Skip to content

Releases: EDCD/coriolis

2.2.18

22 Feb 08:30
Compare
Choose a tag to compare
  • 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

18 Feb 10:00
Compare
Choose a tag to compare
  • 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

15 Feb 20:45
Compare
Choose a tag to compare
  • 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

13 Feb 19:52
Compare
Choose a tag to compare
  • 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

08 Feb 09:30
Compare
Choose a tag to compare
  • 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

02 Feb 23:08
Compare
Choose a tag to compare
  • 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

29 Jan 08:33
Compare
Choose a tag to compare
  • 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

25 Jan 19:48
Compare
Choose a tag to compare
  • 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

23 Jan 13:07
Compare
Choose a tag to compare
  • 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

14 Jan 16:36
Compare
Choose a tag to compare
  • 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