Avorion

Avorion

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[2.5.2+] Xavorion: eXtended Avorion
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Mods: Mod
File Size
Posted
Updated
11.984 MB
24 Jan, 2023 @ 6:32pm
1 Jul @ 5:55am
20 Change Notes ( view )

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[2.5.2+] Xavorion: eXtended Avorion

In 10 collections by LM13
[2.5.2+] Avorion eXtended
27 items
[2.5.2+] Avorion eXtended - Recommended Mods
18 items
[2.5.2+] Avorion eXtended - Extra Mission Pack by KnifeHeart
19 items
Avorion eXtended - Starter Ships
17 items
Avorion eXtended - Localization
11 items
[2.5.2+] Avorion eXtended - Optional Tweaks
19 items
Avorion eXtended - Faction Packs by Mighty Brankor
15 items
Avorion eXtended - Buyable Ships
4 items
[2.5.2+] Avorion eXtended - Classic Order Loops
12 items
[2.5.2+] Xavorion: eXtended Gameplay Preset
38 items
Description
Complete Gameplay Overhaul, aimed at fixing, extending and rebalancing sandbox experience
in as many areas as I could handle over 2 years of development.

Changes include a rework of galaxy generation, weapons, combat, progression, spawn system
and tweaks to ship building, AI, economy, flight model, with RTS/TPP control improvements.

And a little bit more.
Use in-game Encyclopedia to learn about all changes, new stuff and gameplay tips.

  • Avorion version: 2.5.2+
  • Rift DLC: Partial support
  • Black Market DLC: Won't work
  • Save Game Altering: Yes, fresh save is required.
  • Ship Design Altering: Yes, do not overwrite your Vanilla ships.

Difficulty Table
  • Beginner: Fights are fun and easy, with occasional challenges to keep you entertained.
  • Easy: Recomended for Vanilla players, combat may feel challenging at first.
  • Normal: Challenging, requires some understading of new combat system.
  • Veteran: Very hard, requires a mix of tactics and ship tinkering specific to Xavorion.
  • Expert: For expert players, requires tactical fleet command or intense flight for TPP.

Completely New Galaxy
For more information, check Xavorion: Sectors

Galaxy generator has been completely reworked, replacing simple sector templates with procedural generation.
Natural resources form economies in populated sectors, and those differ with region and distance to the Core.
Almost every sector in galaxy is unique in its content, economy and shape.

Every galaxy seed will provide different starting conditions.
Early game should be highly replayable, with initial difficulty shaped by selected seed.

New Combat System
For more information, check Xavorion: Class System, Weaponry, Combat AI, Encounters, Formations, Flight Physics

Combat system is the largest change and should feel like a completely different game.
Critical Hits have been added, shield recharge tweaked - adding new ways to defeat enemies or avoid damage.

Xavorion can be played as fast paced action TPP, tactical RTS or casual space sim with occasional challenges.
Game will adapt to your playstyle and chosen ship, with amount of pressure regulated by chosen Difficulty.

All sized ships have a role and purpose, with their own base stats and weaponry selection.
Combat is more tactical, putting more pressure on piloting skills, clever ship building, or composition of your own fleet.

New Combat system stems from multiple parts of this overhaul, for more information - check individual mod pages.

Sandbox Progression
For more information, check Xavorion: Sectors, Mining, Class System

Gameplay has been reworked to allow much more freedom at Early Game, extending your options to progress,
replacing artificial limits with balanced gameplay rules and alternatives.

Mining is completely optional, Station Founding is not an End Game only feature.
You have a choice of what to pursue first, and what parts of gameplay you want to skip or utilize.

Build materials can be used or unlocked in non-linear order, while keeping the game fun and balanced.
Their availability has been spread into 3 Tier system, leaving Avorion as Core only material.

Sectors have their own Tech Levels, that translate to difficulty and content available.
Outer galaxy revolves around gameplay up to level 25, Inner region scales from level 15 up to 45, leaving Core as an endgame level 45+ area.

Dynamic Economy
For more information, check Xavorion: Sectors, Mining

Regions of populated sectors form large scale economies, while individual stock of goods regulate in-sector pricing.
It's possible to find areas that struggle with basic goods like Water, and trading has been extended to make all goods potentially profitable.

Sectors belong to one of 9 types of Economies, each specializing in certain production, consumption or equipment trading.
Some stations can only be found or built in their respective economy sectors.

NPCs trade goods, affecting local prices. Highly populated areas can provide competition for players, and trade routes can run dry.
Galaxy differs by region, population and faction control. Some areas can be extremely profitable for manual trading or factory founding.

New Flight Model
For more information, check Xavorion: Class System, Flight Physics, Starter Ship

Small ships are fast and agile, getting slower with size and mass.
TPP flight is smoother, and allows faster ships to evade damage.

Same applies to AI and RTS controlled ships. Both enemy and player ships can evade
and fly in smooth arcs during combat.

Improved RTS Gameplay
For more information, check Xavorion: Combat AI, Formations, Flight Physics, Docking

Strategy controls have been improved, adding smart combat orders combined with movement.
Ships can be ordered to sprint, make hard turns or reposition themselves during combat.

Formation system replaces Escort command, with Fleet Warp ability available.
Combat system and Galaxy generator has been reworked to support full RTS gameplay.

Extended Exploration
For more information, check Xavorion: Sectors

Inner, Outer and Deep space regions host different sectors.
Exploration offers more rewards for curious players of every playstyle.
Less populated areas are more dangerous, but much richer in resources.

Ship Tinkering - Class System
For more information, check Xavorion: Class System

Ships belong to one of 8 classes with Heavy, Medium and Light variants.
All classes have their own set of stats, weapons and purposes.

18 new upgrades have been added to allow quick modifications without editing block plan.
You can specialize your ship, add combat abilities, or make good looking ship functional again.

Building functional ships is much easier - and completely optional.

Completely New Weapons
For more information, check Xavorion: Weaponry

Randomly generated weapons have been replaced by over 120 hand tweaked variants.
Torpedos have been reworked to be dangerous, fun, and much easier to use.

New weapons can be used with limited slot count, shifting the game from number chasing to strategic selection of equipment.
Crafting is more accessible and useful at early game.

Improved AI
For more information, check Xavorion: Combat AI, Formations, Flight Physics, Encounters

Enemies are smarter, capable of grouping into formations with simple morale system.
AI adapts to equipped weapons, trying to maintain combat speed while changing angle of attack.

Reworked Mining
For more information, check Xavorion: Mining

As material use is less restriced, mining higher tier materials becomes more difficult.
Larger ships, or even mining fleets will be required at later stages of the game.

Materials are a part of the economy and natural resources.
Prices will differ between sectors, and only local resources can be bought or sold.

Mod Support

Check Mod Compatibility pinned discussion. Some mods work fine, some just can't be made compatible.

Starting Sector Seeds
Vanilla beginnings are available under one of those seeds - copy & paste them before creating your Galaxy.
  • Tech Level (5), Material ( Iron ) - Featured in screenshots
  • nwYfiyh29H
  • Tech Level (4), Material ( Titanium / Naonite / Iron )
  • U5ZFMIJmO2
Popular Discussions View All (37)
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18 Jul @ 11:14am
Trade Routes
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11 Jul @ 12:26pm
PINNED: [FAQ] Questions & Answers
LM13
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10 Jul @ 5:00pm
PINNED: [Bugs] Report Thread
LM13
739 Comments
LM13  [author] 11 Jul @ 8:12am 
@香取型練習巡洋艦2番艦

Should be fixed now - some NPCs did not have energy to move, got detected as bugged and then removed.

If that still happens - most likely a mod conflict.
cant get relic III
the pirate Boss disappeared both in the mission and random fights
OcN.Helbrecht 3 Jul @ 5:43pm 
I appreciate the help, will keep trying to figure it out.
LM13  [author] 3 Jul @ 5:41pm 
Each class has a range of stats, blocks are calculated with mass/volume ratios, but you can't make M8 Capital faster than the smaller M6 Cruiser.

Speeds scale from fastest at M1 Scout, to slowest at M8 - covering all working values for speeds, spread across all 8 classes.

Not sure why lowest values wont rotate for you. I've seen somewhere in the forums, long time ago, that game had some issues with that in very specific cases
OcN.Helbrecht 3 Jul @ 5:31pm 
With your mod does it artificially limit move stats based on ship size, regardless of maneuvering blocks? My fps is usually 45-60 with this ship.
LM13  [author] 3 Jul @ 5:28pm 
Strange, it really should turn. What's your framerate if I may ask? Something above 120 FPS or below 30 FPS?
But yeah, this is the largest ship in game, those are almost max stats for it.
OcN.Helbrecht 3 Jul @ 5:19pm 
the 0.07 for yaw ect never changes when I add thrusters, and it wont turn for me at all even tho it says 0.07 on each roughly.
LM13  [author] 3 Jul @ 5:13pm 
It does work for me, with pretty goods stats for a... Heavy Capital ship :D
One thing i noticed - it has so many blocks, that build mode UI got stuck at 0%.
Closing it and opening again fixed that. Does it actually move, or it was just UI glitch?

https://steamproxy.net/sharedfiles/filedetails/?id=3281401953
OcN.Helbrecht 3 Jul @ 4:51pm 
https://steamproxy.net/sharedfiles/filedetails/?id=2843714241 is the one I am trying to use, upscaled by 25% in my current game.
LM13  [author] 3 Jul @ 4:48pm 
@OcN.Helbrecht

Too many thrusters shouldnt have negative effect, can you link those ships? I could check them.
Maybe a mod conflict, if you use other mods? Can't know without more information.