Avorion

Avorion

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[2.5.2+] Xavorion: Class Upgrades
   
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3.085 MB
Feb 21, 2024 @ 11:41am
Sep 3, 2024 @ 6:11am
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[2.5.2+] Xavorion: Class Upgrades

In 2 collections by LM13
[2.5.2+] Avorion eXtended - Quick Install
28 items
[2.5.2+] Xavorion: eXtended Gameplay Preset
38 items
Description
Rework of Vanilla and eXtended upgrades. Extends class system, combat and progression with non-random upgrades that allow building role-based ships.

Warning: NEW SAVE is REQUIRED
  • DO NOT enable on existing Xavorion galaxies!
  • This mod will break your save file.

Non-random Upgrades
  • All upgrades are hand-made with non-random stats.
  • All rarities are useful, no need to trash Petty items on sight.
  • Icons have been added for every single upgrade - eyeballing stuff you want is possible now.

Building ships with Upgrades
Build mode is optional. New upgrades were designed to allow balanced gameplay with good looking workshop ships.
  • Any workshop ship should be upgradeable to fullly functional level.
  • You can ignore block building, and focus just on visual style of ships.
  • Roles can be quickly changed with single Core Module upgrade.
  • Shipyards sell special upgrades - and serve as a single place to rebuild your ships.
  • Repair Docks sell special upgrades - and work as a single place to change or extend ship roles.

Synergy system
Most upgrades support other bonuses, or extend effectiveness of other subsystems.
Building roles should be fun, and getting your ship to work for you should be much easier.

  • Tooltip descriptions provide information about upgrades that work well together
  • Picking different upgrades should work better than stacking same subsystems

Detectors & Scanners
Trading, Mining, Salvaging and Exploration benefit greatly from Scanner upgrades.
  • Galaxy Scanners & Sector Scanners affect all types of detectors, including Explore Sector missions
  • Low rarity detectors can be extended with other common upgrades.
  • Maximum possible detection range has been extended - including economy heatmaps.
  • Initial detection range may be lower than before - look for supporting upgrades.

Parts replacement - powerful, unique upgrades
If there's only one per ship, there's a good reason for it. Multiple parts of ship can be replaced by specialized upgrades.
Choose wisely
  • Core Module - 8 variants
  • Internal Structure - 3 variants

  • Engine - 4 variants
  • Engine Boosters - 3 variants
  • Gyroscope - 4 variants

  • Armor Plating - 3 variants
  • Shield Generator - 2 variants

  • Torpedo Launchers - 3 variants

Class upgrades - M2 / M4 / M6
More common subsystems are class based, extending your options to build a ship you need.
Some upgrades are class limited, other allow cross-class mounting as long as your ship can handle them.

All rarity types of class upgrades have a purpose - best rarity may not be a best choice for your ship!
  • Hardpoint ( Turret Control System ) - 12 variants x 7 rarity types
  • Cargo Bay - 3 variants x 7 rarity types

  • Shielding Module - 3 variants x 7 rarity types
  • Energy Generator - 3 variants x 7 rarity types

Cross-Class upgrades
Total number of upgrades have been extended to 44, not counting variants and rarities.
There's probably an upgrade for everything that could be changed in ship stats.


Upgrades are distributed among different stations, with some being rare or exclusive to certain type of station.
More upgrade types appear at higher tech level sectors

Galaxy Generator changes
Some tweaks have been made to sectors, reducing tedious jumping around to find anything useful.
  • Equipment trading stations offer more stuff, and are easier to find in general.
  • Commercial sectors have a high chance of hosting all kind of Equipment Merchants
  • Scrapyard sectors always host a Scrap Market
  • Torpedos can be bought at Combat Equipment and Scrap markets, though selection is smaller than Missile Market
  • EMP weapons have their own shop category
  • Energy, Shielding, Hardpoint and Part replacement upgrades have their own shop categories
  • Exploration aspect and unique offers of stations has been preserved, it's just less tedious.

Discussions, Suggestions, Bug Reports

Questions, discussions and bug reports for full overhaul are available at main mod page.
If you have anything to ask/share but are not sure where, that's the place:

https://steamcommunity.com/sharedfiles/filedetails/discussions/2923179923
8 Comments
LM13  [author] Jan 8 @ 4:18am 
@It's only game.

That's what Xavorion was built for. Pick your ships and their builds, have fun.

I'm playing with a squad of 5 ships, 3 slotters, with around 5k hp each.
Those are classified as M2 - Interceptors here, going against pirate fleets of much larger ships.
Works fine, as long as you equip them with "correct" upgrades and weapons.

Finding out builds for your ship is part of the fun.
It's only game. Jan 7 @ 8:25pm 
Holy! That's exactly what I wanted, I think. Would this help make spamming smaller ships stand more of a fair chance? I'm not afraid of lag, I just want fleet play...
Sileighty-Nine Jan 7 @ 2:38pm 
Ah, okay thanks
LM13  [author] Jan 7 @ 6:10am 
@Sileighty-Nine

Unfortunately no.
Most of those upgrades use stuff that does not exist in the base game, but has been added by Xavorion.
Sileighty-Nine Jan 6 @ 1:49pm 
Would it be at all possible to get a standalone version of just the cool upgrades, that is vanilla compatible and doesn't require all of Xavorion?
A version that would be compatible with other non-Xavorion mods.
DrEkpyroticus Mar 3, 2024 @ 11:30am 
This is genius. Another worthy addition to the xAvorion family of mods.
Kirito Feb 29, 2024 @ 12:33am 
Glad ur back at it, loving ur mods, hosting a server with them on it.
Anomalous Beanbag Feb 22, 2024 @ 4:49am 
Legend.