Releases: EDCD/coriolis
Releases · EDCD/coriolis
The return of /import
2.4.0
Fixed stuff and added stuff. Check changelog
2.3.7
- Fixed Travis test issues
- Bumped NodeJS version to provide better compatability and support
- Added updated German Translation
- Fixed issues with Safari
- Use coriolis-data 2.3.7
- Fixed Orca mass-lock
2.3.6
- Update miner role to provide better defaults
- Fix issue where torpedo special effects were not showing
- Fix typo causing long range blueprint to not modify shot speed in some circumstances
- Fix for Spanish translation of Chaff Launcher (thanks to DamonFstr)
- Update for Russian translation (thanks to LeeNTien)
- Use coriolis-data 2.3.6:
- Add shotspeed modifier to cannon/multi-cannon/fragment cannon
2.3.5
- Ensure that hidden blueprint effects are applied when a blueprint is selected
- Handle display when summary values show thrusters disabled but current mass keeps them enabled
- Added updated German translations (thanks to @sweisgerber-dev)
- Power state (enabled and priority) now follows modules when they are swapped or copied
- Grey out modules that are powered off to provide a clearer visual indication
- Use coriolis-data 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
2.3.4
- Fix crash when removing the special effect from a module
- Ensure comparisons with saved stock ships work correctly
- Add 'Racer' role
- Tidy up shipyard page; remove units from data columns and re-order for legibility
- Allow basic drag/drop functionality in Edge/Internet Explorer 11 browser
- Provide separate special effects for dumbfire and seeker missiles
- Include special effect modifiers in blueprint tooltip
- Use coriolis-data 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
andspecials_D
keys for specials to differentiate
2.3.3
- Remove unused blueprint when hitting reset
- Add 'purchase module' external link to EDDB for refit items
- Use coriolis-data 2.3.3:
- Add Felicity Farseer to list of engineers that supply sensor and detailed surface scanner modifications
2.3.2
- Use scan range for DSS rather than scan time
- Fix companion API import of Dolphin
- Use coriolis-data 2.3.2:
- Separate scan time and scan range
- Add Frontier IDs for new items in 2.3
- Update ownership of module blueprints for sensors and scanners
- Update railgun penetration
23
- Make scan time visible on scanners where available
- Update power distributor able-to-boost calculation to take fractional MJ values in to account
- Revert to floating header due to issues on iOS
- Fix issue where new module added to a slot did not reset its enabled status
- Show integrity value for relevant modules
- Reset old modification values when a new roll is applied
- Fix issue with miner role where refinery would not be present in ships with class 5 slots but no class 4
- Ensure that boost value is set correctly when modifications to power distributor enable/disable boost
- Ensure that hull reinforcement modifications take the inherent resistance in to account when calculating modification percentages
- Add tooltip for blueprints providing details of the features they alter, the components required for the blueprint and the engineer(s) who cam craft them
- Use opponent's saved pips if available
- Ignore rounds per shot for EPS and HPS calculations; it's already factored in to the numbers
- Ensure that clip size modification imports result in whole numbers
- Rework of separate offence/defence/movement sections to a unified interface
- Use cargo hatch information on import if available
- Additional information of power distributor pips, boost, cargo and fuel loads added to build
- Additional information of opponent and engagement range added to build
- Reworking of offence, defence and movement information in to separate tabs as part of the outfitting screen:
- Power and costs section provides the existing 'Power' and 'Costs' sections
- Profiles section provides a number of graphs that show how various components of the build (top speed, sustained DPS against opponent's shields and armour etc) are affected by mass, range, etc.
- Offence section provides details of your build's damage distribution and per-weapon effectiveness. It also gives summary information for how long it will take for your build to wear down your opponent's shields and armour
- Defence section provides details of your build's defences against your selected opponent. It provides details of the effectiveness of your resistances of both shields and armour, and effective strength of each as a result. It also provides key metrics around shield longevity and recovery times, as well as module protection
- Fix power band marker to show safe power limit at 40% rather than 50%
- Restyle blueprint list to improve consistency with similar menus
- Use coriolis-data 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
- Power management panel now displays modules in descending order of power usage by default
- Shot speed can no longer be modified directly. Its value is derived from the range modifier for Long Range and Focused modifications
- Ensure that jump range chart updates when fuel slider is changed
- Add 'Engine profile' and 'FSD profile' charts. These show how your maximum speed/jump range will alter as you alter the mass of your build
- Use coriolis-data 2.2.19:
- Remove shot speed modification - it is directly tied to range
- Fix incorrect minimal mass for 3C bi-weave shield generator