Looking for more Combat Extended content? Check out: 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: Mods that do not fall within this category usually work just fine without any additional steps.Ī full list of mods with integrated compatibility patches can be found here. Don't expect the guy with 2 doctoring skill and herbal medicine to stop a destroyed lung from bleeding.ĭue 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. Amount of reduction depends on medicine used and doctor skill.Missing parts and internal injuries are harder to stabilize than external bleedings.Stabilizing a heavily wounded colonist can buy you time, but it won't save him unless he gets proper treatment. Stabilize will temporarily reduce bleed rate of all wounds on a pawn and wears off over time.Requires one medicine per stabilized pawn. Pawns can use medicine to stabilize bleeding.Internal organs continue bleeding when destroyed.Someone shot in the heart or lung will only have a few hours before bleedout and requires immediate medical attention. Bleed rates of internal organs are significantly higher.Torso shots are significantly more likely to hit a vital organ. Body part coverage has been overhauled.No more wimp visitors dying from one squirrel bite. RNG death on downed has been disabled.Ranged weapons require ammo* and can switch between different ammo types such as armor-piercing and high-explosive rounds.If suppression reaches a critical threshold pawns will hunker down in panic and become completely unresponsive. As suppression builds up, pawns will run for cover (even against orders) and have significantly decreased accuracy. Projectiles create suppression on near misses. ![]()
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