RimWorld

RimWorld

727 ratings
Combat Extended
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File Size
Posted
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9.526 MB
Jun 30, 2017 @ 9:35am
Feb 22, 2018 @ 11:00am
7 Change Notes ( view )

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Combat Extended

Description
Version: 0.18.1.1

This mod completely overhauls combat from the ground up. It brings completely new shooting, melee and medical mechanics and drastically changes the way combat plays out. Unarmored combat is much more lethal and realistic, bullets are highly lethal. Melee fighters can use ballistic shields and score parries and critical hits against opponents. Bloodloss on the battlefield is a major threat and requires medics to immediately stabilize patients. Almost every aspect of combat has been redone.

Important: First time players should enable the ingame tutor. CE changes a lot about how combat works and the new learning concepts will explain the differences as they come up.

Requires a new save.

Features
For a list of features, see here[github.com]

CE Guns
CE Guns is an addon to CE which adds a selection of guns specifically designed to interact with new CE mechanics. These include weapon types that are missing from vanilla, e.g. belt-fed machine guns, anti-tank rocket launchers, etc. It is highly recommended that you install this if you're not using another gun mod that adds these things, as they fill niches in gameplay that are missing from vanilla's weapon lineup.

Load below CE main mod in your load order.

Download
GitHub: Main Mod[github.com] - CE Guns[github.com]
Steam: Main Mod - CE Guns

Compatibility
Since CE makes sweeping changes to the combat system it is unfortunately incompatible with any mod adding new weapons and requires a compatibility patch. Mods adding new animals also require a patch to add new CE melee verbs and body shapes to animals. Trying to shoot at an unpatched animal will produce a log error to warn you about it using the default body shape.

For instructions on how to make a mod compatible with CE, see the CE Wiki[github.com] on GitHub.

These mods have been made compatible with CE:
EPOE[ludeon.com]
Apparello[ludeon.com]
Vanilla-Friendly Weapon Expansion[ludeon.com]
Hand 'n' Footwear[ludeon.com]
Clutter Weapon Hands (part of Clutter Misc)[ludeon.com]
Achtung![ludeon.com]
Zombieland[ludeon.com]

These mods have known conflicts with CE:
SimpleSidearms
MedievalTimes

Bug reports
If you found a bug, please report it using the GitHub issue tracker [github.com]

Discord
We have our own Discord here[discordapp.com]

Contributors
Coding NoImageAvailable, ProfoundDarkness, Alistaire, Skullywag, Killface, Skyarkhangel, Latta, Fluffy, NotFood
XML BobDoleV, SeanAndJay, Papa_Borov
Art A friend, Shinzy, Alistaire, stinkycat752, BobDoleV, 3DGrunge
Translations Latta, spoonshortage, AwesomeDOWD, Boundir
Special advisors Skullywag, DaemonDeathAngel
Steam release Profugo Barbatus, Skullywag
Compatibility patches XeoNovaDan, Pardeike

A special thanks to all the people who helped with testing this mod.

Credits
Realistic Weapons[ludeon.com] by AY - The original inspiration for this mod.
Defend That Colony![ludeon.com] by elStrages - Adopted the barbed wire.
Turret Collection[ludeon.com] by eatKenny - Adopted cannon turret sound effects.
cuproPanda - Adopted the code for PatchOperationFindMod

License


Future plans
Overhaul AI
Extend combat some more
Make a sandwich
World domination?

---------------------------------------------------------------------------------------------------------------------

Uploading on behalf of NoImageAvailable and will do so for the forseeable future. Please note no support will be handled here, if you have issues or feedback please use the resources listed above. The forum thread is located here[ludeon.com].

Thanks.
Popular Discussions View All (52)
23
Mar 8 @ 12:04pm
1.0 ?
MaxAliga
1
Apr 26 @ 9:41am
Mortars refuse to fire.
sp5it
1
Apr 2 @ 9:53am
Please add an SM7 Overhaul compatibility patch
Joe the Tech
< >
1,098 Comments
The_Anonymous_Lemon Aug 11 @ 4:24am 
ill see you guys in 7 months when a compatbility patch comes out for 1.2
Burning Pyromaniac Aug 10 @ 7:51pm 
Have you made a sandwich yet?
Adori Jul 28 @ 7:24pm 
Also it'd be cool to be able to aim for the arms to disarm an enemy, to get rid of their weapon and or so they have less arms lmao
Adori Jul 28 @ 7:22pm 
Just couldn't find any mods that were anything close to what I was suggesting
Adori Jul 28 @ 7:22pm 
[Suggestion] When attacking you can select which general area you wish to aim for, i.e. set a colonist to aim for the legs to cripple an enemy for easier capture or for when one of your colonists is being bad ;)
Buggy Prophet Jul 22 @ 11:52pm 
Hi, is CE compatible with Multiplayer?
AUZAZURZ Jul 19 @ 7:47am 
Usually good mod which turns the game into a clownery when appears at least one pawn in any armor. 5,56mm FMJ cannot pierce a plate armor? I always knew that knights would defeat riflemen! A human wearing helmet is immune to headshots? Well, he must have really strong bones if bullet's kinetic energy doesn't break his neck hitting the helmet. A pawn wearing a power armor is a walking tank - well okay, that's not a complete nonsense, but where is my nuclear bomb then?
Pathetic.
TwoShades Jul 9 @ 1:21am 
NOT UPDATED AGAINNN GAHHHHHH
marzipan Jul 7 @ 12:25am 
I have and issues with this mod.
Suppression, while an interesting feature, makes AI go fucking bonkers. Typically, when you're being shot at (especially if we're roleplaying with high shooter skill implying high tactical awareness), you would crouch down and retreat. Instead, in this mod, colonists will walk somberly toward the enemy, and then "hunker down," no matter how often i tell them to retreat.