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