Combat Extended Patch for Kilo's R Corp Weapons
I'm relatively new to CE patching, so if you notice any bugs or massive balance issues, please let me know and I'll tweak/fix them as soon as I get free time to do so.
Patched Items
Ranged Weapons
Rabbit Rifle
Reindeer Staff
Rudolph's Staff
Melee Weapons
Rabbit Knife
Commander Sword
Rhino Wristblade
Rhino Hammer
Maxim's Hammer
Abilities
Ground Crash
Concentration
Mind Crush
New Items
Ammo
5.56x45mm NATO (Fracture)
The Rabbit Rifle is chambered in 5.56x45mm NATO rounds. It shoots faster (600RPM) than it does in lobcorp (273RPM) and limbus (VerySlowRPM) so it aligns with the balance of other CE rifles. I gave it a 21 round magazine, because the lobcorp rabbits have a 20 round magazine and R Corp heathcliff fires in 3 round bursts (and so does this gun with CE's burst fire mode). I wanted to create a custom ammo types in the style of lobcorp's 4 damage types but they don't translate well into CE's damage system, so instead I just added fracture rounds. It's similar to the ammo I made for the LCA Udjat Patch but without the blue sand hediff.
The melee weapons are all patched to a standard that should feel much better than medieval, but still worse than ultratech. Captain hammer was one-shotting empire troopers via headshots during my testing, but I feel like that's fair considering the one time a random empire pawn decapitated three of my mid-game pawns with a basic steel battleaxe. I'm not an empire fan.
The reindeer staff gave me lots of trouble in trying to patch it. It was working absolutely fine in the final version I tested, so I hope it stays that way. The """projectiles""" apply sinking just as in the original mod, but not when they fail to fully penetrate armour. (6mm RHA may seem low but you only gotta land one hit to get the full sinking effect.)
All abilities are patched to have a degree of armour penetration that felt right to me, everything else about them SHOULD be unchanged, damage values included. You will still want blunt protection with ground crash.
When to bug me for an update
For any CE Patch, if the original mod gets updated and adds new weapons, pawns (including animals and mechanoids etc.), pawnkinds, turrets, vehicles, artillery, apparel, implants/body parts, or stuffable materials; then this mod will also need an update.
If the original mod updates but only changes the attributes of existing items, or adds things not on the previous list, this patch will *probably* not need an update.
Don't ever ask the original mod authors for CE compatibility. Direct those requests to the CE Team or people who do standalone patches.