RimWorld
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Combat Extended
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Mod, 1.5
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43.466 MB
2022. nov. 19., 20:27
jún. 22., 22:01
19 változásjegyzék ( megnézés )

Feliratkozás a letöltéshez
Combat Extended

Leírás
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]
Népszerű témák Összes megnézése (193)
80
13
aug. 27., 11:26
WHEN 1.6??
МЕХОБВАЛ
150
aug. 5., 22:09
Mod Compatibility For Combat Extended 1.5
Gyuhnk
6
54 perce
Pawn can only melee attack and refuses to shoot.
suikerduiker
5 731 megjegyzés
Crimson Shadow 34 perce 
@one_eyed ammo system is good it prevents you from using all guns from raiders until you research gunsmithing but it lets you customise gun from AP shots or HP shots for a scale of damage to armour piercing and while it can be a bit annoying earlygame it means you can specilise to what your trying to kill
Slime Koi 1 órája 
2 WEEKS!!!!!????
JustSomeGoblin 1 órája 
just 2 more weeks gents
AJABOOBOO 3 órája 
@one-eyed i see guns were covered and yes, they are accurate and deadly and quick to kill for both your pawns and enemies using them.
a full auto blast from a pulse rifle will be extremely dangerous even to the most heavily armored and shielded foe.

all guns have Much higher ranges

Mortars: they are accurate and based on a pawns skill in shooting skill but also can be pin point accurate with a spotter using binoculars.


on the other hand, melee combat is also significantly altered. melee skill controls both attack potential and defense.
parry, block, dodge are all effected by this and you can now have a master melee combatant defend themselves and hold the line much more effectively

there are hand held shields which also include a bullet proof police style shield which works really good against basic small arms fire.
melee is deadly and quick but also very risky as mentioned above. full auto high powered weapons are extremely dangerous.
Laurie 5 órája 
@One-Eyed it also makes guns more powerful since CE adds realism. As a result, the small arms that your colonists carry are mostly for self defence and other things do most of the killing, just like in wars nowadays.

When the mechanoids have centipedes, you'll be keeping all your colonists indoors. Small arms just scratch their paintwork. In vanilla, somehow a longbow arrow can penetrate an inch of plasteel. And plasteel is so strong that it kept them still operational after thousands of years lying at the bottom of the ocean or buried in the desert
p0lytrauma 6 órája 
@One-Eyed. I love the ammo system. It is well integrated and producing ammo needs like nothing special mostly.Of course if you want to produce exploding ammo or something special you may need a bit more stuff, but its always there and easy doable.I wouldnt want to play without that.The damage is pretty balanced i think.Remember,that also your enemies will have the firearms from the mod :)
All in all its still the best weaponmod out there.And also the other matching mods are such great and fun.
One-Eyed 6 órája 
Yo amazing community! I have a few questions. First off, how good is the ammo system? Like.. Do y'all really recommend it or is it okay to turn off? Will this have big influence on this mod's content?

How well is the damage overhauled, is it realistic?
red 17 órája 
tuah mora deez nuts
ArticBlazer 17 órája 
2 more weeks..
King DaMuncha 19 órája 
One eternity later...