RimWorld
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Combat Extended
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Mod, 1.6
檔案大小
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更新時間
44.493 MB
2022 年 11 月 19 日 下午 8:27
9 月 21 日 上午 12:05
20 項更新註記 (檢視)

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Combat Extended

描述
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]
熱門討論 檢視全部(206)
35
6
10 月 5 日 下午 11:14
Make V1.5 copy available back
ExCommissar(UA)
124
17
9 月 22 日 下午 6:51
WHEN 1.6??
МЕХОБВАЛ
18
10 月 7 日 上午 8:53
Can't get past the Scenarios screen with 1.6. SOLVED: It was Weaponry.
Meakin
6,304 則留言
vega1131 1 小時以前 
SOS2 breaks everytime i try playing with CE on, idfk how to fix though
:steamthumbsup:
Knight 18 小時以前 
SOS 2 is broken in this build. There is a PR on the github that fixes it.
gheikom 10 月 8 日 下午 10:55 
Have anyone a Guess how to get Safe our Ship 2 and the CE 1.6 get to work =?
Laurie 10 月 8 日 下午 8:12 
@Easty I wouldnt be confident it would work.

Thankfully you have a save file so if it doesnt, you can revert back. Or since its a game, you can always start over unlike real life.

I once had a dream where I messed something up and wanted to reload my save to go back and try again, then realised you cant do that in real life
Easty 10 月 8 日 下午 7:44 
i want to do the archonexus ending. is it alright to implement CE after i give away my settlement?
Garanosay 10 月 7 日 下午 12:34 
after a while, the colonists stopped attacking enemies automatically. This is not a problem when there are few enemies, but towards the end of the game, it becomes very difficult and tiring to manually target 200 enemies.
Laurie 10 月 7 日 上午 10:58 
@Riki_I. what sort of playthough were you doing that you've been at it for 2 years?
Riki_I. 10 月 7 日 上午 7:37 
is there any way to get back 1.5 version, lack of CE for 1.5 broke my save of 2 years
Wavebuilder14 10 月 6 日 上午 11:56 
When this mod and SOS2 are enabled at the same time the game will not progress beyond the Scenario selection screen.
sharkcrisp049 10 月 6 日 上午 9:55 
https://gist.github.com/HugsLibRecordKeeper/04641b961a6d3ef03199a8473d39d248
does anyone got same problem with me when clicking research program? log mentions ce and VE pipe system