Releases: CombatExtendedRWMod/CombatExtended
v1.4
- Slightly increased weapon money of mercenary gunners, should now spawn with assault rifles more often.
- Fixed (harmless) error message that sometimes occured when tamers dropped raw food from their inventory.
- Re-enabled vanilla food pickup behavior for pawns with no or empty loadouts.
- Lowered priority of reload job, now performed after emergency work.
- Fixed issue where ammo recipe injection would not work properly for recipes on work tables other than loading bench. Modders can now specify in auto-enable tag what bench the recipe should be added to when making compatibility patches.
- Fixed issue where pawns would pick up missing meals from their loadout and nothing else. This was the reverse of the intended behavior, leading colonists to rush off to grab new meals just after eating them while not prioritizing picking up ammo/equipment when stock was below <50% of wanted value.
- Fixed issue where sometimes pawns would automatically switch weapons but not refresh their assigned job. Now automatic weapon switch always stops current pawn jobs.
- Fixed stick bomb texture missing 1% background layer.
v1.3
- Added minimum range to offensive grenades
- Rebalanced go-juice:
- Halved duration
- Suppressability reduction decreased from 75% -> 50%
- Addiction no longer possible on first use. Requires two doses within 3 days of each other.
- Fixed a bug with pawns trying to throw invalid taunts
- Pawns will now throw special taunts under suppression
- Added patch for Zombieland mod
- Added French translation
- Updated Korean translation
v1.2
Balance
- Refactored ranged accuracy formula. Guns now have significantly less range error at close range, which was making them miss downed animals from point blank a lot.
- Lead error and recoil increased across the board.
- Aiming accuracy and weapon handling stats now have post-process curves, so a level 20 shooter with bionics will no longer have literally perfect accuracy and nail you with a 10-round burst snapshot from across the map.
- Added new "Prometheum-soaked" hediff to Prometheum-based weapons. Upon hitting they apply the hediff, which increases flammability and automatically creates fire on pawn. Prometheum-soaked pawns cannot be extinguished fully until hediff is gone.
- EMP weapons no longer deal secondary electrical damage. Instead all EMP damage applies 25% of its value as electrical to organics, 100% to Mechanoids.
- Slightly nerfed charged ammo armor penetration.
- Increased scarring rates for internal organs.
- Rebalanced auto-turret accuracy. Regular auto-turrets now have significantly lower accuracy. Advanced turrets have better accuracy but still less than before.
- Reduced auto-turret magazine capacity 200->100
- Reduced the damage to weapon from parrying attacks.
- Reduced fragmentation range of explosives by ~50%
Armor
- Hard armor now always takes at least 1 point of damage from attacks, so high-quality power armor and plasteel shields are no longer literally invincible.
- Power armor HP increased by 50%.
- Advanced helmet reverted to pre-A17 recipe. Now stuffless, made from steel and Devilstrand.
- Renamed advanced helmet to composite helmet.
- Slightly decreased advanced helmet HP (in line with composite vest).
- Power armor now requires Devilstrand to craft.
Crafting
- Rebalanced weapon crafting costs and work to make. Increased component cost for more advanced firearms such as belt-fed MG's. Weapons with plastic parts now require chemfuel as ingredient.
- Post-WWII era firearms now require new advanced firearms research to craft. Ammo still unlocks at machining.
- Charge ammo requires charged shot research to craft.
Loadouts and inventory
- Reverted assign tab UI to old button graphics for more space efficiency.
- Refactored inventory generation. Most NPC's now have a chance to generate with faction-appropriate shields if they have a one-handed weapon, as well as sidearms and random ammo for all their ranged weapons.
- Rebalanced raider weapon money and tags. Should no longer see random pirates carrying Doomsday launchers and M60's all the time.
- Tribals can now spawn grenadiers which use stick bombs for sapping.
- Drugs can now be ordered ingested directly from inventory, same as meals.
Other improvements
- Hunters will now maintain optimal firing range if animal moves away and chase down fleeing animals.
- Hunters will cut throat of downed animals (boomrats/boomalopes are still executed from range).
- Using one-time use weapons like grenades or rocket launchers will now automatically equip another weapon, preferably of same type.
- Ammo is now displayed in categorized resource list.
- Weapon caliber and magazine stats are now listed under weapon stats, rather than item description. This should also fix a bug where weapons would not display those things in Prepare Carefully info-menu.
- Grenades and binoculars now ignore partial cover obstructions when determining line of sight.
Compatibility
- Added patch for Vanilla-Friendly Weapon Expansion.
- Added patch for Hand and Footwear mod.
- Added patch for Apparello
Bug fixes
- Fixed various XML errors with weapon stats.
- Fixed bows having wrong crafting materials.
- Fixed various bugs with auto-turret ammo selection.
- Fixed bullets hitting their shooter if target was in same tile as them.
- Fixed bullets sometimes phasing through walls.
- Fixed pawns with bionic arm being unable to equip shield.
- Fixed various bugs with loadout pickups not working properly.
- Misc other fixes.
Mod patches
- Removed manual targeting from auto-turrets.
- Disabled regular pirates from spawning with doomsday and triple rocket launchers. Only heavies should use those.
- Slightly buffed RPG-7 thermobaric rockets, 90mm HE shells.
- Fixed RPG-7 frag grenades having wrong bulk
Mod compatibility
- Added new patch operations FindMod and MakeGunCECompatible for mod makers
- Added EPOE patch
First release
Initial release of the mod
RC2
- Rebalanced animal melee stats. Smaller critters have significantly reduced dodge now, so no more level 20 fighters getting eaten by foxes with godlike dodge.
- Melee stats are multiplicative instead of additive now. E.g. where before 70% hit and 40% dodge meant a hit chance of 70-40=30%, now it is 70*0.6=42%. This way exceptionally high dodge pawns won't become unhittable by low-skill attackers.
- Dodge is no longer influenced by opponent's dodge skill.
- Various other tweaks and fixes.
CE Guns
- Added M72 LAW
RC1
- Added new smoke and firefoam grenades
- Melee armor penetration is now displayed in the stats tab next to melee DPS
- Reworked the assign tab to fit vanilla size limits
- Misc gun rebalance
CE Guns:
- Added PKM machine gun
- Added Tac-50 anti-materiel rifle
Suppression and melee rebalance
Gun Stat Rebalance
Completely reworked weapon stat formulas.
Note: when loading an older save-game for the first time you might encounter some log errors and lose any custom loadouts you had set up. After setting up new ones and saving again you should be fine though.
Also appending the first testing release of CE Guns: this is designed as a companion mod to CE, adding some additional guns to fill in niches created by CE mechanics but not filled by vanilla weapons yet. It is meant to be a light-weight alternative to people who don't want gun mods that add lots of clutter. Let me know how the balance works out vs vanilla guns.
The Pain
Reduced pain of penetrating injuries. Let me know how the new balance holds up.
Also a bunch of fixes and stuff.