// Combat · RimWorld Mod
Vanilla Parity for Combat Extended
Combat Extended breaks some of base Rimworld's difficulty settings.
Combat Extended breaks some of base Rimworld's difficulty settings. This mod restores their functionality!
An overview of the settings restored by this mod
Enemy death on downed
In base Rimworld, there's a chance - with the exchange chance depending on a lot of factors and being rather complex - for raiders to always die once they are downed. This setting is broken by Combat Extended, and this mod restores it.
Setting this setting to 0% in the storyteller settings disables enemy death on downed.
Friendly fire
In base Combat Extended, this setting is completely ignored. Projectiles will hit whoever they happened to make impact with.
This mod re-implements the functionality of this setting, with some logic. Shooter intent is taken into account, for example. If you manually order one colonist to shoot at another, the target will still get hit because you specifically ordered the friendly fire yourself. This, like how the setting works in the base game, only applies to 'unintended' friendly fire.
Setting this setting to 100% in the storyteller settings disables friendly fire protection, while setting it to 0% will prevent all friendly fire.
Q&A
But what about the 'Colonist instant kills' setting?
To my surprise, that setting actually works in Combat Extended. You can test this by setting 'Colonist instant kills' to 0% and then shooting a colonist with something like an anti-materiel rifle.
How's performance?
Zero impact during normal gameplay and only a tiny, effectively zero, impact during intense combat scenarios.
For the curious, this mod uses the projectile collision tracker system I also use in my Sneaky Bastard for Combat extended mod.
I found an issue, what should I do?
Report them in my Discord server.
Any reports in the comments, especially really vague ones, will be deleted with no response.