Carriers are rather special. Since they can only use some specials, they need a special setting. I will have to go through all and double check at some point.
Siphon fixed and bonus to screen from armor added. Harvester used old data. Fixed as well.
Anthracite Munition: For an exemple, Anthracite Munition III provides -3% Phase Screen Charge, not -300% as in the Ship Planner. Anthracite Munition I and II are the same.
Vertex Armor III and Scale Armor III doesn't have KI resistance.
Sunder Thurster and Zephyr Thruster have some negative effects.
Nice catch. That was meant to be screen resist bonus. I will see if I can factor that in at some point, but for now it isn't listed.
Still trying figure out how to display all these bonuses, in a way that makes sense, without having to add multiple sub windows and popups, like we have in-game.
In the Ship Planner, only Pegasus can equip Harmonic Xeno Beam Capacitor and Harmonic Beam Capacitor, other AXIS hulls (except Paladin Carrier) can't equip them.
Not sure how you managed to fit them on the Pegasus. I couldn't. But you're right and blame game description. AXIS is essentially tier 6.5 and those specials are listed as restricted to 6 and 7.
I've added the new hull and items, but I don't think the data on the Caustic is entirely correct. It doesn't have a spawner slot, and yet it has reduction to spawner ship mass at mk 4-6. Guessing this was either supposed to be hangar mass reduction or obsolete data from a copy & paste?
According to what CM Jackson posted, the Pursuit Squadron is restricted to carriers, but as Caustic is a debuffer and not a carrier, will it fit? The Inferno Squadron has had its restrictions changed, so I assume it will.
Will update the data, once we have the items in-game.
I've added the new hull and items, but I don't think the data on the Caustic is entirely correct. It doesn't have a spawner slot, and yet it has reduction to spawner ship mass at mk 4-6. Guessing this was either supposed to be hangar mass reduction or obsolete data from a copy & paste?
According to what CM Jackson posted, the Pursuit Squadron is restricted to carriers, but as Caustic is a debuffer and not a carrier, will it fit? The Inferno Squadron has had its restrictions changed, so I assume it will.
Will update the data, once we have the items in-game.
The data is meant to say Hangar, not Spawner.
Also, the image below is the restrictions for Inferno 3. Note that the carrier lock is gone now, which means that Inferno and Pursuit, by extension, can be used on the Caustic.
The Caustic and associated tech are not available in game yet, for whatever reason.
I checked in-game before I uploaded, as it made no sense to have it restricted to carriers, while at the same time release a hull with a hangar slot, and as I said, Inferno had its restriction changed so I assumed the same for the Pursuit. But, it's nice to have confirmation, thanks.
Occasionally we have the blueprints available before the event, which is a good reference to get accurate info. Jackson does make mistakes and Wiki isn't always right (https://vegaconflict.gamepedia.com/Caustic, weapon mass at mk 4).
I've changed the spawner to hangar. It was a bit difficult to fit it properly at mk 6, with no mass reduction bonus, so it makes sense it should be hangar.
While planning for T7 ships, the Ship Planner displays T8 stuffs, which makes players confused or misunderstanding.
(Plasma) Atrophy Router and (Plasma) Anthracite Munition can be used by 1 ship at the same time.
Valhalla, Valkyrie, Freyja, Dominion, Vanquisher, Paladin, those Carrier's Modifiers doen't have Hangar Weapon Mass reduction.
There is something wrong about the Field Generators while planning for Paladin.
Harvester is already mk6, the Ship Planner displays it's mk1.
Pharmakon Ship Resistors' have the wrong display also, it should be 1.5% instead of 150%
T7-8 Screens don't stack, for an example, Zettabyte use 6 Mesh Screens, its Phase Screen Charge is 17%, not 102%, and its Phase Screen Drain is 10%, not 60%.
Phase Charge Relay and Phase Drain Buffer affect to the whole fleet, not only 1 ship itself.
One question, are you still developing the Base Planner?
(Plasma) Atrophy Router and (Plasma) Anthracite Munition can be used by 1 ship at the same time.
These can already be used at the same time, and as I recall
they can in-game as well, but I'll test them thoroughly once they're available
in-game again.
While the data is mk 6 for the Harvester, it displays mk 1 as the system
currently doesn't allow skipping mks. I'll see if I can find a workaround.
The Field Generators were literally double in the data. I must have been
sleeping when I added those. To not mess up people's builds, I've blocked the second
version of each, instead of deleting them. The build should auto correct itself, if you've used the second version. Apparently they were also allowed to
stack, which should be fixed as well.
I delved into Charge Relay and Drain Buffer in order to find the correct formula
and it came as a bit of a surprise, when I discovered that they don't really
add the values listed. Charge Relay 3 for instance, only adds roughly 0.5%.
It's a percentage of a percentage.
And yes, I'm working on the Base Planner, but seeing as it only has one single
visit per day on average, it hasn't been a priority. I considered the Ship
Planner a bit more important to get up and running, so updating it was put
aside for a bit. Currently recoding a fair portion of it, in order to get it to
support the new stuff.
Looks like what Jackson posted wasn't correct. No hangar mass reduction on Caustic, at least not according to in-game stats.
I've put off adding those bonuses until now, as it's not as simple as merely displaying a bonus if it has one. It's a bit more complicated than that and I wanted to add the effects of the bonuses as well, which complicated the whole thing even more.
As for the Base Planner, I'm guessing you mean Hangar XVII, and yes, looks like I forgot to upgrade it. It's still level 16. Will fix it shortly.
My words may inaccurate, so I make an example. In this picture, the bonus DPS from Harmonic does apply to Chase Phantom, but it actually doesn't ingame. As a result, Spawned Ships don't receive any bonus from any sources.
Specials don't display their level.
Caustic's mass reduction is inaccurate.
By the way, can you add time reduction by alliance's help? This is may a good suggestion imo.
Looks like there's a bug in the new bonus dps system, which may cause the entire page to freeze, so I've had to disable it until I can get it fixed.
It's likely that the Caustic does have a hangar mass reduction after all, but as a hidden stat. I've messed around with it a bit, but couldn't get it to add up with the stats given by Jackson. I'll test it in-game once my factory is ready.
To include alliance help has crossed my mind a few times. I'll see if I can find a way to implement it.
Edit: OK, enabled the bonus dps again. It should now work as intended.
No offense but through what he had done to Caustic's stats, I can't trust him anymore, because there are many informations that inaccurate and missing. By the way, this stats is from wiki.
Ship Planner doesn't have Xeno Lancer Driver IV.
Specials are having a serious problem, hope you can fix them as soon as possible.
I've messed around with the Caustic since yesterday, and so far no clear indication as to what's causing it. With its hangar mass reduction enabled its mass at mk 4 is 21098. If the rounding discrepancy of 1t is included, then it's exactly 100t more than in your picture, which leads me to think that the hull is only 800t at mk 4. If that's the case, then it's the first hull that has had its unladen mass reduced as it's marked up. Of course, it could also simply be a typo in the in-game data, in which case we'll likely get a patch and a free refit at some point.
I currently don't have access to a mk 4, so I can't verify it. I'll farm some patterns tomorrow and mark one up.
Wiki is often wrong or not updated, but can still be a good source of information. Only what you see in-game can you fully rely on, but we do often get hidden stats, as Kix likes to be secretive about the inner workings of their games.
As for spawners not receiving a bonus from Harmonic Warfare, I could use some confirmation on that. In-game stats only show the raw data, not modified by harmonics, and that for both a single ship as well as the entire fleet. Take any ship, add harmonic and no stat on the UI will change, so it can be a bit difficult at times to confirm certain mechanics.
The problem with specials was linked to the bonus dps bug, which I fixed yesterday. It should be working, so try to refresh the page / clear the cache.
The lancer was there, but didn't show due to a typo. Fixed.
Well, in that case I should remove the hangar mass reduction, as it isn't listed. According to what Jackson posted, it has a spawner mass reduction instead, but no spawner. Effective Range also says 0-6000 m, while in-game it says 0-7000 m, so no it's not accurate. As I said, you can really only fully rely on in-game data, as people can and will make mistakes, so unless it's a direct copy & paste something's bound to go missing or be incorrect. With the wiki data, the result should be 22180 t.
It took a few days and despite the low spawn rate, I did manage to farm the patterns needed to test it and figure out what the issue was. The data provided by Jackson was incorrect. First off, it doesn't have spawner mass reduction of course, as it only uses drones, and secondly the mass reduction is higher than what he listed. Copy & paste gone wrong, I guess.
Yes, the fandom wiki hasn't been updated in years. Can't remember the exact reason, whether it was a money problem or a storage one, but a few years ago all content was moved to gamepedia and fandom was discontinued. I was one of those who maintained the original Wiki early on, and have used gamepedia frequently after that when the data hasn't been available in-game. It's good but not perfect, which is why you see the occasional bug in my data.
Well, in that case I should remove the hangar mass reduction, as it isn't listed. According to what Jackson posted, it has a spawner mass reduction instead, but no spawner. Effective Range also says 0-6000 m, while in-game it says 0-7000 m, so no it's not accurate. As I said, you can really only fully rely on in-game data, as people can and will make mistakes, so unless it's a direct copy & paste something's bound to go missing or be incorrect. With the wiki data, the result should be 22180 t.
About that 0-7KM effective range, that was a visual bug stemming from the prefit Caustic in Breakdown. It was accurately showing it as 0-6KM for any Caustic built. I think it now shows all Caustics with a incorrect range of 0-7KM, instead of the proper 0-6KM range. That should be fixed on Wednesday.
You should improve the Harvester's side in the Ship Planner.
Blight Siphon Resistor provides Blight Resistance, but it provides Alien Resistance in the Ship Planner.
Node Armor and Vertex Armor bonus Phase Screen.
Carriers are rather special. Since they can only use some specials, they need a special setting. I will have to go through all and double check at some point.
Siphon fixed and bonus to screen from armor added. Harvester used old data. Fixed as well.
Keep'em coming.
Only Ifrit Thruster can be used by Behemoth and Leviathan. The last of the Dreadnoughts can't use Thruster.
Zettabyte's Modifiers doesn't have Screen bonus.
Imperator's Modifiers and so as Torus don't have Shield bonus.
I'll look into the rest shortly.
Thruster was a bit tricky. It was basically a conflict causing it, but it should work now.
Anthracite Munition:
For an exemple, Anthracite Munition III provides -3% Phase Screen Charge, not -300% as in the Ship Planner. Anthracite Munition I and II are the same.
Vertex Armor III and Scale Armor III doesn't have KI resistance.
Sunder Thurster and Zephyr Thruster have some negative effects.
There are still some items which don't have all their stats listed, especially ablative related items. I'll be working on those next.
For an example, mk2 Omega should have 2.5% damage resistance instead of 250%.
Still trying figure out how to display all these bonuses, in a way that makes sense, without having to add multiple sub windows and popups, like we have in-game.
I've changed them to 6.5 and 7.
According to what CM Jackson posted, the Pursuit Squadron is restricted to carriers, but as Caustic is a debuffer and not a carrier, will it fit? The Inferno Squadron has had its restrictions changed, so I assume it will.
Will update the data, once we have the items in-game.
Also, the image below is the restrictions for Inferno 3. Note that the carrier lock is gone now, which means that Inferno and Pursuit, by extension, can be used on the Caustic.
The Caustic and associated tech are not available in game yet, for whatever reason.
Occasionally we have the blueprints available before the event, which is a good reference to get accurate info. Jackson does make mistakes and Wiki isn't always right (https://vegaconflict.gamepedia.com/Caustic, weapon mass at mk 4).
I've changed the spawner to hangar. It was a bit difficult to fit it properly at mk 6, with no mass reduction bonus, so it makes sense it should be hangar.
While planning for T7 ships, the Ship Planner displays T8 stuffs, which makes players confused or misunderstanding.
(Plasma) Atrophy Router and (Plasma) Anthracite Munition can be used by 1 ship at the same time.
Valhalla, Valkyrie, Freyja, Dominion, Vanquisher, Paladin, those Carrier's Modifiers doen't have Hangar Weapon Mass reduction.
There is something wrong about the Field Generators while planning for Paladin.
Harvester is already mk6, the Ship Planner displays it's mk1.
Pharmakon Ship Resistors' have the wrong display also, it should be 1.5% instead of 150%
T7-8 Screens don't stack, for an example, Zettabyte use 6 Mesh Screens, its Phase Screen Charge is 17%, not 102%, and its Phase Screen Drain is 10%, not 60%.
Phase Charge Relay and Phase Drain Buffer affect to the whole fleet, not only 1 ship itself.
One question, are you still developing the Base Planner?
These can already be used at the same time, and as I recall they can in-game as well, but I'll test them thoroughly once they're available in-game again.
While the data is mk 6 for the Harvester, it displays mk 1 as the system currently doesn't allow skipping mks. I'll see if I can find a workaround.
The Field Generators were literally double in the data. I must have been sleeping when I added those. To not mess up people's builds, I've blocked the second version of each, instead of deleting them. The build should auto correct itself, if you've used the second version. Apparently they were also allowed to stack, which should be fixed as well.
I delved into Charge Relay and Drain Buffer in order to find the correct formula and it came as a bit of a surprise, when I discovered that they don't really add the values listed. Charge Relay 3 for instance, only adds roughly 0.5%. It's a percentage of a percentage.
And yes, I'm working on the Base Planner, but seeing as it only has one single visit per day on average, it hasn't been a priority. I considered the Ship Planner a bit more important to get up and running, so updating it was put aside for a bit. Currently recoding a fair portion of it, in order to get it to support the new stuff.
Siphon Resistors increase Phase Screen Drain, but the Ship Planner doesn't calculate it.
Need more details about (Plasma) Atrophy Router, especially that it provides bonus DPS for (Plasma) Cannon.
Blight Thonian Armor has its icon displayed Plasma.
While using the Ship Planner, Tier 7 Altairian ships can be put on Tier 8 Shield (in another word is Resolute Shield).
Punisher Cruiser has 2 Resistance Slots.
Dominion Carrier's Modifiers doesn't have Hangar Weapon Mass reduction.
Overcharged Warheads is restricted to Cutters.
Spawned Ships don't receive bonus from any sources.
About the Base Planner, Hangar Module XII msc msss isn't 20,110t, it is 36,800t according to wiki.
Looks like what Jackson posted wasn't correct. No hangar mass reduction on Caustic, at least not according to in-game stats.
I've put off adding those bonuses until now, as it's not as simple as merely displaying a bonus if it has one. It's a bit more complicated than that and I wanted to add the effects of the bonuses as well, which complicated the whole thing even more.
As for the Base Planner, I'm guessing you mean Hangar XVII, and yes, looks like I forgot to upgrade it. It's still level 16. Will fix it shortly.
A bit more specific, if you don't mind. Currently they get a mass reduction from hulls, so what did I miss?
Specials don't display their level.
Caustic's mass reduction is inaccurate.
By the way, can you add time reduction by alliance's help? This is may a good suggestion imo.
It's likely that the Caustic does have a hangar mass reduction after all, but as a hidden stat. I've messed around with it a bit, but couldn't get it to add up with the stats given by Jackson. I'll test it in-game once my factory is ready.
To include alliance help has crossed my mind a few times. I'll see if I can find a way to implement it.
Edit: OK, enabled the bonus dps again. It should now work as intended.
Ship Planner doesn't have Xeno Lancer Driver IV.
Specials are having a serious problem, hope you can fix them as soon as possible.
I currently don't have access to a mk 4, so I can't verify it. I'll farm some patterns tomorrow and mark one up.
Wiki is often wrong or not updated, but can still be a good source of information. Only what you see in-game can you fully rely on, but we do often get hidden stats, as Kix likes to be secretive about the inner workings of their games.
As for spawners not receiving a bonus from Harmonic Warfare, I could use some confirmation on that. In-game stats only show the raw data, not modified by harmonics, and that for both a single ship as well as the entire fleet. Take any ship, add harmonic and no stat on the UI will change, so it can be a bit difficult at times to confirm certain mechanics.
The problem with specials was linked to the bonus dps bug, which I fixed yesterday. It should be working, so try to refresh the page / clear the cache.
The lancer was there, but didn't show due to a typo. Fixed.
There are 2 VEGA Conflict wiki, one has been out dated and one is in a hand of a trustful player. Here is the wiki you can believe.
https://vegaconflict.gamepedia.com/VEGA_Conflict_Wiki
It took a few days and despite the low spawn rate, I did manage to farm the patterns needed to test it and figure out what the issue was. The data provided by Jackson was incorrect. First off, it doesn't have spawner mass reduction of course, as it only uses drones, and secondly the mass reduction is higher than what he listed. Copy & paste gone wrong, I guess.
Yes, the fandom wiki hasn't been updated in years. Can't remember the exact reason, whether it was a money problem or a storage one, but a few years ago all content was moved to gamepedia and fandom was discontinued. I was one of those who maintained the original Wiki early on, and have used gamepedia frequently after that when the data hasn't been available in-game. It's good but not perfect, which is why you see the occasional bug in my data.
You should examine the Caustic's mass reduction again.