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@N7Huntsman N7Huntsman released this 07 Dec 23:18
· 11 commits to Development since this release
c219c06

Combat Extended 6.2 “Randy-Claus is Coming to Town!” 

Features 

  • Significant performance improvements related to pawn rendering, repairing mechanoid armor, suppression, and line of sight calculations. Most noticeable when dealing with large raids or colonies. 
  • Sieges can now be supplied with any kind of shells, instead of being restricted to the vanilla shell types, providing support for a much wider variety of siege weapons. 
  • New conditional patch operations Generic Ammo mode only xpath patch operations. 
  • Faster Subsequent Shots in now enabled by default, significantly increasing the effectiveness of single-firing weapons in combat in the hands of a skilled shooter. 
    • This can be turned off in the mod options, if desired.

Fixes 

  • Fixed a bug where ammo would still be consumed despite the burst being interrupted by moving CompAmmoUser from Verb_LaunchProjectileCE to ShootCE
    • Mod authors with custom projectiles will need to recompile against the latest version of Combat Extended. 
    • A placeholder has been added to hopefully prevent issues on release, but this will be removed during the upcoming dev cycle. 
  • Fixed a JobGiver error caused when pawns tried to reload using a stack of burning ammo. 
  • Reverted a pawn rendering change causing weapons to “jitter” while firing. 
  • Puddles of prometheum will no longer endlessly burn on water. 
  • Addressed a vanilla bug that meant turrets in dropdown menus ignored research prerequisities. 
  • Fix armor values incorrectly appearing as zero on the equipment tab. 
  • Fix an inventory issue hiding cargo in a caravan animal’s inventory if they did not have an armor value. 
  • Fixed a bug that caused firing mode options to disappear on underbarrel weapons. 
  • Mech siege ammo beacons will now correctly drop ammo once the mech cluster is awake. 
  • Fixed odd visual behavior from overhead projectiles like mortar shells. 
  • Added additional null checks to loadout behavior to avoid colonists refusing to pick up any meal. 
  • Various fixes to artillery shelling retaliation behavior. 
    • Fixed errors associated with retaliatory bombardment trying to spawn on maps that no longer exist, like caravan ambush sites. 
    • NPC bases of different factions are now more likely to cease firing, instead of endlessly counter-shelling each other to oblivion if the player bombards them from their base site. 
    • NPC bases of the same faction will no longer counter-shell allied NPC bases, and will instead always send a raid. 
  • Heavy Auto Turrets research project no longer requires the Multi-analyzer. 
  • Fixed various mechs not having armor coverage on a few body parts such as the sight and hearing sensors. 
  • Removed an old harmony patch that caused an error when a pawn with an empty weapon tried to automatically attack a nearby hostile. 
  • Fixed some insects not having armor coverage applied to their legs. 
  • Fixed various typos. 
  • Non-cased artillery shells no longer spawn empty shell casings when firing. 
  • Melee attacks will no longer cause walls to spawn fragments. 
  • Fixed mech high shields not stopping incoming mortar shells. 
  • Slightly increased the tribal penitent’s weaponMoney to prevent them spawning weaponless. 
  • Anomaly 
    • Fixed a typo in the pain shock threshold of various entities and fleshbeasts which made it 10x higher than intended. 
  • Biotech 
    • The 164x284mm demo shell is now craftable at the fabrication bench with Biotech active.

Compatibility

  • Add integrated patches for the following mods:
    • [AV] Work Queen
    • ABF Civil Synstructs
    • ABF Martial Synstructs
    • ABF Synstruct Biomimetics
    • ABF Synstructs Core
    • ABF Utility Synstructs
    • Beliar Xenotype
    • Diverse Mechanoid War Procedure
    • Epoch - Pyrinth
    • GREG
    • Grimstone Beasts
    • Grimworld 40,000– Talons of the Emperor
    • Hyena (Continued)
    • Ion Weaponry
    • Mantis Race
    • Personal Warcasket Weapons
    • Rimrats
    • Robotic Servitude
    • Spacer Arsenal
    • Spacer Pack
    • Warhammer 40k Factions
    • Valorant Weapon Pack
    • Vanilla Psycasts Expanded – Runesmith
    • Xen’s Spirit Wolf
  • Updated integrated patches for the following mods:
    • [K4G] Empires of Old – Core
    • [K4G] Empires of Old - The Alekeepers
    • Alpha Animals
    • Alpha Genes
    • Alpha Mechs
    • Altered Carbon Ultratech Unleashed
    • Archotech PowerArmor
    • Big and Small Genes & More
    • Biomes Caverns
    • Dragon’s Descent
    • EPOE-Forked: Expanded Prosthetics and Organ Engineering – Forked
    • Expanded Prosthetics and Organ Engineering
    • Expanded Materials – Metals
    • Grimworld 40,000
      • Angels of Death
      • Core Imperialis
      • Hammer of the Imperium
      • Imperial Vehicles of Grimworld
    • Outer Rim
      • Droid Depot
      • Galactic Empire
      • Mandalore
      • Rebel Alliance
    • Profaned
    • Rimsenal Core
    • Rimsenal Federation
    • Rimsenal Feral
    • Vanilla Animals Expanded
    • Vanilla Arsenal
    • Vanilla Base Generation Expanded
    • Vanilla Factions Expanded
      • Ancients
      • Classical
      • Deserters
      • Insectoids 2
      • Mechanoids
      • Settlers
      • Tribals
    • Vanilla Furniture Expanded – Security
    • Vanilla Races Expanded - Lycanthrope
    • Vanilla Weapons Expanded – Frontier
    • Warcaskets – Adeptus Astartes
    • Warhammer 40k Genes

Balance

  • NPC bases are now less likely to counter-shell the more damaged they are.
  • Buffed the Flak Gun. It now provides full cover and takes reduced damage from explosions and bullets.
  • Removed wildness reductions made to various combat animals.
  • Replaced the power claw’s moving stat penalty with penalties to dodge and move speed.
  • New texture for the revolver, and adjusted stats to suit a model with a slightly longer barrel.
  • Gave the radio pack wornBulk of 2.5.
  • Anomaly
    • Inhumanization now reduces suppressibility by 50%.
  • Biotech
    • Increased the magazine size and rate of fire of the Toxic Needle Gun.
    • Removed adjustments to the pikeman mech’s combat power.
  • Royalty
    • Replaced moving stat penalty of the drill arm and field hand with penalties to dodge and move speed.

Misc.

  • Added generic ammo for various mortars and artillery shells.
  • Adjusted the textures and offsets for various weapons.
  • Removed uses of ‘CombatExtended.Graphic_StackCountRanged’ by generic ammo types.
  • Add tools to melee dinfo.
  • Various small changes to improve Multiplayer stability.
  • Tweaked some labels and descriptions for the NVG research projects.
  • Added and updated various new shared ammo types for use by 40k mods.
  • Added new ammo sprites for Soviet Battle Rifle calibers.
  • Reduced the volume range for the battle rifle and slow assault rifle firing sounds.
  • Removed unused Natural armor entry and display stat in the pawn info window.
  • The grenade launcher now only produces casings while reloading.
  • Updated the Simplified Chinese and Russian translations.
  • Miscellaneous housekeeping and whitespace clean up.
  • Moved the static method from launching CE projectiles out of the vehicle compat assembly into the core mod to make it more accessible.
  • Warning messages for retaliatory raids now state their target site, in case the shelling originated somewhere other than the player’s base.
  • Switched the weapon graphicData to use vanilla scaling.
  • Biotech
    • Removed the Armory Durability comp from the Legionary and Tesseron to avoid duplication, they now inherit it from their parent.

Notes:

  • Removed a few outdated patches for mods that aren’t available for 1.5: Android Tiers – TX Series, Android Tiers SM7 Overhaul.