible on non-colony pawns, except with God Mode turned on.
- Manned turrets without an ammo comp no longer throw an error.
- Blackpowder cannon ammo no longer drops empty casings.
- Fixed incorrect defNames on 6.5 Creedmoor.
- Melee shields are now Medieval tech instead of Industrial.
- Fixed some ammo crafting recipe descriptions that showed the wrong quantity.
- Fixed a bug with the Flak Cannon when using the classic mortars difficulty setting.
- Audio for rocket projectiles in-flight now pause when the game is paused, and are generally less loud overall.
- Fixed some incorrectly formatted defNames and parent Names on the 60mm mortar ammo and projectiles.
- Weapons spawning as sidearms can now spawn as biocoded items.
- Assorted small fixes to grammar, spelling, etc.
Compatibility
- Add integrated patches for the following mods:
o [RH2] Faction – Utilitarian
o [RH2] Rimmu-Nation² - Weapons
o ↁ Elves
o ↁ House Sanguin
o Android Tiers Reforged
o Biotech Mech Stuff Elongated - Mechanoid Upgrades V2
o Call of Duty: Zombies Pack
o Call of Duty: Mystery Box
o Call of Duty: Pack A Punch
o Call of Duty: Wonder Weapons
o Giddy-Up 2
o Glitter Weaponry
o More Persona Traits
o Rimsenal Xenotype - Askbarn
o Rockmen Race
o Royal Warcaskets
o Thog's Armor
o Thrumkin
o Vanilla Factions Expanded – Empire
o Vanilla Races Expanded – Phytokin - Updated integrated patches for the following mods:
o [K4G] RimWorld War 2
o [O21] Dragons Not Included
o Alpha Animals
o Alpha Genes
o Alpha Mythology
o Altered Carbon: Ultratech Unleashed
o Anty the War Ant
o Bulgarian Imperial Uniforms
o Glitter Tech
o Heavy Melee Weapons
o Infinity Rim Ariadna
o Kenshi Armory
o Kit’s Gunpowder Weapons
o Kit’s VFE Weapons
o Miho Race
o Multiplayer
o Outer Rim Galaxies
o Paniel the Automata
o Polarisbloc - Security Force
o Rim Contractors Arsenal
o Rimsenal Collection
o Vanilla Animals Expanded
o Vanilla Factions Expanded – Mechanoids
o Vanilla Factions Expanded – Pirates
o Vanilla Factions Expanded – Settlers
o Vanilla Genetics Expanded
o Vanilla Weapons Expanded – Coilguns
o Vanilla Weapons Expanded – Frontier
o Vanilla Weapons Expanded – Heavy Weapons
o Vanilla Weapons Expanded – Makeshift
o Vanilla Weapons Expanded – Non-Lethal
o Vanilla Weapons Expanded – Quickdraw
o Vanilla Weapons Expanded
o Vanilla XCOM Weapons
o Warcasket Expanded
Balance
- Apparel WornBulk is now impacted by item quality, generally reflecting the quality of the craftsmanship and fit.
- Increased the warm-up time of the Heavy Charge Blaster from 2.0 to 2.3 seconds, and switched the AI aiming mode from AimedShot to Snapshot. Overall, this will make HCB centipedes faster to fire, but less accurate.
- 20x42mm grenades now have AP, Incendiary, and APHE rounds, but no longer has airburst ammo.
- Added airburst ammo to 25x59mm grenades and switched the HEAT grenade to HEDP.
- Numerous small adjustments to the base armor penetration of various ammo types.
- Adjusted the crafting costs of various shells to be accurate to the projectile spreadsheet.
- Increased the spread of cannon grapeshot.
- Added a Medium Fragment for use as shrapnel.
- Decreased the damage of small fragments from 9 to 7.
- Increased the 10 Gauge shotgun EMP shield break chance from 20% 25%.
- For melee weapons, the quality-based armor penetration factor was readjusted.
- For legendary ranged weapons, increased the quality-based damage bonus from 10% to 15%.
- For molotovs, slightly increased the base damage and decreased the chance of starting a fire.
- For various incendiary ammo types, added a small amount of base damage and reduced the overall radius.
- Biotech:
o The ‘Nearsighted’ gene now applies a 0.75 ShootingAccuracyPawn factor.
o Restored the melee stagger immunity to the ‘Unstoppable’ gene.
o The Militor mech now fires .410 shotgun shells instead of 20 gauge. Adjusted stat accordingly.
o Increased the Scorcher’s carryBulk to ensure it spawns with appropriate ammo and increased its ammo count.
o Increased the melee damage of the Tunneler’s power claw and switched it to Blunt damage. - Ideology:
- Royalty:
o Decreased the melee attack cooldown time of the Psyfocus Staff.
o Increased the blunt penetration of the zeushammer.
Misc.
- Removed patches on
BaseBullet
and instead added BaseBulletCE—this new ThingDef will be used for all CE projectiles going forward instead as a move for better compatibility. Both approaches still work but authors of patches/submods will need to switch over before next release. - Removed the Simplified Ammo system, to avoid confusion with the more capable and complete Generic Ammo system.
- Updated Chinese translation and fixed some file errors. A special thanks to the Lemon Tea Localization Team for this.
- Better God/Dev mode ‘set ammo to max’ gizmo. It can now switch to any viable ammo type and weapons no longer stow when out of ammo with God mode enabled.
- Weapon rendering will now use a weapon’s drawSize if it does not have a specified GunDrawExtension.
- Switched around some generic ammo item stats.
o Anti-Materiel now uses .50 BMG.
o Autocannon now uses 20x102mm NATO.
o LauncherGrenade now uses 40x46mm.
o Pistol now uses .45 ACP.
o PistolMagnum now uses .44 Magnum.
o Rifle now uses 7.62mm NATO.
o RifleIntermediate now uses 5.56mm NATO.
o RifleMagnum now uses .338 Lapua Magnum.
o Fixed mass for the ShotgunShell, now uses 12 Gauge. - Added new ammo types:
o Blunderbuss
o MiniCannonBall
o 5.45x39mm Soviet – Slow/Short Barrel
o 7.5 FK, 20x139mm
o 30x165mm ammo. - Slightly decreased market value of 5.56mm NATO ammo and increased the velocity of 5.56mm NATO (Short Barrel) projectiles.
- New art for the Charge Blaster Turret.
- New art of airburst grenade ammo.
- Added smoke, EMP, and incendiary ammo to the 50mm Type 89 mortar.
- Updated textures for HEDP and Smoke grenade ammo.
- Switched around some ammo category icons.
- Updated load order requirements for What’s That Mod and Anty the War Ant.
- Touched-up textures for various vanilla and CE weapons and equipment.
- Cleaned up various patch operations in small ways to improve performance and make them more robust.
- Biotech:
o Tweaked the ModExtension patch for the Gas Mask.
o Hardened some bodyDef patches for the Scorcher and Apocriton. - Royalty:
o Hardened the pawnKind patches for the Empire janissary.