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v5.6

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@N7Huntsman N7Huntsman released this 30 Jan 05:58
· 2308 commits to Development since this release
d37647f

Combat Extended 5.6 “War Never Changes.”

Features

  • Overhaul of the system for projectiles producing motes, supporting rocket flame and smoke trails.
  • Overhauled the area shields systems, improving performance and interception. Pawns inside shields are no longer suppressed by projectiles outside the shield.
  • Improved AI behavior related to area shields. AI are less likely to enter hostile-occupied shields when seeking cover while suppressed.
  • Area-of-Effect weapons now display the explosion radius, as in vanilla.
  • New graphics for flamethrower projectiles.
  • Added air-bursting mortar and artillery shells, shredding scattered or entrenched enemies with shrapnel.
  • Added framework for a new discrete projectile system, allowing our code to support more dynamic projectiles.

Fixes

  • The debuffs from wearing a gas mask can no longer be “cured” by administering a mech healer serums.
  • The unfinished arrows item is no longer stuffed, preventing errors when crafting some specialized types of arrows.
  • Fixed an issue with beam projectiles and removed some obsolete xml that was causing errors.
  • Fixed a bug where hitting a piece of armor that had 0% flammability with a flame-type attack would instantly delete it.
  • Fixed an issue with vehicles where our ammo per shot override was causing issues in No Ammo Mode.
  • Pawns should no longer grab meals for their loadout that are forbidden by their meal restrictions.
  • EMPs no longer stun manned and non-powered turrets.
  • Fixed a Generic Ammo Mode bug with some mech charged ammo caused by their assigned similarTo ammoset not having the appropriate ammo type.
  • Pawns will no longer drop the downed pawn they’re carrying to set up the bipod on their weapon.
    Biotech:
  • Genes affecting flammability now include Flame_Secondary and PrometheumFlame damage types.

Compatibility

  • Add integrated patches for the following mods:
    o Dark Ages: Medieval Tools
    o Det's Energy Weapons
    o Medical Supplements
    o Pulse Weaponry
    o Rim-Elves
    o Rimsenal - Spacer Faction Pack
    o Royal Arsenal
    o Royal Arsenal - Specialty Weapons
    o Stoneborn – Delights
    o Thrumbo Plushie
    o Vanilla Factions Expanded – Tribals
    o Vanilla Races Expanded – Archon
    o Vanilla Races Expanded – Fungoid
    o Warhammer 40.000 - Imperium Materials
    o Warhammer 40,000 – Imperium Weaponry
  • Updated integrated patches for the following mods:
    o [FSF] Advanced Bionics Expansion
    o [K4G] RimWorld War 2
    o [RH2] Doom
    o [RH2] Faction: The Rangers
    o [RH2] Metal Gear Solid
    o Alpha Genes
    o Alpha Vehicles
    o Ancient Arsenal: Warcaskets
    o Ancient Eastern Armory
    o Animal Collab Project Vanilla-Style
    o Apex – Rimworld Legends
    o Archotech Weaponry
    o Astra Militarum Regimentum – Krieg
    o Big and Small Genes
    o Biomes! Caverns
    o Combat Enthusiast's Collection
    o Divine Order
    o Glitter Weaponry
    o Grimworld Autoguns
    o Grimworld Lasguns
    o HALO: UNSC Armoury
    o Jernfalk's Skeletal Legion
    o Miho Race
    o Orassans
    o Thog's Guns - More Brukka Pack
    o Vanilla Factions Expanded – Deserters
    o Vanilla Factions Expanded - Mechanoids
    o Vanilla Ideology Expanded - Hats and Rags
    o Vanilla Vehicles Expanded
    o Vanilla Vehicles Expanded - Tier 3
    o Vanilla Weapons Expanded – Coilguns
    o Vanilla Weapons Expanded – Frontier
    o Vanilla Weapons Expanded – Laser
    o Vanilla Weapons Expanded – Quickdraw
    o Vanilla Weapons Expanded – Tribal
    o Vehicles Framework Expanded – Classic Mechs
    o Warcaskets: Adeptus Astartes

Balance

  • Increased the chance of NPCs spawning with Ion charged ammo in Generic Ammo Mode.
  • Adjusted the balancing of the night vision quality stat, generally making all qualities slightly better.
  • Casing filth is slightly less ugly and dirty.
  • NPCs will now fire Heavy Charge Blaster and derivatives in Suppressing Fire mode instead of Snapshot.

Misc.:

  • New textures for the great and recurve bows.
  • Add textures for ammo and projectile of base bleed artillery shells.
  • Add textures for charge tox ammo of various sizes.
  • Improved the ammo pick up behavior for ranged weapons without a magazine (like bows).
  • Minor grammar fixes in some descriptions.
  • Add 5x100mm caseless low-velocity.
  • Added separate ammo category for lasers.
  • Updated the Brazilian Portuguese translation.
  • Vehicle Framework now generate casing motes and filth.
  • Added an ammo category for lasers.
  • Consolidated some common ammo categories used by mods into the core CE Defs.
  • Added a Def folder for common mod ammo types.
  • Some whitespace and formatting housekeeping.
  • Revised some grammar and spelling.
  • Took first step in migrating ammoConsumedPerShot from the weapon to the ammosetDef.
    Biotech:
  • Mechanoid weapons no longer user human-made generic chargedd ammo in Generic Ammo Mode.
  • Added crafting recipes for various mechanoid ammo types that previously didn’t have them.