v5.6
N7Huntsman
released this
30 Jan 05:58
·
2308 commits
to Development
since this release
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
andPrometheumFlame
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.