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https://github.com/EDCD/coriolis.git
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216 lines
10 KiB
Markdown
216 lines
10 KiB
Markdown
#2.2.19
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* Power management panel now displays modules in descending order of power usage by default
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* Shot speed can no longer be modified directly. Its value is derived from the range modifier for Long Range and Focused modifications
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* Ensure that jump range chart updates when fuel slider is changed
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#2.2.18
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* Change methodology for calculating explorer role; can result in lighter builds
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* Tidy up layout for module selection and lay everything out in a consistent best-to-worst for both class and grade
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* Make integrity for module reinforcement packages visible
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* Clean up breakpoints for modules in available modules list; stops 7- or 8- module long lines
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* Add damager/range graphs to damage dealt
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* Reorder panels
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* Use coriolis-data 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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* Use in-game terminology for shield generator optmul and optmass items
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* Add crew to shipyard and outfitting page information
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* Use coriolis-data 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 'Extreme' blueprint roll where some incorrect ranges were chosen
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* Use coriolis-data 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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* Ensure that standard slots are repainted when any component changes
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* Reload page if Safari throws a security error
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* Handle import of ships with incorrectly-sized slots
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* Add 'Extreme' blueprint roll: best beneficial and worst detrimental outcome (in place of 'Average' roll)
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* Display information about Microsoft browser issues when an import fails
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* Add 'purchase this build' icon link to EDDB
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* Add 'miner' and 'shielded miner' ship roles
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* Use coriolis-data 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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* Ensure that jitter is shown correctly when the result of a special effect
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* Use restyled blueprint information
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* Use the ship name (if available) rather than the ship model for the window title
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* Use coriolis-data 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 'time to drain' summary value. This is the time to drain the WEP capacitor if firing all enabled weapons
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* Do not include utility slot DPS/EPS/HPS in summary information
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* Ensure that auto loader special shows in the tooltip
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* Ensure that ship mass is recalculated when appropriate
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* Use coriolis-data 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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* Tidy up old references to coriolis.io
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* Add ability to add and remove special effects to weapon modifications
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* Add weapon engineering information to Damage Dealt section
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* Change shortcut for link from ctrl-l to ctrl-o to avoid clash with location bar
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* Only show one of power generation or draw in tooltips, according to module
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* Use coriolis-data 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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* Add help system and initial help file
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* Make absolute damage visible
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* Add 'average' roll for blueprints
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* Update spacing for movement summary to make it more readable
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* Provide damage dealt statistics for both shields and hull
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* Damage dealt panel only shows enabled weapons
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* Add engagement range to damage received panel
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* Handle burst rate of fire as an absolute number rather than a perentage modification
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* Ensure that clip values are always rounded up
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* Ensure that focused weapon mod uses range modifier to increase falloff as well
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* Use coriolis-data 2.2.11:
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* Remove non-existent 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 detailed export of module reinforcement packages
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* Use damagedist for exact breakdown of weapons that have more than one type of damage
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* Use new-style modification validity data
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* Provide ability to select engineering blueprint and roll sample values for them
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* Use coriolis-data 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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* Use SSL-enabled server for shortlinks
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* Add falloff for weapons
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* Use falloff when calculating weapon effectiveness in damage dealt
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* Add engagement range slider to 'Damage Dealt' section to allow user to see change in weapon effectiveness with range
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* Use better DPE calculation methodology
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* Add total DPS and effectiveness information to 'Damage Dealt' section
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* Use coriolis-data 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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* Fix issue where filling all internals with cargo racks would include restricted slots
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* Use coriolis-data 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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#2.2.7
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* Fix resistance diminishing return calculations
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* Do not allow -100% to be entered as a modification value
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#2.2.6
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* Add pitch/roll/yaw information
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* Use combination of pitch, roll and yaw to provide a more useful agility metric
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* Add movement summary to outfitting page
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* Add standard internal class sizes to shipyard page
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* Fix issue when importing Viper Mk IV
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* Ensure ordering of all types of modules (standard, internal, utilities) is consistent
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* Add rebuilds per bay information for fighter hangars
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* Add ability to show military compartments
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* Show module reinforcement package results in defence summary
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* Use separate speed/rotation/acceleration multipliers for thrusters if available
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* Obey restricted slot rules when adding all for internal slots
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* Version URLs to handle changes to ship specifications over time
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* Do not include disabled shield boosters in calculations
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* Add 'Damage dealt' section
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* Add 'Damage received' section
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* Add 'Piercing' information to hardpoints
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* Add 'Hardness' information to ship summary
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* Add module copy functionality - drag module whilst holding 'alt' to copy
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* Add base resistances to defence summary tooltip
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* Update shield recovery/regeneration calculations
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* Pin menu to top of page
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* Switch to custom shortlink method to avoid google length limitations
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* Ensure that information is not lost on narrow screens
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* Do not lose ship selector selection on narrow screens
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* Reinstate jump range graph
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* Use coriolis-data 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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* Calculate rate of fire for multi-burst weapons
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* Add note to disable ghostery in error situation
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* Use coriolis-data 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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* Add shortlink for outfitting page
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* Use coriolis-data 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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* Modification tooltip now shows special effect
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#2.2.3
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* Fix hull boost calculation - now shows correct % modifier and total armour
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* Fix import of DiamondBack - can now be imported
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* Fix import of Beluga - can now be imported
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* Use coriolis-data 2.2.3:
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* Fix mismatch between class 5 and class 7 fighter hangars - now shows correct module
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* Add details for concordant sequence special effect - now shows correct damage
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* Fix details for thermal shock special effect - now shows correct damage
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* Add engineer blueprints
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* Modification tooltip now shows name and grade of modifications for imported builds
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* Retain import URL unless user changes the build - allows future updates of Coriolis to take advantage of additional build information
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#2.2.2
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* Update DPS/HPS/EPS in real-time as modifiers change
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* Use coriolis-data 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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* Show modification icon for modified modules
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* Take modifications in to account when deciding whether to issue a warning on a standard module
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* Fix hardpoint comparison DPS number when selecting an alternate module
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* Ensure that retrofit tab only shows changed modules
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* Fix import and export of ships with modifications, bump schema version to 4
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* Enable boost display even if power distributor is disabled
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* Calculate breakdown of ship offensive and defensive stats
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* Add 'Offence summary' and 'Defence summary' components
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* Add ability to import from companion API output through import feature
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* Add ability to import from companion API output through URL
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