#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