v5.3
N7Huntsman
released this
22 Jun 09:02
·
3830 commits
to Development
since this release
Combat Extended 5.3 “Part of a Balanced Breakfast!”
Fixes
- Corrected the steel cost for 20mm Hispano (AP) ammo.
- Assigned the correct projectile parent to the 90mm recoilless canister shell.
- Fixed a typo in the .410 shotgun ammo recipe label and description that showed the incorrect crafting amount.
- The loading bench now casts a shadow.
- Fixed a bug where, with the ammo system disabled, pawns would stow their weapon instead of reloading.
- Fixed a bug where berserk pawns would not reload their weapon properly and got stuck in a loop.
- Fixed a bug where telling a mech to reload would cause any ammo currently in the weapon to vanish.
- Fixed a typo in .22 short ammo, where the bulk and mass stats were reversed.
- Pawns will now prefer to switch to melee weapons or other weapons instead of grenades when running out of ammo for their equipped weapon.
- Cleaned up some save/load code that was sometimes creating errors when loading a save with airborne projectiles.
- Fixed an error that sometimes appeared when a burst is interrupted by the target going down.
- Fixed a visual bug where blindfolds and other ‘EyeCover’ layer apparel would also be rendered across the torso.
- Replaced an obsolete method for horizontal sliders on some GUI element.
- Biotech: Fixed a typo in the Paramedic operations that was preventing it from being assigned a bodyShape.
Compatibility
- Add integrated patches for the following mods:
o Alpha Mechs
o AOC The Cleanup Devil
o Archotech Weaponry
o Dusk Armory
o High Tech Laboratory Facilities
o Impact Weaponry
o Industrial Melee Weaponry
o Matter Manipulator
o MH: Android Tiers
o MH: Android Tiers Core
o MH: Mechanical Biomimetics
o MH: Military Tiers
o More Medieval Helms and Armor
o New Mech: Mini-Miner
o SRTS Expanded
o The Corporation - Mort's Factions
o Vanilla Animals Expanded - Waste Animals
o Vanilla Psycasts Expanded - Hemosage
o Vanilla Races Expanded – Android
o Vanilla Races Expanded – Sanguophage
o Warhammer 40k - Genes and Psycasts - Updated integrated patches for the following mods:
o [JDS] The Forge - NCR Armory
o [RH2] Rimmu-Nation 2 - Clothing
o Alpha Animals
o Alpha Genes
o Android Tiers Reforged
o AnimalCollabProj
o Arachne
o Bori Race
o Cybernetic Organism and Neural Network
o Darkest Rim Core
o Dragon’s Descent
o EPOE Forked Royalty DLC Expansion
o EPOE Forked
o Fallout New Vegas – Elite Riot Gear
o Forgelings Race
o Gas Traps and Shells
o Gimmicks
o Infinite Rim Ariadna
o Miho Race
o Morgante Mafia Weapons
o MorrowRim
o Moyo Cartel
o Moyo From the Depth
o Moyo Light in the Abyss
o Nukes
o Rim-Effect Collection
o Rimsenal Collection
o Star Crafter’s Armory
o The Joris Experience
o Thog’s Guns – More Brukka Pack
o Vanilla Factions Expanded – Empire
o Vanilla Factions Expanded – Insectoid
o Vanilla Factions Expanded – Mechanoid
o Vanilla Factions Expanded – Pirates
o Vanilla Psycasts Expanded
o Vanilla Races Expanded – Saurid
o Vanilla Weapons Expanded
o Xenohumans Expanded
o Zombieland
Balance
- Implemented a new, non-linear conversion for projectile velocity. Broadly, this change normalizes projectile velocity. While most projectiles see very little change, especially fast bullets (sabot, railgun, etc.) see a modest decrease, while slow projectiles (arrows, rifle grenades) see a modest increase.
- Hard armor (like flak vests) now only takes 50% damage from non-penetrating hits, making them more durable against non-penetrating fire.
- Apparel shields (like the ballistic shield) now take only 20% of blunt AP from non-penetrating gunshots, simulating the lesser impulse of bullet impacts vs melee strikes. This should reduce the frequency of shield-wielding pawns having body parts destroyed by blunt damage.
- Applied a 50% modifier to the Bullet damage from HEDP launcher grenades.
- Increased the mechinator command distance from 24.9 to 43.9.
- Reduced the thickness of the Parka and its variants from a base value of 10 to 4. Also removed the increased crafting cost in favor of vanilla cost.
- NPC pawns now have a small chance of spawning with poison arrows/bolts.
- Decreased the sharp AP of .25 ACP (HP) from 2 to 1.5.
- Increased the spread of cannon grapeshot.
- Various small adjustments to the mass, speed, and damage of assorted arrows and crossbow bolts.
- Adjusted various stats of the pila, including bulk, market value, and melee stats.
- Various small tweaks to the value and crafting costs of some launched grenades to bring them in-line with the spreadsheet.
- Increased the mass, damage, and pellet count of blunderbuss shot.
- Added a mechanoid variant of the minigun. While largely identical, the mechanoid variant has reduced sway and recoil.
- Beanbag ammo now does only 25% damage to buildings and plants.
- Restored the Pikeman mech’s leg melee attacks to give it somewhat better odds in close-quarters combat.
- Implement crafting skill requirements for various weapons and pieces of apparel in line with vanilla requirements.
- Biotech:
o Increased the shot spread of the mounted mech heavy charge blaster turret from 0.08 to 0.2. - Royalty:
o Reworked the Hand Talon melee tools, removing the stab and replacing the cut with a scratch, to match the base game configuration.
Misc.
- Removed the linger BaseBullet ThingDef overwrite, completing the transition to the new BaseBulletCE.
- Added a SuppressionMultiplier, to allow better fine-tuning of projectile suppression.
- Various structures and workbenches, like embrasures and barbed wire, are now paintable.
- Revised the descriptions of various power armor suits and helmets.
- Combined some partialArmor line items and other whitespace housekeeping.
- Updated the generic ShotgunRevolver ammo set with specialized ammo types.
- Adjusted category of advanced and explosive ammo for the 20x42mm. All ammo variants are crafted at the loading bench.
- 81mm mortar shells no longer have casing motes or drop casing filth.
- Added some additional keyed translation items for tooltips and patching related items.
- Removed the black powder ‘Trapdoor’ variant for 45-70 government ammo.
- Combined the ammosets of the SPG9 recoilless rifle and the 2A28 GROM to reduce redundancy.
- 30x64mm Fuel Cell ammo crafting is locked behind Advanced Launchers, and is now crafted at the machining bench.
- Adjusted the sprite positioning for the charge blaster turret.
- Added new art for archotech ammo.
- New art: loading bench, musket & blunderbuss ammo, and the human & mechanoid variants of the minigun.
- Removed ‘CombatExtended.AmmoThing’ from FSX and Prometheum, so they are no longer removed when playing in No Ammo mode.
- Removed the integrated patch for Fortifications – Industrial and Mechanite Plague. They are now patched on the mod’s side.
- Changed the unpatched weapon message from an error to a warning, improved handling of them, and attached a more useful translation key.
- Updated the mod target framework from net472 to net48.
- Improved the behavior of the danger tracker. This should allow pawns to make smarter decisions when running for cover.
- Restored various vanilla melee characters
- The density of black smoke is now taken in consideration by the danger tracker.
- Added various new ammo types.
- Updated reference package versions.
Notes:
- The Vanilla Expanded Onehandedness stat should no longer appear with Combat Extended active. This should help avoid confusion.
- Some major fixes were made to the patch for the Vanilla Expanded area shields. They should all work now—including those from Vanilla Psycasts Expanded.