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.