RimWorld

RimWorld

5,137 ratings
Combat Extended
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Mod, 1.6
File Size
Posted
Updated
44.493 MB
Nov 19, 2022 @ 8:27pm
Sep 21 @ 12:05am
20 Change Notes ( view )

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Combat Extended

Description
This mod can also be found on GitHub[github.com], as can older releases. This Steam version only supports the most recent version of Rimworld.

[discord.gg]

Combat Extended completely overhauls combat. It adds completely new shooting and melee mechanics, an inventory system and rebalances the health system. Requires a new save, and cannot be removed from existing saves.



Shooting
Projectile rebalance:
  • Vanilla percentage based shooting system is completely gone. Instead, CE uses a ballistic model where bullets fly along a trajectory and intersect hitboxes.
  • Range and damage has been completely rebalanced. No more raiders shrugging off dozens of bullets or sniping with pistols.
  • Guns will dominate in their assigned role and range bracket. Rifles excel at medium-long range engagements, MG's are good at area suppression and shotguns and SMG's are lethal in close quarters.
  • Bullets track their height as part of their trajectory. When hitting a pawn this will affect where the bullet hits, i.e. someone crouching behind sandbags can only be shot in the head, so make sure you wear your protective helmet.
New mechanics:
  • Weapons can switch between different aim and fire modes.
  • Pawns will crouch in combat when not moving, making them harder to hit.
  • Projectiles create suppression on near misses. As suppression builds up, pawns will run for cover (even against orders) and have significantly decreased accuracy. If suppression reaches a critical threshold pawns will hunker down in panic and become completely unresponsive.
  • Ranged weapons require ammo* and can switch between different ammo types such as armor-piercing and high-explosive rounds.
*Toggleable in options menu

Melee
New melee system:
  • New melee stats: critical hit and parry chance.
  • Critical hits produce different effects depending on the source of the attack: blunt weapons will stun the opponent, sharp weapons bypass enemy armor and animals cause knockdown.
  • On a successful parry, the defender's weapon/shield will absorb the attack. Unarmed parries do half damage. A pawn can only parry a limited amount of times, depending on his melee skill and attack speed.
  • Parries can roll for a critical hit to turn into a riposte. If successful the defender gets a free non-critical hit against the attacker.
  • In combat, critical hit and parry chance are compared against the opponent's to determine final hit chances. Don't expect your level 1 fighter to parry a level 20.
  • Different melee weapons provide bonuses to crit/parry/dodge.
  • Dodge has been rebalanced.
Armor
Armor rebalance:
  • Vanilla percentage based armor system is gone. CE replaces it with a deflection-based model where projectiles have armor penetration which determines whether a bullet penetrates and how much it's damage is reduced. A rifle bullet will go straight through a synthread parka but will completely bounce of a legendary power armor.
Shields:
  • New shields provide additional protection against ranged fire. Basic melee shields can be made at the smithy and will block arrows, researching machining gives access to modern ballistic shields with improved coverage and protection against gunfire.
  • In melee, shields increase parry chances.
  • Equipping a shield confers penalties to melee hit chance and shooting accuracy. It also prevents using two-handed weapons such as rifles, longswords and spears.
Inventory
Inventory system:
  • Pawns can pick up various items and carry them in their inventory for easy access.
  • Carrying capacity is limited by weight and bulk. High weight negatively affects movement speed. Bulk can be increased by equipping various apparel but will negatively affect workspeed.
  • Most apparel won't add to bulk when worn but some are very heavy and/or bulky, such as armor vests. If an apparel has a "Worn bulk" stat, it will increase bulk by that much when worn.
Loadouts:
  • By default, colonists will only pick up ammo for their equipped weapon.
  • Colonists can be assigned a loadout. Loadouts contain a list of things a colonist should automatically keep in his inventory, such as meals, ammo and sidearms.
  • Colonists with a loadout will automatically clear their inventory of surplus items and pick up anything they're missing.
  • Use them to automate picking up ammo, grenades and other consumables.
Medical
Body part rebalance:
  • RNG death on downed has been disabled. No more wimp visitors dying from one squirrel bite.
  • Body part coverage has been overhauled. Torso shots are significantly more likely to hit a vital organ.
  • Limbs are overall tougher.
  • Bleed rates of internal organs are significantly higher. Someone shot in the heart or lung will only have a few hours before bleedout and requires immediate medical attention.
  • Internal organs continue bleeding when destroyed.
Stabilizing:
  • Pawns can use medicine to stabilize bleeding. Requires one medicine per stabilized pawn.
  • Stabilize will temporarily reduce bleed rate of all wounds on a pawn and wears off over time. Stabilizing a heavily wounded colonist can buy you time, but it won't save him unless he gets proper treatment.
  • Missing parts and internal injuries are harder to stabilize than external bleedings.
  • Amount of reduction depends on medicine used and doctor skill. Don't expect the guy with 2 doctoring skill and herbal medicine to stop a destroyed lung from bleeding.


Due to the extensive changes to the combat and inventory system introduced by Combat Extended, mods that add weapons, animals, turrets, new pawn types (such as aliens, robots, or new factions), and similar content require a patch to allow them to function alongside Combat Extended. Mods that do not fall within this category usually work just fine without any additional steps.

A full list of mods with integrated compatibility patches can be found here[github.com].

Other mods may have separate compatibility patches that can be found elsewhere on the Steam Workshop; these will often be marked with the following badge:



Looking for more Combat Extended content? Check out:
Combat Extended Armors.
Combat Extended Armory.
Combat Extended Attachments.
Combat Extended Guns.
Combat Extended Melee.


This mod is a continuation and expansion of the original Combat Extended for Rimworld 1.0[ludeon.com] and is used under license.[creativecommons.org]
Popular Discussions View All (213)
37
8
Oct 25 @ 4:25pm
Make V1.5 copy available back
ExCommissar(UA)
18
Oct 7 @ 8:53am
Can't get past the Scenarios screen with 1.6. SOLVED: It was Weaponry.
Meakin
14
13 hours ago
Mod that are incompatible with CE 1.6
Scarlet Tsepeshi
6,386 Comments
Gou 6 hours ago 
@Laurie I don't have them set to full automatic and it doesn't matter if it isn't a big deal I don't wanna be wasting resources on ammo it's not something I find fun in a game like project zomboid I don't really mind it but in Rimworld it's something that I just really don't enjoy which is why I posted my comment
Laurie 15 hours ago 
@Gou crafting ammo isnt a big deal if you use the feature properly. You are firing fully automatic which means you constantly have to deal with replenishing ammo. Do not fire fully automatic; you are unlikely to hit anything. Tell your pawns to aim and do single shot or snapshot if its a machine gun at close distance.

Plus most of the time the small arms gun that your colonists carry is only for self defence. CE adds realism to the game. Think about it, only 1% of the people killed in wars today are done by the assault rifle you carry. Its mostly done by things like aircraft, mortars, and eventually, AI.
Gou 20 hours ago 
Yo I get this is a big ask and you guy's might not even see this but could you make it a setting or an option where if you have the ammo mode set off you can still craft other ammo type's? Because it's horrible to fight enemies like mech's or heavily armored raider's with just the basic ammo type and it's the only thing stopping me from using the mod more as I don't like having to craft ammo
Zirkonio Nov 9 @ 11:26am 
Loading my CE save with CE as the only enabled mod : Pawns can't shoot. || Loading my CE save with all of my mods enabled except CE : All of my pawns deleted || Not sure what to do
Is increasing inventory working for anyone?
Jamil_AAAAAAAAAAA Nov 6 @ 9:47am 
Is there going to be a fix for the VE artillery??
LZIM Nov 4 @ 7:22pm 
oh wait.. my lawyer says you may have to consider equipping the mod Simple Sidearms for that to work effectively
LZIM Nov 4 @ 7:21pm 
@LUMBAGO

yes that is the entire point. lead with your melee and use ranged when you have that option
LUMBAGO Nov 4 @ 6:09pm 
can we equip melee weapons as a sidearm
Mr. Plankton Nov 4 @ 4:40pm 
patch with sos2 pls