Silba's Classes

by silba

Choose Mage or Engineer, earn XP from enemy kills, and grow into a self-sustaining fighter with upgradeable spells or an Engineer field shop, repair beam, and rechargeable power.

Content
4 days ago
2.0 - 2.1
205
Combat Armor Power

Changelog

Version: 0.8.90
  Changes:
    - Level requirements now add 50 more XP for each level gained, alongside the exponential increase.
Version: 0.8.89
  Changes:
    - The base XP reward for enemy kills is doubled; Engineers earn half as much XP from supplying power.
    - Mages earn twice as many ability points at level milestones and can reset their learned abilities for a level cost.
Version: 0.8.88
  Changes:
    - Halve Engineer battery capacity, recharge rate, and maximum power output.
Version: 0.8.87
  Changes:
    - Show Engineer battery charge and power status live in the class overview without resetting the page or scroll position.
Version: 0.8.86
  Changes:
    - Repair Beam gains extra targets more slowly, with each additional target requiring more ability ranks than the last.
Version: 0.8.85
  Changes:
    - Engineer batteries can now supply up to three times their recharge rate. Powering larger networks drains stored energy, while lighter loads let the battery recharge.
    - Show battery recharge and maximum power output separately.
Version: 0.8.84
  Changes:
    - Engineer power beams now always prioritize the nearest power pole in range, switching to individual machines only when no pole is nearby.
Version: 0.8.83
  Changes:
    - Engineers can now beam power into nearby power poles to supply multiple machines on the same network. Connected machines share the Engineer's available power.
Version: 0.8.82
  Changes:
    - Supply the Engineer's linked machine through Factorio's normal electricity system, keeping its electricity bar consistent with grid power.
    - Preserve the single-machine range and recharge limit, return unused source energy to the battery, and award power XP only for energy delivered.
Version: 0.8.81
  Changes:
    - Prioritize working and power-starved machines over idle electrical drains; keep the beam on working machines through brief full-buffer moments.
    - Double the Engineer point capacity: start at 40 and add 4 per level.
    - Describe Engineer power as a single-machine battery transfer marked by an electric beam.
    - Reduce early basic resource weights and add a functional machine price multiplier.
Version: 0.8.80
  Changes:
    - Clarify that the Engineer's battery transfers power to one nearby machine through a visible electric beam.
Version: 0.8.79
  Changes:
    - Make Engineer power delivery follow battery recharge rate, with battery capacity scaling by level.
Version: 0.8.78
  Changes:
    - Keep per-tick Engineer power delivery while rescanning nearby machines only every 6 ticks.
Version: 0.8.77
  Changes:
    - Keep Engineer power flowing to machines with small energy buffers and award XP for energy delivered and health restored.
    - Set the default XP base and per-level increase to 25 and 100.
    - Use an exponential XP curve with configurable base, per-level increase, and exponent.
    - Correct spell-range labels and show only range values that apply to each spell.
    - Keep the reduced diminishing-return range growth and guard missing rank values.
Version: 0.8.74
  Changes:
    - Show target-search and damage-area radii in Mage spell details.
    - Add diminishing returns to target-search range and reduce late-level area growth.
Version: 0.8.73
  Changes:
    - Center nearby kill XP sharing on the player who made the kill.
Version: 0.8.72
  Changes:
    - Always show Arcane Nova's three lightning follow-up arcs.
    - Enlarge Nova's distributed explosion flashes while keeping them inside its damage area.
Version: 0.8.71
  Changes:
    - Make Retaliation, Arcane Nova, and Plague Cloud cast around the player when enemies are nearby.
    - Fill self-target spell areas with smaller distributed visual effects.
Version: 0.8.70
  Changes:
    - Rename Caustic Lance to Acid Spit and shorten its lingering stream.
    - Synchronize projectile impact timing and nova visuals.
    - Reduce Mage area radii and base spell cooldowns by 25 percent.
Version: 0.8.69
  Changes:
    - Make Arcane Shards easier to see and time their damage to projectile acceleration.
Version: 0.8.68
  Changes:
    - Offset the lightning visual overhead and remove hand-drawn spell indicators and arcs.
Version: 0.8.67
  Changes:
    - Keep lightning chain positions valid when damage destroys the selected target.
Version: 0.8.66
  Changes:
    - Update the harmless lightning visual damage definition for Factorio 2.1.
    - Include the mod thumbnail in the release package.
Version: 0.8.65
  Changes:
    - Add a visual ground rune before traveling area spells land.
    - Make Astral Meteor send an expanding visual shockwave after impact.
    - Make Acid Bloom leave a harmless visual acid pool and deal damage in three pulses.
Version: 0.8.64
  Changes:
    - Make Lightning Strike chain electric damage to nearby enemies.
    - Make Kill Nova send electric arcs to up to three enemies after the explosion.
Version: 0.8.63
  Changes:
    - Declare Factorio 2.1 compatibility.
Version: 0.8.62
  Changes:
    - Register Mage and Engineer ability sounds as actual sound prototypes so they can play successfully.
    - Cancel pending Mage spells on death and prevent repeated pulses from following a replacement character.
    - Make Engineer shop displays read saved stock without initializing or migrating it.
    - Use each machine's actual electric buffer size so Engineer power also works on assemblers and other machines with automatically calculated buffers.
    - Generate spell visual randomness without temporary engine random-generator objects; preserve existing gameplay RNG streams.
Version: 0.8.61
  Changes:
    - Smooth Mage spell base damage into a quadratic curve from 5 for Arcane Burst to 150 for level-95 Artillery Strike; all spells retain the shared rank and class-level scaling.
Version: 0.8.60
  Changes:
    - Change Mage spell rank damage to add 5 base damage per rank plus a gentle rank-to-the-0.9 bonus.
Version: 0.8.59
  Changes:
    - Raise rank-one Mage base damage, including Arcane Burst from 1 to 5, while preserving stronger baselines for later spells.
    - Keep Mage class-level damage growth gradual so basic enemies are not immediately one-shot; spell ranks still add 25% damage each.
Version: 0.8.58
  Changes:
    - Apply the special XP multiplier to spawners and stationary worms only; spitters now receive normal XP.
    - Halve every Mage ability's base cooldown.
    - Reduce Mage spell damage coefficients and replace linear class-level scaling with square-root scaling; ability ranks now add 25% damage each.
Version: 0.8.57
  Changes:
    - Set Engineer Repair Beam healing to 100 health per target at rank 1; healing continues to grow with rank.
Version: 0.8.56
  Changes:
    - Set the Engineer Repair Beam's base pulse interval to 6 seconds; each rank reduces the interval further.
Version: 0.8.55
  Changes:
    - Replace the Engineer power line with a brief electric beam that marks the single machine receiving battery power.
    - Start the Engineer power field with a full battery and increase its capacity and recharge rate so it is useful immediately.
    - Increase the Engineer repair beam's base pulse interval to 12 seconds.
    - Update the mod description and README to explain the Engineer's one-machine power field.
Version: 0.8.54
  Changes:
    - Add configurable enemy XP sharing with nearby teammates or the whole attacking force.
    - Let Engineer shop left-click buy one, right-click buy up to five, and Shift-click buy as many as stock, points, and inventory allow.
    - Remove the Repair Beam's repair-pack requirement and replace its line effect with a glowing green beam prototype.
Version: 0.8.53
  Changes:
    - Replace the Engineer's hidden pole and generator with direct battery transfer to one nearby electric machine and a player-only visual link.
    - Update the Engineer battery bar and charge readout once per second without rebuilding the window; show charge to two decimal places.
Version: 0.8.52
  Changes:
    - Remove the purchase cooldown from Engineer shop items; purchases are limited by available stock and Engineering points.
    - Double maximum stock for manually listed and recipe-discovered shop items, and double existing saved stock on upgrade.
Version: 0.8.51
  Changes:
    - Add a confirmed reset action to wipe the current class's levels, XP, abilities, ranks, points, shop state, battery, and class-switch cooldown.
Version: 0.8.50
  Changes:
    - Replace Radiant Lance's projectile with a visible blue laser beam.
    - Delay projectile spell damage and impact effects until the projectile reaches its target.
    - Keep area, projectile, and stream effects crisp by using authored-size effects with increased count and spread.
Version: 0.8.49
  Changes:
    - Check for nearby enemies every 250 ms while idle and every 50 ms for 10 seconds after finding a target.
    - Let each Mage spell use its own cooldown, with a fixed 200 ms spacing between successful spells.
    - Remove the level-scaled global cooldown and its settings.
Version: 0.8.48
  Changes:
    - Give every Mage spell an independent base damage value that scales with Mage level and ability rank, without using weapon damage. Damage values use basic firearm magazine damage as a starting reference, with stronger spells assigned higher values.
    - Show the spell's own damage in ability previews.
Version: 0.8.47
  Changes:
    - Make offensive Mage spells roll automatically once per global-cooldown period against nearby enemies, without requiring weapon fire. Spells on their individual cooldown do not roll. Spell damage uses the latest weapon hit as its scaling reference, or the 100-damage preview basis until the Mage has hit with a weapon.
  Fixes:
    - Reapply missing health, movement-speed, and inventory bonuses after a character replacement, and avoid subtracting already-reset bonuses when switching classes.
Version: 0.8.46
  Changes:
    - Restore Arcane Burst's multi-beam chaining, starting with two nearby targets and adding beams gradually as the ability ranks up.
Version: 0.8.45
  Fixes:
    - Reapply the Engineer and Mage inventory bonuses correctly after death if Factorio reset the character's inventory capacity.
  Changes:
    - Reduce both classes' inventory growth to about 60 extra slots at level 100.
Version: 0.8.44
  Fixes:
    - Remove Arcane Shards' per-target damage text and keep Mage spell proc callouts in a bounded stack above the player.
Version: 0.8.43
  Fixes:
    - Replace the Engineer's hidden generator pair when the player moves instead of calling teleport on electric entities, preserving stored energy and avoiding a Factorio runtime error.
Version: 0.8.42
  Changes:
    - Make every Mage spell trigger from an attack or incoming damage instead of on a kill, and add a shared level-scaling global cooldown.
    - Scale area impact animations to their damage radius, align rocket and artillery visuals to their impact center, and fill Plague Cloud areas with standard-size smoke clouds.
    - Increase health and shield regeneration with accelerating level-based growth; Mage regeneration accelerates more strongly at high levels.
Version: 0.8.41
  Changes:
    - Remove arbitrary setting ceilings and widen several minimums so players can push XP, class stats, spell scaling, Engineer supply, and healing further. Keep the Mage proc cap bounded at 100% because higher chance values always guarantee a proc.
Version: 0.8.40
  Changes:
    - Add a runtime setting to enable or disable research requirements for Engineer field shop items.
Version: 0.8.39
  Fixes:
    - Reconcile Engineer power poles and battery interfaces from the live world in stable player order, preventing stale saved entity references from assigning or rewiring another Engineer's generator.
    - Create generator poles and interfaces as an atomic pair and remove unclaimed helper entities during the regular production update.
Version: 0.8.38
  Fixes:
    - Persist Engineer shop catalogues and their expiry alongside stock, preventing joining clients from rebuilding different catalogue snapshots than the host.
    - Cancel the switching player's pending Mage damage and beams immediately; tag delayed spells with the class session so old effects cannot resume after switching back.
Version: 0.8.37
  Changes:
    - Separate focused Mage attacks from area spells; area spells cast once rather than repeating entire blasts at every ranked target.
    - Give Firestorm a sustained four-hit flame burst, Venom Hex a focused three-tick poison effect, and Plague Cloud a lingering six-pulse damage area.
    - Use slower diminishing-return area growth, expanding glowing impact artwork and sized streams, clouds, and missiles to match it.
    - Make crystals, electric counterattacks, sky lightning, radiant bolts, ember missiles, acid splashes, and falling meteors distinct and explain their roles in ability descriptions.
Version: 0.8.36
  Changes:
    - Double Engineer armor capacity and Mage energy-shield capacity at every level.
Version: 0.8.35
  Changes:
    - Widen the class defense profiles: level-100 Engineer gains about +1,200 health and 1,020 armor; Mage gains about +400 health and 2,015 energy shield.
    - Increase ongoing Mage spell damage growth from class levels and ability ranks, including rank scaling for kill-triggered spells.
Version: 0.8.34
  Changes:
    - Set level-100 class defenses apart: Engineer gains +1,000 health and about 1,338 armor capacity; Mage gains +500 health and 1,600 energy shield.
Version: 0.8.33
  Changes:
    - Raise both classes' level-based health bonus to about 1,000 at level 100; increase Engineer armor capacity and Mage energy-shield capacity to match.
Version: 0.8.32
  Changes:
    - Increase per-level health, Engineer armor capacity, Mage shield capacity, and health and shield regeneration growth for both classes.
Version: 0.8.31
  Changes:
    - Isolate Mage proc rolls and spell visuals from Factorio's shared map random generator.
    - Process combat targets, players, and Engineer shop recipes in an explicit stable order.
Version: 0.8.30
  Changes:
    - Replace the new acid and poison particle-only spell visuals with Factorio's native glowing acid stream and spreading poison smoke artwork.
    - Remove native damage actions from those reused effects so only the mod's personal spell damage handler can hurt enemies.
Version: 0.8.29
  Changes:
    - Add four rankable Mage spells: Caustic Lance and Corrosive Bloom use acid damage; Venom Hex and Plague Cloud use poison damage.
    - Give the spells distinct green and violet visuals, weapon-scaled attack procs or kill-triggered area bursts, and spaced level unlocks.
Version: 0.8.28
  Changes:
    - Replace fixed progression ceilings with optional restriction settings; all level, rank, slot, damage, area, target, range, and interval limits default to 0 (unlimited/no added floor).
    - Keep class bonuses, active slots, ability effects, and Engineer progression scaling beyond their former milestones unless a cap is configured.
    - Increase the late-level XP curve acceleration slightly while keeping the early-level curve intact.
Version: 0.8.27
  Changes:
    - Remove the class-level cap and its startup setting; levels and the XP curve now continue indefinitely.
    - Remove the rank-20 ceiling from Mage abilities and Engineer Repair Beam, including save-state clamping and UI limits.
    - Continue awarding more Mage ability points every 48 levels, with the schedule extending indefinitely.
    - Continue weapon-scaled Mage spell damage growth beyond the former level-100 and rank-20 scaling points.
Version: 0.8.26
  Changes:
    - Increase every level's XP requirement by 50%, with the existing XP requirement setting still applying afterward.
    - Increase Mage ability point awards at later 3-level milestones from 1 up to 3, scaled to the configured maximum level.
Version: 0.8.25
  Changes:
    - Give Prismatic Volley a visible multicolored ray fan, Rocket Salvo bright streaking trails, and Arcane Artillery descending impact lances.
    - Always show a successful spell's visual at each selected target, including when resistance or overlapping areas prevent additional damage.
Version: 0.8.24
  Changes:
    - Let ready Mage spells roll on fully resisted hits, using pre-resistance damage for spell scaling while keeping real damage accounting unchanged.
    - Resolve a player attacker from either the original damage cause or direct source when that entity is the player character; turret attacks remain non-personal.
    - Report successful spell procs immediately, even when resistance prevents the spell from dealing damage.
Version: 0.8.23
  Changes:
    - Make Mage target selection, spell hit ordering, Engineer pole ties, and XP-share accumulation deterministic when distances or weights tie.
Version: 0.8.22
  Changes:
    - Fix Engineer field-power pole reach checks to use Factorio 2.0's LuaEntityPrototype::get_max_wire_distance() API.
Version: 0.8.21
  Changes (combined fixes since 0.8.20):
    - Keep class stat tracking intact when a player switches class without a character, so old bonuses are removed on respawn.
    - Calculate shop prices from each item's expected output on researched recipes instead of treating locked recipes and unrelated co-products as equal-value units.
    - Update Engineer points and shop stock in place to keep background updates from resetting the window scroll position.
    - Keep the clicked ability or shop control in view after actions that rebuild a window.
    - Remove the misleading "tiles" unit from Mage target-range previews.
Version: 0.8.20
  Changes (combined updates since 0.8.19):
    - Greatly increase XP from nests, spitters, and worms with a configurable default 10x multiplier.
    - Keep the first five level costs unchanged, then add mild quadratic growth to make later levels progressively harder.
    - Raise weapon-scaled Mage spell damage from 500% at the starting rank and level to 1,000% at maximum class level and ability rank.
    - Tighten Arcane Shards' damage radius and replace the wide particle burst with a compact, glowing shard volley.
    - Show the total damage Arcane Shards actually dealt above the target.
    - Give Laser Lance a direct blue laser-turret beam with harmless visuals and combat damage handled separately.
    - Scale Engineer armor and Mage shield recharge with class level, reaching a much stronger recovery rate at high levels.
    - Show damage points and numeric AoE values in ability rank previews; stack simultaneous Mage proc names above the player.
    - Add an Engineer repair sound and keep distinct, ability-specific sounds for every Mage spell.
    - Slightly increase Mage spell area radii and let ability ranks expand them further, including Kill Nova.
    - Show the current and next-rank area radius in Mage ability upgrade previews.
    - Add emissive spell sprites and brief spell-colored impact lights, reusing Factorio's glowing projectile rendering.
    - Preserve the game's separate shadow and light layers when tinting spell effects.
    - Make Arcane Shards larger, brighter, and more visible, with a stronger outward burst.
    - Replace Arcane Burst's tiny hit flash with a bright violet laser-turret beam drawn directly from the Mage to each target.
    - Remove Arcane Burst's red ground glow and visual beam damage so the effect is clear, personal, and harmless to allies.
    - Fall back to a brief violet beam line if another mod replaces the base laser-beam prototype incompatibly.
    - Aim one Firestorm stream from the Mage directly at each selected target; remove random target offsets and native stream damage to prevent extra combat triggers.
    - Run Mage attack procs before the class damage bonus so a killing hit still displays its spell, and only count hostile incoming damage as active combat.
Version: 0.8.18
  Changes:
    - Give Mage spells distinct colored impact flashes, spark or crystal bursts, trails, and individual cast sounds; rename Shrapnel Salvo to Arcane Shards.
    - Replace generic solid spell beams with spell-specific effects, including a jagged lightning arc and a prismatic impact volley.
Version: 0.8.17
  Changes:
    - Prevent Mage combat effects from hurting the caster or allies: Firestorm no longer leaves damaging fire patches, and beam, lightning, and explosion visuals cannot deal their own damage.
    - Show current-rank to next-rank values in ability upgrade tooltips.
Version: 0.8.16
  Changes (combined changes since 0.8.15):
    - Rework Firestorm into a short sustained flamethrower burst with enemy-only stream damage and softened direct hits.
    - Add next-rank effect previews to ability upgrade tooltips and space the required level apart from the rank.
    - Narrow the class status button and put experience and defense values on separate labeled lines.
Version: 0.8.15
  Changes:
    - Shorten early Mage spell and Engineer Repair Beam cooldowns, with cooldowns improving sooner as abilities rank up.
    - Make Engineer shop purchases and stock restock sooner, while keeping higher-tier supplies slower.
Version: 0.8.14
  Changes (combined 0.8.0–0.8.14 updates):
    - Keep combat timers, Mage procs, and Engineer combat points personal while XP remains shared among eligible force contributors.
    - Rebalance XP and ability progression; expand Mage spell ranks, damage, target growth, and Firestorm effects.
    - Rework the Mage ability window with compact requirements, current ranks, ability details, learn/upgrade controls, equip slots, and Equip/Unequip buttons.
    - Improve the Engineer Repair Beam and shop, including repair-pack durability, research visibility, and raw-recipe-based prices.
    - Scale progression unlocks to the configured maximum level, fix field-pole prototypes, and add the Mod Portal thumbnail.
Version: 0.7.9
  Changes (combined 0.7.0–0.7.9 updates):
    - Add class switching with a 30-minute cooldown when retaining 70% of earned XP, or an immediate full reset.
    - Expand the Engineer's rechargeable field power, points-based shop, passive income, and Repair Beam progression.
    - Space Mage spell unlocks across progression and tune target growth, cooldowns, and damage.
    - Improve ability cards, class HUD, and window refresh behavior while preserving scroll position; add related balance settings.
Version: 0.6.9
  Changes (combined 0.6.0–0.6.9 updates):
    - Introduce the Engineer field shop, rechargeable power, and level-based point income.
    - Add Mage weapon-inspired spells, lightning and flamethrower effects, lifesteal, and Engineer ally healing.
    - Add Mage multi-target progression, configurable combat and healing settings, and floating XP rewards.
    - Use uncapped logarithmic XP rewards with diminishing returns.
Version: 0.5.0
  Changes:
    - Expand Mage with weapon-inspired laser, electric, fire, physical, rocket, and artillery spells.
    - Tie spells to attack, damage, and kill triggers; display spell descriptions, chances, and cooldowns.
Version: 0.4.0
  Changes:
    - Raise the default level cap to 100, ease early XP requirements, and extend long-term progression.
    - Add visible laser, electric, and explosion effects to Mage abilities.
Version: 0.3.0
  Changes:
    - Add settings for XP, class stats, Mage spell scaling, Engineer supply rate, and maximum level.
    - Apply runtime balance changes immediately to player stats and progression.
Version: 0.2.0
  Changes:
    - Rebrand as Silba's Classes and add the Mage and Engineer class progression framework.
    - Add selectable, ranked abilities, active-slot limits, class bonuses, and a compact class status display.
Version: 0.1.1
  Changes (combined 0.1.0–0.1.1 initial release):
    - Add Engineer and Mage classes, enemy-kill experience, levels, and abilities for Factorio 2.0.
    - Add the class window, ability requirements, milestone unlocks, and safer handling of GUI events and enemy types.