Fleet Commanders are now in.
I've had to completely revamp the resist calc system, as
well as various other systems, in order to include stats from the commanders
and could use some feedback on it. The desktop version of the game doesn't include
resists gained from items, despite that it says so on the Resistance window, so
it's a bit difficult to test how accurate the system is.
Most stats should be working as intended, otherwise let me
Buckler can equip Tier 6 Hybrid Resistors, don’t forget them :P
Crap, had completely forgotten about that one. Didn't
include it when I was coding resists, as it was a percentage and not a fixed
number, like the rest of the specials, which made the math a bit difficult to
deal with. Wanted to integrate it at a later date, but here we are.
That really messes with everything. I need to conduct a
series of tests when my factory is ready, or resists will be all over the
place. For now, it's shown in item stats, but not actually added to ship stats.
Fleet Commanders are ready, though, except for acceleration.
As for Buckler, it's likely Spawner Mass reduction. Wiki doesn't list any at mk 1, but -44% at mk 2, which is a rather huge step so it
probably has at mk 1 as well. I'll test it when I can.
Edit: As I suspected, Buckler has reduction to Spawner Mass at mk 1. It should be accurate now.
Edit 2: Percentage health modifiers from specials should now work properly.
Chili Industries Ltd said:
Thanks. I'll add it shortly.Stasis Resist 0%? OK, that should be quite useful.. in no situation whatsoever.
Edit: Seeing as Buckler has the exact same Specifications as
Switch, I'm guessing it would be safe to assume that Rear Speed and
Acceleration are also the same? On the Wiki, these are still listed as Unknown.
Flux Coil consumes 10% weapon mass.
Yep, but not all 3 levels. I'm missing data on level 2.
The generator should be working now. I was merely checking
if it had a support field, but there are other types of course. The fix covers
other generators as well.
Weapon cooldown isn't included with any weapon, so I left it
out, but I'll consider adding it.
Pike is apparently restricted to tier 9, but both Buckler
and Broadsider are now listed on the Wiki as tier 9.5. I hope they've
considered that for in-game, so they don't get a flood of angry posts next
event. I've added tier 9.5, or otherwise it wouldn't fit on Buckler and Broadsider.
And a typo. Broadsider is listed as having 35 mill cargo
space at Mk 1. Forum says 3.5 mill, so that's what I've used, or a fleet of Mk
1s would hold at least 210 mill.
Wiki usually adds quite a bit of additional information,
compared to in-game, so with some data I can only rely on what the Wiki lists.
It was said that these two hulls would be the last tier 9, but Kix
often changes data or mechanics without informing players, so we're back to
rely on the info given on the Wiki, or can figure out ourselves through in-game
Tier 9 items are restricted to tier 9, so obviously wouldn't
fit on 9.5.
I've set the hulls to tier 9.
So it does. Never noticed that since I don't use it and it
isn't listed on the Wiki.
I'll add it when I can get the data from in-game.
OK, Dade has posted stats on the new stuff, but not everything
Infiltrator: Shield regen says 6% at Mk 1, whereas in-game
it says 10%, so it’s likely that Mk 3 and above are incorrect as well. Armor
health bonus isn't listed in-game, so I’m guessing it shouldn't be there.
Rounded XP can't be relied upon, when you need accurate data when calculating
ship/fleet level. Armor mass at Mk 3 differs from the Wiki, so one can only
speculate as to which one is correct.
Nano Shield: Charge says 6s, but in-game it's listed as 5s.
Borophrene Armor: XP at all levels. Wiki is likely wrong on
Flux Cannon: 10 chains at level 3. Again, Wiki is likely
incorrect with only 9.
Steam version of the game doesn't show item stats on loot
items, when you go through the target list, so I can't get the correct info
until I've farmed the items. I'll double check and update when I have.
As for resists from commanders. Commanders essentially work
as items that you mount to a fleet slot, meaning the same general resist rules
apply to those as well. If a commander adds both health and resist, then the
resist only covers that bit of health. 12k with 10% resist vs 142k total health
equals less than 0.01% resist (0.00961063040791% to be accurate). The resist is
added, but just that minuscule that it isn't worth showing.
Commanders that only add resist and no health are basically
resist items. Their resists apply to everything with health, causing ships to
gain more from those.
Edit: I could probably change the resist stat, so that if
it's less than 1% it'll show more decimals. Though, in the grand scheme of
things it won’t really change much. It’s basically still 0%.
Chili Industries Ltd said:
Feared something like might happen. Messed around with the restriction system yesterday, as an attempt to fix another stacking issue.I'll look into it.