Avorion

Avorion

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Improved Stash
   
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12 Apr, 2020 @ 9:42am
26 Mar @ 6:18am
15 Change Notes ( view )

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Improved Stash

Description
Improve the drop behavior of hidden stashes in the galaxy.

In the vanilla game, the money reward and equipment drops from stash are decent at early game, but gradually diminish in value towards mid-to-late game. This mod attempts to address some of these shortcomings by introducing a chance of exotic/legendary equipment to the drop so that the stashes are still viable for a good surprise later in the game.

[Major changes: Credit reward]
As of v0.4, reward amount now scales non-linearly throughout progression.
- Starting sector region drops around 100k credits (reduced from ~130k)
- Max at core is now at ~1.5M credits (increased from 1.3M)
- Rewards are balanced around Trinium region with a skewed average of 750k (increased from 550k)

With this change, the rewards pre-mid Naonite are lower than earlier versions of the mod. This is intended to not trivialise the early-game grind. Beyond mid-Naonite, it gets more rewarding as the enemies in this region also start becoming deadlier with shields and anti-shield weaponry. The rewards at Trinium+ are noticeably higher, coinciding with the point where most players start scaling up their fleet.

[Feature: Resource reward]
Initially introduced in v0.3, this has been improved to follow its own non-linear progression.
- Starting sector drops around 9k resource units (down from 25k)
- Max at core is *only* 25k (down from 260k!)
- Material type is still based on probabilities available for the given sector (so don't expect Avorion to drop in Trinium region)

Based on play-testing, the scaling in v0.3 was too large and totally breaks progression. You can end up with more resources than you need even before the tech knowledge is unlocked! The new numbers are balanced around the value of the material drop to closely match the credit drop of the stash.

[Feature: Bonus drop]
Credit and resource rewards now have a chance to drop a higher amount!
- Default is 1.0x
- 25% chance for 1.5x
- 10% chance for 3x
- 0.5% chance for 10x

Bonus applies to both credits and resources equally from the same stash.

[Feature: Subsystem and Turret drop rarity]
The original feature of this mod, stashes have additional chances to drop higher rarity items.
- 5.0% chance of exotics
- 0.5% chance of legendaries
- Drop chance for Rare, and Exceptional remain unchanged

[Feature: Turret tech level]
New in v0.4, turret drops now always drop at a higher tech level than the current sector. As this is calculated relative to the location of the sector:
- Baseline is 1-2 tech levels higher
- 10% chance of 5 tech levels higher
- 0.5% chance of 7 tech levels higher

Each material zone is approximately 10 tech levels. As such, a 7-level bump can be a significant boost to DPS! The average is kept within 1-2 to make turrets from stashes more useful. This does not guarantee good drops -- the turrent generation in the game is extremely random. Tech level primarily increases the DPS range possible, but we are still slaves to RNG.

CHANGELOG
[Update v0.4.0]
Credit and resource drops now use a custom reward scale.
Turrets now drop with higher tech-levels.

[Update v0.3.0]
Stashes now drop lore-compatible material resources!
Stashes also now have a rare chance of increasing money + resource drops.

[Update v0.2.5]
Bumped the compatibility string for v2.5 of Avorion. No functional changes.

[Update v0.2.4+]
Bumped the compatibility string for v2.4 of Avorion. No functional changes.

[Update v0.2.2+]
The Rift DLC was released with client v2.2 and introduced some minor API changes. The latest mod version will fail on clients v2.1 (or older). You do *NOT* require the DLC for the mod to work.

[Update v0.2]
v2 compatibility is now added. Due to changes in the game API, the latest version no longer works with 1.x clients. Additionally, "Uncommon" drops are no longer in the drop pool for stashes. This was changed in vanilla 2.0, and the mod reflects this behavior tool.

--------------------

[Open source]
Since I am not actively playing the game at the moment, I made the mod source public. I will still support it if there are requests to update, but feel free to fork and/or contribute to it directly :)

https://github.com/crazeejeeves/avorion-mod-improvedstash
Popular Discussions View All (2)
4
11 Aug, 2021 @ 2:11am
Ideas for better scaling
crazeejeeves
3
5 Aug, 2020 @ 8:03am
Bug Report - Too Much Loot!
🦊 Hermit
50 Comments
crazeejeeves  [author] 26 Mar @ 7:19am 
Another feature drop - Reward scaling is using a completely custom scale to achieve my original vision. Also a small boost to the turret tech level.. not life changing, but makes stash-hunting more fulfilling.
Ozzatron 23 Mar @ 9:34pm 
Indeed, like how I ended up making Auto Research Legendary. If there still is any sort of extant Avorion modding circle, I'd be curious to see it.
crazeejeeves  [author] 23 Mar @ 9:23pm 
Well, it *is* one of those games that pulls me back every few years. This time, I also had the itch to tweak the mod, too :)
Ozzatron 23 Mar @ 3:17pm 
Kind of wild to see an update based on suggestions from four years ago. I wasn't aware anyone was still modding this game.
crazeejeeves  [author] 23 Mar @ 2:51pm 
Dropped a small update inspired by suggestions from @Cy in the discussion thread.

Haven't tested the multiplier scaling beyond naonite yet, so drop me feedback if they're overpowered.
crazeejeeves  [author] 22 Jun, 2024 @ 7:22am 
Just pushed an update to make it compatible with 2.5.
No functional changes needed. Enjoy.
Discomelon 21 Jun, 2024 @ 3:20pm 
This mod no longer works in multiplayer with update 2.5.2, i would really appreciate if it you could update it plz
zumich 13 Jun, 2024 @ 6:41am 
works on version 2.5.1?
crazeejeeves  [author] 28 Mar, 2024 @ 12:42am 
I re-checked on a private browser; the repo is accessible without an account. You just won't be able to directly fork it unless you create an account, but that is the same with GitHub afaik.
crazeejeeves  [author] 28 Mar, 2024 @ 12:34am 
Let me check again; i made it public and assumed it won't require an account.
Reason for not using GitHub? I've had my GitLab repo long before i had GitHub. Just didn't get around to moving it to GitHub (yet).