#2.5.1
- AX Modules
- Fixed some engineering values
#2.5.0
- Willyb321 fixed engineering. Some stuff doesn't work. We currently believe this is FDevs fault and not ours.
#2.4.3
- T10 Defender
#2.4.2
- Add requirements to UI
- Fix for limpets
#2.4.1
- Config Fix
#2.4.0
- Added Repair Limpet Computers
#2.3.7
- Fixed Orca mass-lock
#2.3.5
- Fix list of available blueprints for Point Defence
- Fix integrity values for class 6 power plants
- Add shot speed for long range weapon
- Fix components for dirty drive grade 3
- Update values for Cytoscrambler
- Add shotspeed modifier to cannon/multi-cannon/fragment cannon
#2.3.4
- Add missing Long Range blueprint to multi-cannon
- Fix values for thermal load of focused weapon grade 4
- Fix internal module information for power plant blueprints
- Add 'FSD Interrupt' special to dumbfire missile racks; this module now has
specials_S
andspecials_D
keys for specials to differentiate
#2.3.3
- Add Felicity Farseer to list of engineers that supply sensor and detailed surface scanner modifications
#2.3.2
- Update ownership of module blueprints for sensors and scanners
- Update railgun penetration
#2.3.1
- Separate scan time and scan range
- Add Frontier IDs for new items in 2.3
#2.3.0
- Add Dolphin
- Add turreted mining lasers
- Add long range / wide angle / fast scan scanner blueprints
- Fix EDDB IDs for class 5 and 7 fighter hangars for correct shopping list
- Fix cost for rocket-propelled FSD disruptor
- Add module names for blueprints
- Fix erroneous value for grade 5 kinetic shield booster
- Add missing integrity values for some modules
- Update module reinforcement package integrity
- Update specs of Beluga as per 2.3
- Update specs of Asp Scout as per 2.3
- Update specs of Diamondback Explorer as per 2.3
- Add ED ID for Rocket Propelled FSD Disruptor
- Fix ED name for target lock breaker special
- Update scan range and angle information for sensors
- Tidy up shield cell bank information to allow for accurate calculations with modifications
- Update mine launcher stats
- Add appropriate engineers to per-module blueprint information
#2.2.19
- Remove shot speed modification - it is directly tied to range
- Fix incorrect minimal mass for 3C bi-weave shield generator
#2.2.18
- Correct lower efficiency value to be better, not worse
#2.2.17
- Add mass as potential SCB modification
- Fix mining laser statistics
- Remove non-existent grade 4 and 5 wake scanner modifications
- Add number of crew for each ship
#2.2.16
- Fix incorrect thermal load modifiers for dirty drives
- Provide explicit information about if values are higher numeric value == better or not
#2.2.15
- Fix location of initial cargo rack for Vulture
- Fix broken regeneration rate for 6B shield generators
- Tidy up breach damage values
#2.2.14
- Alter blueprint structure to combine components and features
- Make hidden value of modifications its own attribute
- Fix incorrect ED ID for class 6 passenger cabins
#2.2.13
- Add plasma slug special effect for plasma accelerator
- Tweak hull costs of ships
#2.2.12
- Add special effects for each blueprint
- Add IDs for most Powerplay modules
#2.2.11
- Remove non-existant chaff launcher capacity blueprint grades
- Fix incorrect values for charge enhanced power distributor
- Remove incorrect AFMU blueprints
- Correct fragment cannon Double Shot blueprint information
- Correct Focused weapon blueprint information
#2.2.10
- Fix incorrect base shield values for Cutter and Corvette
- Update weapons to have %-based damage distributions
- Remove power draw for detailed surface scanner - although shown in outfitting it is not part of active power
- Fix incorrect names for lightweight and kinetic armour
- Add engineering blueprints
#2.2.9
- Add falloff metric for weapons
- Add falloff from range modification
#2.2.8
- Set military slot of Viper Mk IV to class 3; was incorrectly set as class 2
- Update base regeneration rate of prismatic shield generators to values in 2.2.03
- Update specials with information in 2.2.03
#2.2.6
- Update weapons with changed values for 2.2.03
- Add individual pitch/roll/yaw statistics for each ship
- Remove old and meaningless agility stat
- Use sane order for multi-module JSON - coriolis can re-order as it sees fit when displaying modules
- Fix cost of fighter hangars
- Update Powerplay weapons with current statistics
- Add separate min/opt/max multipliers for enhanced thrusters for speed, acceleration and rotation
- Add module reinforcement packages
- Add military compartments
- Fix missing damage value for 2B dumbfires
- Update shield recharge rates
- Reduce hull mass of Viper to 50T
- Fix incorrect optimal mass value for 8A thrusters
- Add power draw for detailed surface scanner
#2.2.5
- Fix incorrect ID for emissive munitions special
- Fix rate of fire for burst lasers
- Add fragment cannon modifications
- Fix internal name of dazzle shell
#2.2.4
- Fix incorrect ID for class 5 luxury passenger cabin
- Add damage type modifier
- Change modifications from simple strings to objects, to allow more data-driven behaviour
- Add special effects
#2.2.3
- Fix mismatch between class 5 and class 7 fighter hangars
- Add details for concordant sequence special effect
- Fix details for thermal shock special effect
- Add engineer blueprints
#2.2.2
- Add distributor draw modifier to shield generators
- Remove modifiers for sensors
- Add initial loadout passenger cabins for Beluga
- Add initial loadout passenger cabins for Orca
- Update costs and initial loadouts for Keelback and Type-7
- Add resistances for hull reinforcement packages
- Added modifier actions to create modifications from raw data