Avorion

Avorion

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[2.5.2+] Xavorion: Weaponry
   
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11.260 MB
21 Jun, 2023 @ 6:33pm
1 Jul @ 10:56am
23 Change Notes ( view )

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[2.5.2+] Xavorion: Weaponry

In 2 collections by LM13
[2.5.2+] Avorion eXtended
27 items
[2.5.2+] Xavorion: eXtended Gameplay Preset
38 items
Description
Complete rework of weapons, adding 30+ new turrets, with reworked torpedo system and carrier fighters.
Extends combat system with Critical Hits and specialised Barrel Types - tweaking weapons for different ships, playstyles and strategies.

Part of "Avorion - eXtended" gameplay overhaul.
For more information, check "Xavorion: eXtended Avorion" mod page.


  • Save Game Altering: Yes, this mod can't be removed.
  • Xavorion only - does not work with Vanilla

Completely new weapon generator

Complete replacement of Vanilla turret generator allows for
over 30 handmade turret archetypes to generate 120 unique turrets,
with additional modifiers provided from Material type used to produce them.

All turrets have been tweaked by hand to make them fun, balanced and functional.
With a little bit of overpowering allowed by crafting.

New combat system

New weapons extend combat system provided by full Xavorion overhaul.

- Critical Hits, deal massive damage to soft parts of ships, like hull or engines
- Shielding and Armor protects against Critical Hits
- EMP weapons are common, with much larger damage output against shields than any other weapon
- Torpedos play much larger role in countering shields and priority targets
- Carrier fighters are more dangerous but less universal

Class System - Capital class weapons

Following ship class system, weapon selection span from cheap M1-Scout eqipment to massive M8-Capital weaponry.
Higher class turrets get larger, with increased requirements - while offering extended range and massive damage output.

Selecting weapons for your ship is a game of its own, and you dont need to put a dozen of random turrets anymore.

Turret Materials

Unlike Vanilla, materials affect stats of turrets.
Each type of material has different pros and cons, adding more depth for crafting and weapon selection.
For example, Titanium made weapons have extended range, while Xanion provides best rate of fire.

Barrel Types

All new turrets have 4 flavours of barrel type, massively changing their performance and purpose.
Variants replace "dps chasing" of base game, allowing you to pick weapons that fit your ship, playstyle, or current situation.

Single Barrel - Heavy variant
- Sniper / Artillery archetype
- Heavy weapons deal massive Critical Hit damage
- Long range, slow firing turrets with increased recoil and damage output

Double Barrel - Medium variant
- Marksman / Rifle archetype
- Medium weapons deal moderate Critical Hit damage
- Faster than Heavy weapons, offer best balance between speed, range and damage

Triple Barrel - Burst variant
- Shotgun / Submachinegun archetype
- Burst weapons have no Critical hit damage
- Capable of penetrating shields, dangerous at close range

Quad Barrel - Gatling variant
- Heavy Machinegun / Minigun archetype
- Gatling weapons have no Critical hit damage
- Fastest type of turret, with top DPS value but lower range and accuracy

Reworked Torpedos

All types of torpedos have been reworked and reduced to manageable 90 unique types.
Torpedos match Class system of ships and turrets, providing a standard set of ranges and hit-rates against targets.
Starting from smallest CM-1, fastest and weakest types, to CM-X, designed to counter Capital class ships.

- Speed and Agility of all torpedos has been increased
- Durability of torpedos grow with their size, while reducing their speed
- Overall damage of torpedos have been greatly increased
- Hit-rate is much better, making torpedo usage actually fun and more affordable
- New torpedos can be very dangerous - learn to evade or shoot them down

Carrier fighters

Fighters received a little rework, pushing their use closer to role based, strategic combat.

- Bomber squadrons can be created, adding extreme threat against large ships
- Only small weapons of class M1 - M3 can be mounted on fighters
- Range is based on turret used, with max possible range increased
- Damage is converted to 80% of turret used
- Production time reduction received a massive boost for Hydra subsystems

Tweaked Turret Crafting

Crafting should be reasonable at any stage and tech level.
Smaller weapons require much less materials to create, with larger being more expensive.

Player made turrets can outperform higher quality weapons from shops,
adding more value to crafting early on, and more reason for buidling economy chains at end-game.

No garbage turrets

All weapons, starting from Petty Tech 1, should be usable.
Lower quality turrets put more pressure on player skills,
instead of being completely useless.

Randomness to weapons have been removed, and replaced by a reasonable standard values.
Once you learn a certain type of weapon, it will only improve at higher levels, instead of changing completely.

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://steamproxy.net/sharedfiles/filedetails/discussions/2923179923
Popular Discussions View All (1)
1
18 Apr @ 1:28pm
More weapons?
[UBNL] Shinigami
87 Comments
LM13  [author] 10 Jul @ 4:53am 
@香取型練習巡洋艦2番艦

Recent patch lowered fighter speed to 600. Try creating new fighters at Fighter Factory - existing ones cant change.
airplane speed 1200 is too high to land properly.
need to land 2-3 times after the fight

any suggest ?
BubblesTheMister 25 Jun @ 1:59am 
Thanks its working
LM13  [author] 24 Jun @ 4:16pm 
@BubblesTheMister

Should be fixed now, thanks
BubblesTheMister 24 Jun @ 4:06pm 
thanks for the fast answer man, appreciate it
LM13  [author] 24 Jun @ 4:05pm 
@BubblesTheMister

Got it, a bug that came with 2.5.2 update... sigh...
Thanks, I'll fix that asap
BubblesTheMister 24 Jun @ 3:58pm 
i created a new save and still doesnt work and used that collection: [2.5.2+] Avorion eXtended
BubblesTheMister 24 Jun @ 3:07pm 
i used the turretbuilder mod but didnt use turrets created by that
LM13  [author] 24 Jun @ 2:49pm 
@BubblesTheMister

Sounds like a bug or mod conflict - you don't use any other mods that change turrets or turret factories right? I'll need to check
BubblesTheMister 24 Jun @ 2:17pm 
Turrets of class above M3-Vanguard cannot be mounted on a fighter. Thats the message i get when i try turrets like that