Files
coriolis-data/ChangeLog.md
2018-01-24 09:13:02 +00:00

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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