Releases: EDCD/coriolis
Releases · EDCD/coriolis
2.2.18
- Change methodology for calculating explorer role; can result in lighter builds
- Tidy up layout for module selection and lay everything out in a consistent best-to-worst for both class and grade
- Make integrity for module reinforcement packages visible
- Clean up breakpoints for modules in available modules list; stops 7- or 8- module long lines
- Add damager/range graphs to damage dealt
- Reorder panels
- Use coriolis-data 2.2.18:
- Correct lower efficiency value to be better, not worse
2.2.17
- Use in-game terminology for shield generator optmul and optmass items
- Add crew to shipyard and outfitting page information
- Use coriolis-data 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 'Extreme' blueprint roll where some incorrect ranges were chosen
- Use coriolis-data 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
- Ensure that standard slots are repainted when any component changes
- Reload page if Safari throws a security error
- Handle import of ships with incorrectly-sized slots
- Add 'Extreme' blueprint roll: best beneficial and worst detrimental outcome (in place of 'Average' roll)
- Display information about Microsoft browser issues when an import fails
- Add 'purchase this build' icon link to EDDB
- Add 'miner' and 'shielded miner' ship roles
- Use coriolis-data 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
- Ensure that jitter is shown correctly when the result of a special effect
- Use restyled blueprint information
- Use the ship name (if available) rather than the ship model for the window title
- Use coriolis-data 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 'time to drain' summary value. This is the time to drain the WEP capacitor if firing all enabled weapons
- Do not include utility slot DPS/EPS/HPS in summary information
- Ensure that auto loader special shows in the tooltip
- Ensure that ship mass is recalculated when appropriate
- Use coriolis-data 2.2.13:
- Add plasma slug special effect for plasma accelerator
- Tweak hull costs of ships
2.2.12
- Tidy up old references to coriolis.io
- Add ability to add and remove special effects to weapon modifications
- Add weapon engineering information to Damage Dealt section
- Change shortcut for link from ctrl-l to ctrl-o to avoid clash with location bar
- Only show one of power generation or draw in tooltips, according to module
- Use coriolis-data 2.2.12:
- Add special effects for each blueprint
- Add IDs for most Powerplay modules
2.2.11
- Add help system and initial help file
- Make absolute damage visible
- Add 'average' roll for blueprints
- Update spacing for movement summary to make it more readable
- Provide damage dealt statistics for both shields and hull
- Damage dealt panel only shows enabled weapons
- Add engagement range to damage received panel
- Handle burst rate of fire as an absolute number rather than a perentage modification
- Ensure that clip values are always rounded up
- Ensure that focused weapon mod uses range modifier to increase falloff as well
- Use coriolis-data 2.2.11:
- Remove non-existent 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 detailed export of module reinforcement packages
- Use damagedist for exact breakdown of weapons that have more than one type of damage
- Use new-style modification validity data
- Provide ability to select engineering blueprint and roll sample values for them
- Use coriolis-data 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
- Use SSL-enabled server for shortlinks
- Add falloff for weapons
- Use falloff when calculating weapon effectiveness in damage dealt
- Add engagement range slider to 'Damage Dealt' section to allow user to see change in weapon effectiveness with range
- Use better DPE calculation methodology
- Add total DPS and effectiveness information to 'Damage Dealt' section
- Use coriolis-data 2.2.9:
- Add falloff metric for weapons
- Add falloff from range modification