v5.4.1
Fixed bug with beam damage calculation relating to pauses & slowdowns
Don't calculate damage while paused (thanks bug reporter!)
Grid rows now highlight on mouseover
Weapons grid rows now have mouse over tooltips with extra info
Weapon data rows are highlighted based on weapon performance (% OP vs % Dmg) So you can see more easily which weapons are doing well
Performance
- New save file format for performance (New data save format, old combats won't load but this won't brick your save or anything)
- New in-memory damage tracking
v5.4.0
Updated to SS .97a
v5.3.3
Fix for rare null pointer when tracking emp arc damage
v5.3.2
All settings now done through Luna (still a soft dependency)
Results UI now tracks damage repaired (requires mods to report damage repaired)
New uninstall LunaLib setting
v5.3.1
Upgrade to Starsector .96a
Changes to support DEM missiles (Thanks DR)
Improvements to ignoring exploding ship damage logic
v5.3.0
Configuration values can now be configured via Luna (Thanks Lukas04)
Additional support for mods specifying damage or clarifying unknown damages
Modification of vanilla on-hit effects to specify and clarify their damages
Mod Authors, please look at the file:
https://bitbucket.org/NickWWest/starsectorcombatanalytics/src/master/CombatAnalyticsMod/src/data/scripts/DCRIntegration.javav5.2.3
Supports having damage values supplied by mods (specifically Realistic Combat)
v5.2.2
Bugfix Release:
Ship count limit now configurable via JSON (for intel display)
Updated wording for enemy fleet damage dealt
Lightning gun from SWP now has its damage recorded correctly
Don't process missile damages 2x (was caused by processing explosion damage and then missile damge)
Don't count launched missiles as a part of a fleet
v5.2.1
Bugfixes
v5.2.0
Updated to .95.1a
Now tracks missiles intercepted
Now tracks explosion damage in a more robust manner (greatly improved accuracy)
General improvements to damage detection accuracy
v5.1.2
Fixed issue with explosions and looking too deeply inside core objects. Thanks Photonsynthesis
Better explosion damage detection
v5.1.1
Add caching layer to prevent perf issues if IntelCombatReport.isValid() is called repeatedly (by mods)
Data is now stored in a compressed format
Now includes Chinese (locale=zh) translation (thanks saya39!):
https://www.fossic.org/forum.php?mod=viewthread&tid=1667v5.1
Campaign Simulation Battles now create "simulation" combat results that last for a day
Changed Flux Dmg -> EMP Dmg
Localization fixes (some strings were omitted)
Issue with Motes not always being properly identified
v5.0
Updated to support StarSector .95
Can now be localized, current localization is English
Uses StarSector .95 damage listener system to give much more accurate values for damage.
Now properly tracks (didn't before):
- plasma cannons
- Flak weapons
- Doom Mines
- Mines generally
- storyline "things"
- collision damage
- on-hit effects
Beam weapons that use multiple beams (like Seeker's kaleidoscope) now have damage computed correctly
Removed SaveDetailedCombatData
Renamed mod to show scope and goal (not general analytics, just detailed combat results)
v4.6.1
Fix issue with failing to parse a saved combat for which there was no damage dealt
Minor perf improvements relating to loading saved data
v4.6
Fix all projectile weapons dealing double damage
v4.5
Another attempt at getting submunition damage correct
Fancy new Icon thanks to Nia Tahl!
v4.4
Try again to get MIRVs to calculate damage correctly without breaking anything else
v4.3
Fully compatible with prior version
MIRV warheads should now calculate their damage properly (Thanks MesoTroniK)
Defend against NULL in a place it shouldn't be possible but apparently is.
v4.2
New save data format to enable new functionality
- This won't break anything.
- But your old combat data will be automatically deleted.
- Your save game is fine.
No longer displaying kills based on killing blows, we now display Solo Kills (> 80% of hull damage) and Assists (> 20% hull dmg)
DP destroyed based on pro-rated armor/hull damage
Much more accurate damage calculations. Not perfect, but much better.
More accurate tracking of what ships were killed.
Fighters are now treated as a singular weapon system, since that is often the most useful way of thinking about them
Ships details "kill" grid removed, replaced with sprites:
- now render sprites for ships that were solo-killed
- render ship sprites that were kill-assisted (along with a damage overlay)
New enemy fleet status summary area
Player ships are shown as Disabled/Destroyed/Retreated in ship list
Added % hull remaining after combat, color coded
Can now aggregate data based on history and generate a "Merged combat result"
v4.1
Proper fighter kill count for TOTAL rows
Denser data format for detailed combat data (to try and avoid 1MB limit)
No longer using "ship list" functionality, now using rendered sprite images in list
If SaveDetailedCombatData is set to true, save detailed results when main menu missions are played (saved on completion)
Images scaled slightly by hull class
Use 7 zip command line to build archive to hopefully work around archive slash issues
v4.0
Added new intel window for post combat detailed results (press 'e')
Weapons can now properly compute how many fighters they've killed (rewrote aggregation)
Various bug fixes around things done in mods that aren't done in Vanilla (big thanks stormbringer951)
If SaveDetailedCombatData is on, files will be written after each battle in the folder /saves/common/combatanalytics/
3.3
Defend against key not being specified in JSON
3.2
Handle possible exception (should only happen on some mods)
Sort results by damage dealt desc
3.1
Updated to starsector .9a
3.0
Updated to Starsector .8.1a
Fighters are tracked as weapon systems
2.0
Data is persisted as strings so disabling the mod wont break saves
Better exception trapping in case something unexpected happens
1.0 - Released