RimWorld

RimWorld

Combat Extended [1.3]
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Update: Aug 15, 2020 @ 1:54pm

[Auto-generated text]: Update on 8/15/2020 4:53:36 PM.

Update: Aug 15, 2020 @ 12:03pm

Update on 8/15/2020 3:02:39 PM.

# Combat Extended 3.0 “In Space, No One Can Hear You Warcrime.”
## Features
- Made compatible with Rimworld 1.2.
- Turrets can now be reloaded incrementally, allowing for larger magazine sizes.
## Fixes
- Fixed an issue where Empire cataphracts would sometimes spawn with a minigun.
## Compatibility
- Add integrated patches for the following mods:
o [JDS] The Forge – NCR Armory
o [SYR] Harpy
o [SYR] Naga
o Androids Expanded
o Moyo – From the Depth
o Rimworld – Altered Carbon
o Rimworld – The Dark Descent
o Vanilla Brewing Expanded
o Vanilla Weapons Expanded - Grenades
- Updated integrated patches for the following mods:
o [RH] War Mongrels
o Alpha Animals
o Auto-Mortars
o Defensive Machine Gun Turret Pack
o Forsaken Fauna
o Kaiser Armory
o More Vanilla Turrets
o Revia Race
o Turret Collection
o Vanilla Weapons Expanded
## Balance
- Slightly increased the warmup time on grenades.
- Advanced ammunition like AP-I, HE, and Sabot now must be unlocked via research.
- For vanilla RW 1.2 content:
o Increased the range of new combat psycasts by 15% over vanilla.
o Increased the range of jumppacks and locust armor from 24 to 30.
## Misc.
- Tweaked mini-turrets description to remove references to barrel changes.
- Updated in-game information on how the armor system works to improve clarity.

This update is not save-game compatible with old saves. Additionally, while the team has done its best during testing to find and fix compatibly patches that were broken in the 1.2 update, more issues will inevitably pop up as other authors update their mods. If you encounter such an issue, please report them to us on the Combat Extended Github or Discord!

Update: Jul 27, 2020 @ 7:50pm

Combat Extended 2.2.2 “Who put Randy in charge of 2020?”
## Fixes
- Resolved a duplication error when using Royalty and Glittertech.
- Fixed an issue caused by pawns trying to reload turret that don’t use ammo.
- Fixed error caused by colonists picking up something from the cell they’re standing in.
- Fixed an issue with some mercenary snipers not spawning with ammo.
## Compatibility
- Add integrated patches for the following mods:
o Auto-Mortars
o Combat Enthusiast’s Collection
o Genetic Rim
o Genetic Rim Alpha Animals Patch
o Halo: Rimworld Auxiliary Combat Armory
o Red Horse Factions: Allegiance
o Red Horse Factions: Coalition
o Red Horse Factions: UAC
o Red Horse Factions: UAC Kit
o Red Horse Factions: VOID
o Red Horse Factions: War Mongrels
o Reich Armory
o RimWorld - Witcher Monster Hunt
o Vanilla Expanded Animals (all)
o Vanilla Factions Expanded – Insectoids
o Vanilla Furniture Expanded – Security*
- Updated integrated patches for the following mods:
o [CP] Doom
o Alpha Animals
o Kaiser Armory
o Logann Race
o Tsar Armory
o Vanilla Faction Expanded – Medieval
o Vanilla Weapons Expanded**
## Balance
- Restored some vanilla raid strategies, including Immediate Attack and Stage Then Attack.
- Adjusted plasma ammo cook off damage.
- Reduce 12 gauge Charged Scatter Shot primary damage from 12 to 9.
- Increase 12 gauge Charged Slug primary damage from 15 to 17.
- Increase 12 gauge Charged Slug secondary damage from 5 to 10.
- Increase the Grenade Launcher reload time from 1.6 to 2.2.

## Misc.
- Add Core and Royalty as “Load After” modules, to help prevent incorrect load order.
*The Artillery’s long-range bombardment functionality requires an external patch that will be released at a later date.
**The Spacer LMG and Spacer Minigun now use different ammunition, which may cause issues for saves that have loaded instances of these weapons in them.

Update: Jun 16, 2020 @ 12:03pm

Update on 6/16/2020 3:02:47 PM.

- Fixed an issue with the mod version.

Update: Jun 15, 2020 @ 9:13pm

Update on 6/16/2020 12:13:40 AM.

Combat Extended 2.2.1
Fixes
Fixed sieges when using No Ammo mode
The player abandoning their last colony will no longer bug out the UI.
Minified manned machine guns no longer bug out traders.
Compatibility
Add integrated patches for the following mods:
o More Vanilla Turrets
o PsiTech
Updated integrated patches for the following mods:
o Alpha Animals
o Better Infestations
o Fallout Traits
o Medical System Expansion - Revived
o NewRatkinPlus
o Orassans
Balance
Reduced the Prometheum cost of smoke munitions and flashbangs by 50%.
Royalty:
o Added Stab attack to Monosword.
o Increase range of all Psycasts by 15%.
Misc.
Added mortar smoke shells.

Update: Jun 3, 2020 @ 1:56pm

[Auto-generated text]: Update on 6/3/2020 4:56:49 PM.

Update: Jun 3, 2020 @ 10:33am

Update on 6/3/2020 1:32:53 PM.

This update should be save game compatible. Please report any issues you encounter.

Combat Extended 2.2 – “Now with Vitamin R!”
Features
Add support for new Bullet Shield psycast.
Added Simplified Ammo Mode setting, reducing the number of ammo types to cut down on clutter (Requires a restart to toggle and is likely not save-friendly).
Fixes
Tribal heavy archers will spawn with javelins again.
EMP munitions now have a chance to stun mechanoid shields.
Colonists with a loadout will no longer pick up multiple weapons.
Fixed a failed patch following the most recent Rimworld update.
Compatibility
Add integrated patches for the following mods:
o Alpha Animals
o ED Shields
o Kaiser Armory
o NewRatkinPlus
o Tsar Armory
Updated integrated patches for the following mods:
o Advanced Bionics Expansion
o Dragonian Race
o Forsakens
o Girl’s Frontline Styles Pack
o More Mechanoids
o Ni’hal
o Vanilla Armor Expanded
o Vanilla Factions Expanded – Settlers
o Vanilla Weapons Expanded
Balance
Tweaked fire to spread less aggressively in the rain.
Misc.
Script added on the Github for compiling in Linux
Colonists wearing shield belts can now man turrets. Manning the turret will instantly break their shield, and it will recharge shortly after they get off the turret.
Switch to JobMaker to improve job performance.

Update: Apr 22, 2020 @ 6:25pm

Update on 4/22/2020 9:25:05 PM.

Combat Extended 2.1 – “Only Most Dead!”
Fixes
Fixed manned turret reloading behavior.
Fixed doubled melee damage.
Colonists can no longer equip weapons biocoded to others through loadouts.
Teetotalers can no longer be forced to use drugs through the inventory.
Fixed being unable to trade mechanoid ammo.
Removed mechanoid sapper raids for the time being, as it was causing mechs to wander aimlessly.
Compatibility
Add integrated patches for the following mods:
o [O21] Gith
o [O21] Half-Orcs
o [O21] Hobgoblins
o [O21] Illithids
o [O21] Orcs
o [O21] Orcs – Faction Addon
o [O21] Tieflings
o [O21] Tieflings – Faction Addon
o [O21] Warforged
o [O21] Warforged – Faction Addon
o AnimalCollabProject
o Forsakens
o Vanilla Animals Expanded - Vehicles
o Vanilla Factions Expanded – Settlers
Updated integrated patches for the following mods:
o Defensive Machine Gun Turret Pack
o Dragon’s Decent
o Dragonian Race
o Kijin 2.0
o More Practical Traits
o Rim Contractor’s Arsenal
o Vanilla Armor Expanded
o Vanilla Weapons Expanded
o More!
Balance
Significantly reduced the value of some mechanoid ammo.
Increased grenade launcher reload time.
Misc.
New preview art!
New media folder for Combat Extended artwork and badges for use by mod authors.
New Github repository.

Update: Apr 1, 2020 @ 1:08pm

Update on 4/1/2020 4:08:25 PM.
- A minor tweak to the About.xml

Update: Apr 1, 2020 @ 12:59pm

Update on 4/1/2020 3:59:21 PM.

1.1 Features
Supports new Rimworld 1.1 content.
Now requires Harmony.
New smoke rounds for grenade launchers
New 40mm Grenade Launcher
New Advanced Grenadier enemy.
New Explosive Bolt Projector for the Pikeman mechanoid.
More new weapon sprites by Luizi
Various new ammo calibers.
Add loading screen tips.

Royalty Features
Supports all Rimworld - Royalty content.
New mechanoid ammo beacon added to mech cluster. Destroy it to cut off supply for their defensive turrets.

Balance
Adjusted bulk of various drug items.

Misc
Additional Russian translations.
Additional Chinese translations.
Added warnings for some hard mod incompatibilities into About.xml.
Changes to CombatExtended.Comp_ExplosiveCE.
Vanilla Comp_Explosive now uses CE explosion AP calculations.

Compatibility
New integrated patches for:
o [CP] British Military Kit
o [CP] Doom
o [CP] Metal Gear Solid
o [CP] Military Furniture
o [CP] Rimmu-Nation – Clothing
o [CP] Rimmu-Nation – Weapons
o [CP] Spec Ops: The Line
o [CP] The Doom Kit – Classic
o [O21] Kobold Faction
o [Pratt] WWII Weapons Pack (Vanilla)
o [RH] Faction: Cordis Die
o [RH] Faction: Elite Crew
o [RH] Faction: Militaires Sans Frontieres
o [RH] Faction: Task Force 141
o [RH] Faction: The Ghosts
o [RH] Faction: The Last Man Contingent
o [RH] Faction: Umbra Company
o Dragon’s Descent
o Glitter Tech
o High Caliber
o Let’s Have a Cat!
o Soviet Armory
o T-45b Power Armor
o Turret Collection
o Vanilla Factions Expanded – Medieval
o Vanilla Weapons Expanded
o Vanilla Weapons Expanded – Quickdraw
o WW II Soviet Faction
o Xenn Race
Numerous integrated patches updated.

Fixes
Better UI support for changing ammo types across multiple pawns/turrets.

A very special thanks to the contributors, patch makers, graphic artists, and playtesters who gave their free time to help make this possible. Additionally, special recognition goes out to the Combat Extended: Fast Track team, for their tireless work towards mod compatibility!