Avorion

Avorion

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[2.5.2+] Xavorion: eXtended Avorion
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Posted
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11.998 MB
24 Jan, 2023 @ 6:32pm
29 Aug, 2024 @ 6:44am
23 Change Notes ( view )

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[2.5.2+] Xavorion: eXtended Avorion

In 11 collections by LM13
[2.5.2+] Avorion eXtended - Quick Install
28 items
[2.5.2+] Avorion eXtended - Recommended Mods
18 items
[2.5.2+] Avorion eXtended - Extra Mission Pack by KnifeHeart
20 items
Avorion eXtended - Starter Ships
17 items
Avorion eXtended - Localization
12 items
[2.5.2+] Avorion eXtended - Optional Tweaks
19 items
Avorion eXtended - Faction Packs by Mighty Brankor
13 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
[XFP] NovakhinSheppard - eXtended Faction Packs
17 items
Description
Complete Gameplay Overhaul, aimed at fixing, extending and rebalancing almost every aspect of the game.

New galaxy generator, weaponry & upgrades, new combat system, extended progression,
reworked enemies & encounters, Class System and build mode changes, improved AI,
new flight model, dynamic economy - and much better RTS/TPP controls.

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 (55)
5
28 Aug @ 11:14am
Modded Weapons
Sewayn
370
27 Aug @ 10:56am
PINNED: [Bugs] Report Thread
LM13
176
27 Aug @ 10:54am
PINNED: [FAQ] Questions & Answers
LM13
919 Comments
Syl 31 Aug @ 3:06am 
After playing it for a couple days, i get what you were trying for with the class system but nerfing turning and topspeeds into the ground isnt much fun, regardless of subsystems or mass amounts of thrusters and the way this is applied seems to create odd conflicts. Fighters dont seem capable of picking up loot as theyre all seem to be too fast/maneuverable that the loot just follows them endlessly without ever collecting and they get stuck in a loop. I like the idea of the tech level of systems being different but the swing is too variable, like lvl 1 right next to a lvl 35.
Prophet Of Merci 22 Aug @ 5:07pm 
@LM13

Got an idea for a future mod maybe?
Saw another mod that reduced velocity of all weapons down to 1/5th of the original for slower, more involved combat. But Firerates stayed the same.

Now, im wondering if you can make a compatiblity mod for it that works with Xavorion, OR, make your own that mirrors that mod, or does the opposite effect ---> such as 1/5th or 2/5th firerate, but normal velocity.
[DPDN] Leet 21 Aug @ 12:00pm 
@sewayn "Save Game Altering: Yes, fresh save is required." right at the tip broski
dazza 16 Aug @ 6:47am 
am i blind or do one of the xtended mods remove the ability to create production factories? i see a few basic ones like brewery dairy farm and some food ones but nothing like nanobot etcetc
Sewayn 6 Aug @ 6:38pm 
Hello ! Is it possible to use this mod without making a new game ? Or it's necessary to restart a new save
REV4666 6 Aug @ 5:56am 
Hello, i found what appear to be an exploit, when Xsotan capture all the station in a NPC system, they jump in regular Xsotan ship (ex: border patrol M7 ca) they even used ship from a regular faction pack I have.

These ship never become hostile to you even if you attack them or capture them, they never shoot back at you and the rest of those ships in system do not bother you no mater what

a way to exploit this is you go to that system attack a station until those ships warp in as reinforcement, (but do not do anything). And you can capture the biggest ship that your crew can take, go and repair it , delete it for a good amount of profit. rinse and repeat

If you repaired it at the repair station that you used as your reconstruction site, the repair are free

No risk taken, the only loss are some of the boarders that died capturing the ship
LM13  [author] 11 Jul @ 4:04am 
@-=[TTD]=-SANKA

Swoks spawn was left as Vanilla, not sure about a mission?
AFAIK that boss was always a random encounter in empty sector.

If a mission fails to spawn over and over, server error logs would be needed.
In that case, I'd need some details posted at "[Bugs] Report Thread"
LM13  [author] 11 Jul @ 3:55am 
@wakky9999

Upgrades module [data/scripts/systems/*]

coresubsystem.lua @ Line 359 (Core Module: Hauler)
lootrangebooster.lua @ Line 104 (Transport System: Collector)
transportersoftware.lua @ Line 104 (Transport System: Trading)

You'll find lines:
FMath.Lerp( _Alpha, 0.1, 0.5 ) * Unit.KM

which read as "from 0.1 km at Petty to 0.5 km at legendary"
-=[TTD]=-SANKA 10 Jul @ 10:12am 
It seems that the spawn behavior of boss swoks is broken again.
We have the mission with the pirate boss, but as soon as we jump into the target sector, no one is there.
wakky9999 10 Jul @ 9:14am 
Could you tell me how to increase the pickup range of the tractor beam modules? I've always found collecting the loot to be a real slog and I always used to run the 10x pickup range mod