#2.2.8
- Set military slot of Viper Mk IV to class 3; was incorrectly set as class 2
- Update base regeneration rate of prismatic shield generators to values in 2.2.03
- Update specials with information in 2.2.03
#2.2.6
- Update weapons with changed values for 2.2.03
- Add individual pitch/roll/yaw statistics for each ship
- Remove old and meaningless agility stat
- Use sane order for multi-module JSON - coriolis can re-order as it sees fit when displaying modules
- Fix cost of fighter hangars
- Update Powerplay weapons with current statistics
- Add separate min/opt/max multipliers for enhanced thrusters for speed, acceleration and rotation
- Add module reinforcement packages
- Add military compartments
- Fix missing damage value for 2B dumbfires
- Update shield recharge rates
- Reduce hull mass of Viper to 50T
- Fix incorrect optimal mass value for 8A thrusters
- Add power draw for detailed surface scanner
#2.2.5
- Fix incorrect ID for emissive munitions special
- Fix rate of fire for burst lasers
- Add fragment cannon modifications
- Fix internal name of dazzle shell
#2.2.4
- Fix incorrect ID for class 5 luxury passenger cabin
- Add damage type modifier
- Change modifications from simple strings to objects, to allow more data-driven behaviour
- Add special effects
#2.2.3
- Fix mismatch between class 5 and class 7 fighter hangars
- Add details for concordant sequence special effect
- Fix details for thermal shock special effect
- Add engineer blueprints
#2.2.2
- Add distributor draw modifier to shield generators
- Remove modifiers for sensors
- Add initial loadout passenger cabins for Beluga
- Add initial loadout passenger cabins for Orca
- Update costs and initial loadouts for Keelback and Type-7
- Add resistances for hull reinforcement packages
- Added modifier actions to create modifications from raw data