RimWorld

RimWorld

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Combat Extended
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Mod, 1.6
File Size
Posted
Updated
46.968 MB
Nov 19, 2022 @ 8:27pm
Jun 27 @ 10:41pm
27 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 (236)
60
Aug 11 @ 1:18pm
Mod that are incompatible with CE 1.6
Scarlet
4
Aug 11 @ 8:01am
I get a weird "Injection point" error when using CE and Vanilla Events expended
老张
1
Jul 22 @ 11:36pm
Gauss Weapons arent working
Deviant
6,973 Comments
2 hours ago 
we do be using literally any caliber we can find to kill raiders
Aug 12 @ 10:07pm 
is this CE compatible?
Aug 11 @ 12:22pm 
I’ve got a question: is it possible to turn off the generation of ammunition? I enjoyed it for a while, but then it got really annoying… Otherwise, the mod is absolutely brilliant.
Aug 11 @ 12:22am 
is this CE compatible?
Aug 10 @ 12:08pm 
Combat Extended :: Failed to find injection point when applying Patch: Harmony_Compat_VanillaEventExpanded

Error with Vanilla Events Expanded. A patch is needed.
Aug 7 @ 6:05am 
I have a question about the additional CE content at the bottom of this page before discussion. Are these redundant to the current CE? Would running them duplicate items in game?
Aug 7 @ 6:01am 
Are you talking about the assign tab, where you assign policies for pawns? Does compositable loadouts simplify all of the individual pawn policies under a generic tag like you mentioned?
(tag name):
defines Apparel
defines Rules
defines Drug use
defines Reading material
defines Current Loadout
Aug 6 @ 6:37am 
Hey guys, I am a verry happy and long time CE-user but I have now stumbled upon the mod "compositable loadouts" that - while it sadly is incompatible with CE - doese a in my oppinion better spin on the loadout mechanic by changing it to be able to creat different loadout "tags" that can be assigned to pawns. By this gone are the days having to micromanage your pawn´s loadouts individually on whole based on their occupation and personal skills (pawns better at meele that get swords, pawns good at healing getting medical equipment, pawns good at cooking knifes, ...). With Compositable Loadouts you are able to creat a tag "meele", a tag "healer", a tag "cook", etc. and then apply all the relevant tags for a pawn and the resulting loadout will incorporate all relevant gerar. For me, this feels much more userfriendly than CEs current system.

Are there any plans to incorporate a similiar system for CE or enable compatibility with Compositable Loadouts from CE´s side?
Aug 5 @ 11:10pm 
is this CE compatible?
Aug 4 @ 2:04pm 
забалансили, ♥♥♥♥ называется