[2.5.2+] Xavorion: Class Upgrades
Rework of Vanilla and eXtended upgrades. Extends class system, combat and progression with non-random upgrades that allow building role-based ships.
- DO NOT enable on existing Xavorion galaxies!
- This mod will break your save file.
- 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.
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.
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
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.
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
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
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
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.
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
Required items:
Click the title to search on this site.
[2.5.2+] Xavorion: eXtended Avorion — Steam Workshop