"Fix: Explosive projectiles disappear when impacting a shield."Fix: Stranger in black can have 0 shooting skill." Evaluate removing CE's skill patch on Stranger in Black."vanilla shield belts were changed from an Apparel subclass to a Comp". "Made Projectile.DamageAmount and Projectile.ArmorPenetration virtual for better modder support." Any likely use/impact for CE? Research them ASAP unless if you have more important stuff to do. "Merged LanguageWorker.PostProcesssedKeyedTranslation() and LanguageWorker.PostProcessed()." Ensure this doesn't cause issues with any CE translations. Researching guns and armor are pretty damn important in a mod called Combat Extended. "Allow open-ended ranges for IntRange in defs, eg: "~10" to represent values = 10." Requires a new save, and cannot be removed from existing saves. It adds completely new shooting and melee mechanics, an inventory system and rebalances the health system. discord.gg Combat Extended completely overhauls combat. This Steam version only supports the most recent version of Rimworld. It adds completely new shooting and melee mechanics, an inventory system and rebalances the health system. Combat Extended Subscribe Description This mod can also be found on GitHub, as can older releases. Combat Extended completely overhauls combat. "Allow defs to specify Action, Func, etc. This Steam version only supports the most recent version of Rimworld. "Moved ranged weapon, melee weapon, armor, clothing and art stock gen to a tagged based system and adjusted market value selection weight for all items." Ensure this doesn't interfere with pawnkind inventory generation for non-colony pawns."Colonists can be ordered to re-arm turrets while drafted." Ensure this doesn't interfere with any CE turret behavior.It might to be possible for possessions like weapons to appear randomly on backstories-this means it may not be possible to just xml patch the ammo in for all cases.These items are dropped on the ground as a starting item, so adding ammo to the colony pawnkind doesn't work.If they spawn with a ranged gun and a drug, ammo patched into their backgrounddef will not spawn. However, they are limited to a max of two possessions which includes any drugs they are addicted to. Gun The machine pistol is a slightly lighter, multi-shot firearm in RimWorld which fires 3-shot bursts of rounds which deal a low amount of damage each a slightly shorter delay between each shot a very short time between bursts slightly shorter range and slightly higher overall accuracy. Colonists can spawn with ranged weapons."Starting colonists can begin with certain possessions.". Confirm CE mod options formatted and working as intended. Ensure this doesn't interfere with the stabilize option on the right-click menu. New “tend (without medicine)” option added to drafted pawns.Evaluate interactions with CE black smoke system.Rocket swarm - when triggered, blankets a wide area with missiles.Fire foam - sprays fires with firefoam once activated by a colonist.The public 1.4 changelog can be found here: Rimworld 1.4 Add anything else for the list in comments. A general tracking sheet for fixes, changes, new content, and other things to be worked on or looked into for the upcoming Rimworld content.
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