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
5 hours ago
2.0
0
Combat Armor Power

Changelog

Version: 0.8.4
  Changes:
    - Prepare the Factorio Mod Portal release with updated metadata, installation instructions, and class feature documentation.
Version: 0.8.3
  Bugfixes:
    - Match the invisible Engineer pole sprite direction count to its wire connection points.
Version: 0.8.2
  Bugfixes:
    - Add the required direction count to the invisible Engineer field-pole sprite layer.
Version: 0.8.1
  Changes:
    - Scale ability unlocks, Mage ability-point awards, ability-slot milestones, and Engineer shop level gates to the configured maximum level.
Version: 0.8.0
  Changes:
    - Price every Engineer shop offer from a shared recursive raw-material recipe cost instead of hand-set prices or an ingredient-count estimate.
    - Add a setting to tune how many weighted raw-material units equal one Engineering point.
    - Make the Repair Beam consume repair-pack durability and display when packs are missing.
    - Prevent the Engineer Repair Beam from targeting player characters.
Version: 0.7.9
  Changes:
    - Make Engineer armor a rechargeable shield pool that absorbs damage and recharges out of combat.
    - Hide the Engineer's technical power pole and copper wire visuals while keeping the field generator connection functional.
    - Render the Repair Beam as a layered green laser with a bright core.
    - Fill the Engineer shop from force-enabled crafting recipes, including assembler recipes, and display items in grouped icon grids.
    - Shorten passive Engineer point intervals from 60 seconds at level 1 to 5 seconds at level 100, and show the current interval.
    - Cap Engineer points at 20 plus 2 per level; passive and combat-earned points both respect the cap.
    - Make Repair Beam pulse every 15 seconds by default, with lower per-pulse healing and more gradual cooldown scaling.
    - Preserve the open window's scroll pane while refreshing its contents and responding to buttons.
Version: 0.7.8
  Bugfixes:
    - Treat abilities without an explicit level requirement as available from level 1, preventing nil comparisons while rendering the ability list.
Version: 0.7.7
  Changes:
    - Show ability choices as compact name and level requirement cards that expand on demand.
    - Stop ability activations from increasing ranks; Mage ability learning and upgrades remain player-selected with ability points.
    - Add a manual, engineering-point upgrade button for the Engineer repair beam.
Version: 0.7.6
  Changes:
    - Round fractional player-facing stats, chances, and cooldowns to two decimal places.
    - Narrow and center the class status panel, and use black text for the class button.
Version: 0.7.5
  Changes:
    - Space Mage spell unlocks from levels 1 through 95, keeping Arcane Burst as the starting spell.
    - Increase damage scaling for later Mage abilities to match their later unlock levels.
Version: 0.7.4
  Changes:
    - Remove every drawn circle indicator from Mage spells and Engineer repair beams.
    - Slow Mage target growth to one extra target per six ability ranks and cap rank-based search-range growth.
    - Double base XP required for class levels from 50 to 100.
    - Pause passive regeneration and repair-beam healing on player characters for five seconds after combat.
Version: 0.7.3
  Changes:
    - Coalesce UI refresh requests over 15 ticks and remove recurring full-window redraws that reset scroll position.
    - Show one Mage spell callout above the caster per triggered spell.
    - Slow Mage multi-target growth to one additional target per four ability ranks by default.
Version: 0.7.2
  Bugfixes:
    - Remove unsupported scroll-pane position access and reset refreshed views using the documented scroll_to_top method.
Version: 0.7.1
  Bugfixes:
    - Set valid fade timings for the Engineer repair smoke prototype.
Version: 0.7.0
  Changes:
    - Add class switching that retains 70% of total earned XP and applies a 30-minute cooldown.
    - Add an immediate full-progression-reset switch option that bypasses the cooldown.
    - Explain class-specific progression resets and switch costs in the confirmation UI.
Version: 0.6.9
  Changes:
    - Add runtime settings for Engineer healing output, targets, range, and cooldown scaling.
    - Rename the XP setting to Global XP gain multiplier and clarify that XP has no reward cap.
Version: 0.6.8
  Changes:
    - Add runtime settings for Mage multi-target spells, target limits, rank scaling, and target range.
Version: 0.6.7
  Changes:
    - Scale Mage spell targets and projectile visuals with ability rank, chaining attacks to nearby enemies while avoiding duplicate damage from overlapping area effects.
    - Remove Arcane Burst's radius circle indicator.
Version: 0.6.6
  Changes:
    - Add an Engineer repair beam that heals damaged allies with green laser and smoke effects; its healing, target count, range, and cooldown improve with rank.
Version: 0.6.5
  Changes:
    - Remove the XP reward ceiling and use logarithmic scaling for unbounded, diminishing returns.
Version: 0.6.4
  Changes:
    - Replace Firestorm's drawn lines with damage-free Factorio handheld flamethrower streams.
    - Add a Mage lightning spell that uses Fulgora's native lightning strike when Space Age is active and an electric beam otherwise.
    - Move class status into a dedicated side-panel button with XP and defense bars.
    - Pause health and shield regeneration for five seconds after dealing or receiving damage.
    - Change kill XP to square-root scaling with a reward ceiling for high-health enemies.
    - Remove the XP debug setting and chat messages while keeping floating XP rewards.
Version: 0.6.3
  Bugfixes:
    - Enable copper wire rendering on the Engineer's mobile pole.
    - Preserve false values when reading runtime mod settings.
    - Use the prototype name as a safe fallback for segmented enemy XP diagnostics.
Version: 0.6.2
  Changes:
    - Float each player's actual XP share above the defeated enemy.
    - Add an optional XP debug setting with reward formula, contributor share, XP before/after, thresholds, and level changes.
Version: 0.6.1
  Bugfixes:
    - Rename defense HUD children to avoid colliding with LuaGuiElement API properties during creation.
Version: 0.6.0
  Changes:
    - Replace Engineer passive item production and ability slots with a points-based, research-gated field shop.
    - Add stock, purchase cooldowns, tier-scaled restocks, combat-earned points, and level-scaled passive point income.
    - Give Engineer a rechargeable internal battery and mobile electric pole that powers nearby machines and links to one nearby pole.
    - Remove force research gates from Mage spells and add visible laser lance and prismatic laser volley abilities.
    - Add modest Mage lifesteal and cap direct class damage scaling for long-term progression.
    - Rebalance XP thresholds for faster early class progression and scale kill rewards with enemy health and attack damage.
    - Add settings for Engineer point/restock rate and mobile power output.
Version: 0.5.0
  Changes:
    - Expand Mage to seven weapon-inspired spells for laser, electric, fire, physical, rocket, and artillery damage.
    - Tie spell effects to attack, incoming-damage, and kill triggers, with late spells gated by research.
    - Show each spell's description, trigger chance, and cooldown in the ability picker and active-ability list.
Version: 0.4.0
  Changes:
    - Raise the default progression cap to level 100 and make ability points continue to unlock every five levels.
    - Ease the first five XP thresholds, then increase the XP requirement curve substantially for long-term progression.
    - Add visible laser, electric beam, and explosion effects to Mage spell procs while keeping floating callouts.
Version: 0.3.0
  Changes:
    - Add Factorio settings for XP rewards and requirements, shared class-stat scaling, Mage spell damage and proc chance, Engineer supply frequency, and the maximum class level.
    - Apply runtime balance setting changes immediately to progression, stats, and the class interface.
Version: 0.2.0
  Major Features:
    - Rebrand the mod as Silba's Classes and replace the large HUD with a compact class status button.
    - Add an ability picker with research- and level-based eligibility, ability points, and rank limits.
    - Add configurable milestone ability slots and class switching with a full progress reset and confirmation.
    - Give Mage early speed, shield, damage, and level/rank-scaled spell triggers; give Engineer early durability, regeneration, and level-scaled supply generation.
    - Migrate existing class data and preserve previously selected abilities where possible.
Version: 0.1.1
  Changes:
    - Replace the debug panel with a player-facing RPG window and current bonus summary.
    - Add a top-bar RPG button so the window can be reopened at any time.
    - Show all class abilities, their level and technology requirements, and activation controls.
    - Move class unlocks to milestone levels and reduce kill XP rewards.
  Bugfixes:
    - Fix a missing closing brace in the class selection UI localization.
    - Avoid reading GUI tags after the clicked widget has been destroyed during refresh.
    - Correct Factorio force hostility API calls and prevent recursive Mage nova chains.
    - Award XP safely for segmented enemies and keep shared kill XP within the bounty.
Version: 0.1.0
  Major Features:
    - Add Engineer and Mage classes, kill experience, level progression, and class abilities for Factorio 2.0.