// Management · RimWorld Mod

Udjat/LCA Vanguard Equipment - CE Patch

Combat Extended Patch for Kilo's Udjat/LCA Vanguard Equipment 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.

Combat Extended Patch for Kilo's Udjat/LCA Vanguard Equipment

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 Weapon

Udjat Rifle - 16 round mag just like the Outis ID. 200RPM Semi-Automatic rifle (I watched the ID trailer and counted frames to get an idea for the RoF). Chambers .50 Beowulf rounds.

Melee Weapon

Udjat Khopesh - Industrial tier melee weapons don't exist in basegame so I had little to compare it to, I hope the balance isn't off. Should be better than medieval and much worse than archotech in terms of raw stats. Blue Sand works exactly as in the original mod.

Apparel

Udjat Mask - Helmet has slightly better buffs than recon armour (+0.7 -> +0.8 nightvision, +0.15 -> +0.175 aiming accuracy) but with no radio pack. Unlike the recon helmet, the udjat mask gives all head parts equal protection. Udjat Armour Robe - Has a radio pack. Offers some extra carry weight and bulk capacity. Both offer less overall protection compared to recon armour since they cost less (comparable tier) materials to make and requiring slightly less tech advancement.

NEW! Item

Ammo

.50 Beowulf (LCA Fracture) - 0.01mm RHA Penetration and super expensive due to costing plasteel to make, just as The Head intended. In exchange, raw damage and blunt penetration are very high, and there's a chance to apply the blue sand debuff on every shot. Usable by any weapon that can chamber .50 Beowulf rounds.

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 patch 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 like me who do standalone patches.