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ChangeLog.md

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#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 and specials_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