Avorion

Avorion

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[2.5.2+] Xavorion: Weaponry
   
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11.270 MB
21 Jun, 2023 @ 6:33pm
16 Dec, 2024 @ 5:56am
25 Change Notes ( view )

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[2.5.2+] Xavorion: Weaponry

In 2 collections by LM13
[2.5.2+] Avorion eXtended - Quick Install
28 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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/discussions/2923179923
Popular Discussions View All (1)
1
18 Apr, 2024 @ 1:28pm
More weapons?
[UBNL] Shinigami
107 Comments
any servers that run this modpack i can join that are hosted?
LM13  [author] 9 Jul @ 3:32am 
@captain_cael

Something is missing, or you've got other mod that is incompatible ( like SDK ).
I'd recommend using one of preset collections at main mod page - either Quick Install or Extended Gameplay - it is really easy to missclick a checkbox with all those mods
Atchitutchuk 16 Jun @ 12:29pm 
Did just beat the game on insane, enjoyed it much more than vanilla. The only downside was a random xotan in a random sector with about 20 10 slot cannons and 158 million dps, which just ate my main ship and one capital before I could destroy it.
captain_cael 18 May @ 1:05pm 
i think i am missing something but when i enable the mod and start a new game all the icon in some menus are broken and don't display. i am missing a requirement?
LM13  [author] 5 May @ 4:32am 
@RDMLTRS

Just M1 and M3 launchers are coaxial, that's below tech level 18.
RDMLTRS 4 May @ 2:12pm 
Hey LM13,

Are all the Missile Launchers supposed to be coaxial?
LM13  [author] 28 Feb @ 3:01am 
@Malachi

You can add modded weapons, but can't remove new weapons or combat system.
DLC stuff should still appear if enabled - we just can't modify/fix it.

If you prefer Vanilla, there's only CombatAI , Formations and FlightPhysics working there.
If you want to tweak X, check main mod page for collections, difficulty tweaks, or mod compatibility discussions.
Palad1n 27 Feb @ 2:51pm 
@LM13

Is it possible to use some of the Xavorion mod parts with vanilla? For example, because of the major difference in weaponry that Xavorion has, would it be possible to have all the other parts of the mod in play, and just remove the weapons entirely?

The goal would be to have Xavorion and allow the factions / AI to use vanilla / modded weapons, thus allowing players who have the DLC able to use the Rift weapons and Black Market rewards.

Our group is enjoying many parts of the Xavorion overhaul, but may be looking to dial things back a little so wasn't sure if this was possible.
LM13  [author] 26 Feb @ 10:02am 
@Malachi

Ah, yeah, faction packs add extra difficulty and much stronger ships at late game.
It's interesting that railguns work, as they were supposed to be "same" as lasers.

I'll take a closer look at this.

As a side note, that deathray is the actual name of that laser.
It was meant to vaporize capital ships(M8) at close range, but its a capital class coax.

Other than that, laser stats you've posted look fine, actual damage should go around 500k per "charge",
but I'll try to test more around late game with faction packs.

Many thanks for detailed feedback
Palad1n 26 Feb @ 6:47am 
Most of the players have resorted to rail guns, which seems to be the main go to weapon now over everything else, simply because we feel there are few options to contend for real dps.