Little parting gift after 8 months spent with XPZ. Smol but packs a punch. Fits nicely in end-game as bit of a fixer upper while being lore-friendly. Don't wanna spoil more than I already have in the title so feel invited to explore it for yourself.
Installation: Unpack into \XPirateZ\User\mods folder, run XPZ and activate the sub-mod. Easy peasy.
I can foresee sub-mod breaking given enough time solely because
listOrder IDs of new stuff I added start eventually getting used by XPZ itself. There are gaps in numbers thoughtfully put in to account for future retrofitting but those are not envisioned to get filled by random 3rd party sub-mods. All IDs were carefully chosen except one where I had little choice (12881). Should buy some smooth years hopefully. Could have put it all at the end of a long list and be done with it but I would never break order aesthetic like that. Maybe there's a better way to avoid future listOrder conflict but I haven't found one yet.
Feel free to rip assets and use however you desire.
Mild spoiler
Backstory and more spoilers
Spoiler:
Sub-Mod started coming into fruition right after an exhausting Space Freighter mission, where vanilla Battle Laser sparkled too many times on naked skins of some very fortunate Traders. Just as so many times before. Tipping the RNG into the realm of sanity became an obsession despite overwhelming lack of experience and motivation. Sparkles proved highly persuasive though so after two grueling days of ups and downs on steep learning curve I finally got it to load without errors and operational. All that remained were the finishing touches.
All was good until after just one night worth of sleep... I had a hellish vision of someone asking me to apply AP ability to other 6 NP lasers, after months have passed, when I naturally forgot all about this. Having been there before (hate that) but also thinking it would be a good idea I went on and expanded AP to all 7 NP lasers. When it rains it pours, right? It should give them some more utility next to Plasma Pistol and the likes.
Gave a short consideration to matching defense facility but it proved completely redundant at that stage of the game. Besides, tech's two main benefits (infinite ammo, AP) are nullified in such form. So never gonna happen.
To delay obsoletion of clipped AP lasers, which become available for research practically at the same time, I put handful of intermediate prerequisite techs (each weapon has its own research). Not that's gonna matter much I figure. Progression balance wise my options are limited and to remain somewhat lore-friendly, overall cost of manufacture is also marginal. But to hell with all that. It's the end-game, balance is secondary, and domination is your hard earned right!
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