Starbound

Starbound

Synergy Augments: Lightweight Class Mod
53 Comments
rakkstabber 10 Nov, 2020 @ 8:09pm 
this mod is awesome and im using Synergy: Lightweight RPG Class Mod, and i'd just like to know whats the armor in the thumbnail
IanKoala  [author] 2 Feb, 2020 @ 9:39pm 
This mod is no longer being developed! Check out its successor:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1987366410
MerlonFire23 | artBasse 26 Jul, 2018 @ 9:31am 
I feel that the more augment mods I get the more augments I can combine, and thus, now my entire top hud is so full of statues effects that I think I have ascended into god status.
Onin Ronin 29 Oct, 2017 @ 2:26pm 
you made me happy!!! Final Fantasy 13 was my favorite one of the Final Fantasy series lol
M0X-13 15 Jul, 2017 @ 9:50am 
i looooooooove it
;D
it makes me CRY
Winterbun 9 Apr, 2017 @ 6:24am 
OMG Love the idea!
Xaliber 6 Mar, 2017 @ 9:02am 
Very neat mod. This mod deserves more exposure. Hope you continue working on this mod. :)
Czaele 17 Feb, 2017 @ 1:15pm 
In my opinion, Sentinel needs SOMETHING to make it more tank-y, considering rank 1 health regen and 50 health isn't really all that effective, especially with Starbound's weak healing items. Maybe tack on a flat 5 or 10 protection or something; not a percentage, but just something. Seems kinda odd that the tank class' only advantage over the rest is that they don't have lowered protection.
Troglodyke 13 Jan, 2017 @ 4:22am 
I have. Mod that lets me have an invisible tech and I use this with assassin augment
Abaris 25 Dec, 2016 @ 7:09am 
Awesome. Subbed!
IanKoala  [author] 25 Dec, 2016 @ 2:13am 
FU should be compatible now. You can now craft the augments, which should solve a lot of issues.

Now that a second tier has been added, the next step is cleverly expanding the ability of support roles without having to code a bunch of stuff.

Let me know if there's any issues (typos, in particular).
Abaris 30 Nov, 2016 @ 11:31am 
Sounds awesome, but I use FU. Gonna follow this for updates :D
Tembersom 21 Nov, 2016 @ 9:03am 
extremely cool mod, use it with the augment fusion mod to turn into a glass-cannon with hellish speed, light and regeneration !!
Super Brasilis 9 Nov, 2016 @ 3:39pm 
+Vengarl your idea is very cool making up levels, not having to use an armor but level up the basic hp, power, energy and maybe magic if possible
hero 4 Nov, 2016 @ 10:15am 
I think this mod would be amazing if you gave characters levels where exp could be gained by questing and killing things. Make the percentages much smaller, and have them increase slowly for every level.

For example, a 55% damage increase is just game breaking at the start of the game, but it would be amazing if it felt like you worked for it and slowly earned that kind of buff.

This is just a suggestion not criticism I think you have done a great job but I believe this would make it even more appealing.
Aerie 6 Oct, 2016 @ 10:04am 
@Alysyus Oh, shit, awesome! Had no idea, I'll check it out, thanks.
Vita / Léta Littie 6 Oct, 2016 @ 9:20am 
@Aerie There is already a staff in the game that make a energy zone
BlackWaltzInterface 24 Sep, 2016 @ 9:33am 
As soon as this is compatible with FU, I'll definitely subscribe!
Aerie 5 Sep, 2016 @ 11:12am 
Aaand lance is dead. kek
Aerie 5 Sep, 2016 @ 10:46am 
This looks amazing.. o.o Maybe have some support staff that gives energy to allies..?
bluesaka111 29 Aug, 2016 @ 5:43am 
add a crafting table seems like the best anyway.
current merchan ingame seem to destroy himself as soon as the game finish loading outpost after hylotl mission (as least what i experence right now)

Shin-no-Ken 19 Aug, 2016 @ 10:19pm 
Crafting option seems like the best route IMHO, as long as material costs are properly balanced.
IanKoala  [author] 19 Aug, 2016 @ 9:18pm 
I think the approach to fixing the Frackin Universe compatibility would be to change the way that the augments are acquired. I think the current alternatives would be to make them craftable (Maybe a "Synergy Station" object?), create a tenant that sells them, or append them to some existing merchant's inventory. What sounds more interesting?
Shin-no-Ken 19 Aug, 2016 @ 3:26pm 
@Lulltslan the author of the Armor Augments mod has coded it such that the vanilla-game augments do not stack in any way. It's possible that if you get in contact with the mod author to see how they did that and maybe add a data tag to your augments marking them as the same type, that may be enough to stop them from stacking as well.

That conversation aside, though, this is pretty neat! I'd love to see a more non-combat class such as -damage, -health, -defense, +energy, and more than 20% jump/speed.
ouroboros thighs 19 Aug, 2016 @ 10:37am 
@Lulltslan I have Frackin Universe
IanKoala  [author] 18 Aug, 2016 @ 3:53pm 
@GwenLilyKnight The mod and the game itself are balanced around only having one augment slot, so imbalance with the augments for armor mod is probably to be expected. I'm not sure how you could go about making them mutually exclusive with how augments are implemented currently.

@squid thingy @Tag Lord of Ruination Are you using any other mods? Specifically, ones that modifiy the outpost at all? This mod simply patches him in, and his AI is not much different than any other merchant. I'm not sure what would cause him to exhibit that behavior.

V 1.1.0 has been uploaded, with some more content.
ouroboros thighs 16 Aug, 2016 @ 1:56pm 
lance just dies in the outpost.
GwenBlanketSpecter 14 Aug, 2016 @ 8:40am 
This is a pretty cool mod. Since I use the augments for armors mod this one feels a bit unbalanced with what I already have. Wish it was possible to make them mutually exclusive the way that mod makes augments of the same type not stack.
The Proxy God 14 Aug, 2016 @ 12:49am 
lance despawns almost instantly upon entering the outpost
annanuran 13 Aug, 2016 @ 3:34pm 
Does this cause issues when installing/uninstalling? if not, I'm definitely installing this.
ChaosChronicles 13 Aug, 2016 @ 8:21am 
@Lultslan http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=733403716&searchtext=armor+augments and the many addons it has with other armor/race mods.
IanKoala  [author] 12 Aug, 2016 @ 11:53pm 
I'll look into these issues--compatibility is important. Frackin' Universe does modify the outpost, so I'll have to see what I can do about that. It may be necessary to create a different means of getting these augments. We'll see.
leaferian 12 Aug, 2016 @ 5:38pm 
@Lulltslan: Uhm... I don't think anything I'm using creates NPC in the Outpost, but I AM running Frackin' Universe, which has its own custom augments, and also I'm using the mods that allow augments to be installed into armor pieces. I was able to spawn the augments via admin commands after trying later and they did seem to work, it just makes the Outpost completely unvisitable for me.
Tidgem 12 Aug, 2016 @ 4:06am 
@ChaosCron1 I did the same thing but mine didn't crash! I had a class mod in my trousers and it was fine ^^
IanKoala  [author] 12 Aug, 2016 @ 2:31am 
@ChaosCron1 I will need to look at the mod you're talking about and see the way it changes how augments are handled. Does it work with other mod augments? Are you using the Synergy augment in the back slot?

@leaferian The augments themselves are really just based off vanilla effects, so I suppose if those get modified, it could be an issue. It does create a new NPC in the outpost. Does another mod you're using do that as well? I was able to simply start using the mod with old characters no problem, although I haven't tested uninstalling the mod.

@Tidgem As much as I'd love to make a slot specifically for this, it's beyond me right now. I'm not sure if tiers are necessary. Most bonuses scale (besides max HP and max energy). The Commando and Assassin augments both outclass the top vanilla damage augments (with their own additional pros/cons), with ravager being only a little behind. I do plan on adding pricy versions of the augments that provide utility bonuses though.
ChaosChronicles 11 Aug, 2016 @ 8:14pm 
Whenever I look at my equipment's tooltip with a synergy augment installed the game crashes. I do have the mod that allowas augments to be installed on any armor peice though.
Tidgem 10 Aug, 2016 @ 1:56pm 
Yesssssssssssss @Jirou the Zoroark :D I loved the system in BL, I just wish more RPG systems were added to games like this, they would be so much better if they did! :D
Sharkboi Owen 10 Aug, 2016 @ 12:58pm 
What Tidgem said is a great idea, and maybe some other special ones, kind of like how Borderlands 2 has the many different class mods for each class.
Tidgem 10 Aug, 2016 @ 4:14am 
Maybe instead of tiering them you could level up by fighting monsters :D Which just improve the augment you are currently using :DDDD
leaferian 9 Aug, 2016 @ 8:23pm 
First thing's first: I haven't been able to test out this mod, because upon subscribing to it I became unable to teleport to the Outpost in any way. Are there any known incompatabilities, or requirements such as starting a new character?

Also: Love this idea a lot. It would also be cool if certain roles got access to speed, mobility, or etc. buffs later possibly.
Tidgem 9 Aug, 2016 @ 5:41pm 
xDDD GG :)
BLUESTORM2112 9 Aug, 2016 @ 5:23pm 
Lol the even sadder thing about that is I remember reading it when I first installed the mod. I just forgot when it came time to actually test it...:steamfacepalm:
Tidgem 9 Aug, 2016 @ 5:18pm 
@BLUESTORM2112 It says in the description lol read it:

"The Synergy Augments can be purchased at the outpost from Lance, an NPC introduced by the mod, for 500 pixels. Lance offers a brief introductory quest that allows you to get a free Commando Augment at the start of the game. "
BLUESTORM2112 9 Aug, 2016 @ 5:17pm 
@Authors how are the augments obtained?
Tidgem 9 Aug, 2016 @ 2:53pm 
Really cool mod, but I do agree it needs more tiers, also can it take up a new and different slot to an augment slot? Because say, the damage augment gives a loooot more than these :/ So perhaps if it takes a... class slot?? :D Perhaps it could behave like a new armour slot or something :) Just don't like having to give up nice augments ^^ Still good early game! :D
Solzucht 9 Aug, 2016 @ 7:26am 
so these are actually augments? nice :)
mraider94 8 Aug, 2016 @ 10:45pm 
This really would have worked well with 4th tech slot when they changed how enviroment protection was changed.
Shoctor 8 Aug, 2016 @ 9:24pm 
Great Mod So Far However You Should Add A "Class" Where You're Able To Have A Fully Controled Buff Aura, Let Me Give An Example

-35 Max HP (You Shouldent Be Able To Tank Too Much Damage)
-50% Damage Output (Theoretically Motivates You To Let Your Allies Do The Damage)
+40% Movement Speed (Note I Do Not Know The Exact Speed Values Provided By Existing Buffs So Adjust This How You Would Like, This Would Allow You To Stick With Your Allies With Little Effort And Avoid Enemy Attacks)
And Finaly A Few Aura Selections, My Suggestions Being : Damage Boost | Defense Boost | Energy Regeration Boost

While It Requires Allies And Is A Large Handicap If Your Solo Along With Being Complex And Difficult To Play I Would Love To See This Added, Thanks For Your Time
Another Note: Zenyatta Came To Mind Whilist Typing This
BLUESTORM2112 8 Aug, 2016 @ 9:23pm 
I really cool idea, I'll give it a try, though from what I'm reading it may be somewhat overpowered and unbalanced.
JasonWolf 8 Aug, 2016 @ 9:09pm 
Not quite sure if I'll use it right now, but it sounds pretty great.