Eve Echoes Fitting tool changelog
-Fixed shield extender and armor place ehp activation bonus not being taken into account in the calc.
-Fixed ship mode being still active from a previous ship when changing to another ship in the same session.
-Fixed nanocore main and sub affix being still active from a previous ship when changing to another ship in the same session.
-Updated items balance changes (most of them ninja change not appearing on any patch note)
-Added praxis and the other new ships.
-Added Nanocores
-Added Nanocores main affix and sub affix with selectable levels.
-Added Integrated rigs, there is no restriction on the same rigs family for now but this check will be added later.
-Added Text export for both nanocores and integrated rigs.
-Added the possibility to save fittings including with nanocores and integrated rigs.
-Added Space Detection Modules ( Wide resonances Scanner,Narrow resonance Scanner, Analysis Devices)
-Added ability to select skillset from 5/4/0 and 5/5/3 ( so you can now choose from 0/0/0 , 5/4/0 , 5/5/3 , 5/5/5)
-Added damage types info in both fitting tool and gamedata wiki page for all weapons and drones.
-Added "time to hit maximum velocity" in the fitting tool.
-Added "Velocity VS Orbit Graph" in the fitting tool.
-Added ability to collapse all sections on the ship fitting screen (offense, defense, capacitor, targeting, velocity, cargo hold).
-Changed all slots beside high and drones to be online/passive by default instead of active.
-Moved Testserver data to his own fitting tool as to not confuse people with unreleased ship.
-Added capacitor recharge rate graph and capacitor stability over time graph in the fitting tool.
- Updated all ships and modules to reflect the balance patch.
- Added Graphs for the locking time vs other ship in the fitting tool.
- Added restrictions on fitting modules to match in game, the current modules restrictions enabled are :
- Shield Field Modules
- Armor Link Modules
- Covert Ops Modules
- Interdiction Spheres Modules
- Warp Disruptions Field Generators Modules
- Command Burst Modules
- Reactive Shield Modules
- Reactive Armor Modules
- Damage Control Modules
- Strip Miner Modules
- Added a modal to tell you when you can't fit a modules due to unmet requirement.
- Added Shield Passive Regen to the EHPS formula.
- Added remote shield boosters / armor repairers to the optimal/falloff range section.
- Added the display of the current tracking values for Turrets and Drones.
- Added all non released E-war ships
- Added all non released Command ships
- Added all t1 ships as requested
- Added all non released Armored/Shield/Skirmish/Information Burst Modules.
- Added a "No Damage" Damage pattern profile to see how a reactive module or others would behave per default when not being attacked.
- Optimised numbers in the fittings tools to separate them by comma on big numbers.
- Optimised dropdown colors to match the deeper level reached.
- Changed reactive hardener formula to take into account more rebalance tick ( currently hardset to stop at a total of 7 rebalance) to be more accurate.
- Added group capacitor modules effects in the capacitor recharge rate formula.
- Added calculation for repair rate and EHP repair rate
- Added calculation for EDPS with a selectable target resistance pattern profile.
- Added falloff and optimals for ewars modules
- Added Ship Mode bonus toggle for all specifics ships.
- Optimised the Optimals and falloffs category to split by "Turrets and Launchers" "Drones" and "Ewars" and added a way to collapse /show the category itself.
- Optimised the fittings slot to collapse /show the slots.
- Added Warp Preparation time stat
- Added Skills and roles bonus informations for ships
- Fixed general priority order for penalty count formula
- Fixed module bonus based on skill level that was always at a minimum on level 1 skill instead of 0 when you dont have the required skill.
- Fixed Inertia modifier stat to show up to 6 figures after the comma.
- Fixed Railguns damage profile which had the wrong % set (was at 62%TH instead of 38% and 38% KI instead of 62%KI)
- Current ongoing bug : Reactive hardeners appear to not have the right formula to rebalance the resistance, I'm aware of that and need to do further test to fix it.
- Added mining calculated stats
- Added special cargo hold display
- Added quicksave feature for saving your fit and sharing it via url
- Fixed shield field module not giving the additional shield resistance when activated
- Improved UI on mobile for the fitting tool
- Improved backend api that should now be responding really fast for the fitting tools.
- Fixed powergrid calculation issue when a drone was added to a ship
- Fixed Damage control modules activation bonus not being taken into account
- Fixed Maximum target lock to take into account ship and max allowed from skill
- Fixed some attribute value to be "less" precise like in game
- Added Damage profile selection
- Added Reactive hardener modules rebalancing resistance based on current damage profile selection
- Added alert when the current character skills are not set or are set to all 0.
- Improved the accuracy and falloff display to show up to 2x falloff and the success chance
- fixed ehp calculation, separated in two distinct group:
- lowest resistance profile like in game fitting
- current damage profile which will be dynamic ( currently set to omni 25/25/25/25)
- fixed Aux thruster rigs not being taken into account
- Improved capacitor Simulation time formula to be on par with in game fitting ui.
- Added Shield and Armor Extender modules online and activation bonus.
- Fixed Reactivation time delay not taken into account in the capacitor simulation.
- Added modules informations and details of stats from each fitted modules
- Fixed nosferatu module being always taken into account even if not activated
- Added Can-Yue and Xian-Yue ship
- Improved display of rigs to add another level of menu to reduce scrolling
- Added ability to quicksave the current fit to the website (Beta users access only)
- Added ability to see and share users fit and import them in the fitting tool (Beta users access only)
- Fix reactive armor that was not being calculated correctly
- Fix calculation and add calculated stats for prop mod(microwarpdrive and afterburner)
- Added first iteration for the optimal and falloff range for the turret, launcher and drones
- Added all prototypes rigs
- Added Activation bonus calculations on the following mods category :
- Thruster Upgrades
- Weapon Upgrades
- Added codified color for each state of the module :
- Light Blue when it is Active
- Green when it is online but not active
- Red when it is offline
First version released to the public