Releases: damonhook/warcry-statshammer
Releases · damonhook/warcry-statshammer
[0.5.0] Inverse Graphs & Copy Fighter Button
Features
- Added Duplicate Fighter Button (fixes #41) - Thanks @Spoofardio
- Added Inverse Probability Graphs to Stats Screen (fixes #22) - Thanks @Spoofardio
Add Khorne Bloodbound Warband
Fighters
- Add the Khorne Bloodbound Warband (Thanks @DaeronAlagos)
[0.4.0] Upgrade dependencies and node version
- Upgraded many dependencies (including Typescript)
- Upgraded the node and yarn version that is used
[0.3.1] Quick Fix for empty fighters
[0.3.0] Preset Fighters, Customisable Toughness Ranges, and Snackbars
Feature Additions
- Add an import screen that allows users to select a number of fighters to import (fixes #4)
- For now it is just the Season 1 Warbands (Going to add more very soon)
- NOTE: The preset fighters only contain the weapons. no runemarks, art, wounds, toughness, movement, or points will be added. This is not a replacement for cards/ToC
- Allow users to customise the toughness range used for results (fixes #14)
- Configure the min/max toughness to generate data for. Leave as Auto to let the API decide
- How the Auto range is determined:
(MIN STR - 1) <---> (MAX STR + 1)
UI
- Added Snackbar notifications (fixes: #7)
- Deleting Fighter
Undo
: will re-add the fighter at the deleted position
- Deleting Profile
Undo
: will re-add the Profile at the deleted position for said fighter
- Error fetching stats
Retry
will re-attempt the API request
- Importing fighter success
- Deleting Fighter
- Added AoS Statshammer as a Social Button (Footer and About page)
- Change SVG Text Object -> Path (fixes #16)
- Use SVGIcon instead of loading through img src
[0.2.0] API Performance improvements and simulations
UI
- The Left Navigation Bar on Desktop has been revamped and will no longer scroll with the content.
API
- Instead of generating data per toughness, instead build
lt
,eq
,gt
properties. Then map that to the different toughness values (Fixes: #13)- This should have no difference in the final result, however, should improve performance greatly
- If you try and generate data for attacks > 8, switch to a simulation of dice rolls rather than generating every permutation (Fixes: #13)
- Increased max attacks from 8 -> 15
- Added Sentry to API to capture errors (Fixes: #11)
Notes
Here is a table of the number of permutations as the attacks grow:
Attacks | Permutations |
---|---|
2 | 36 |
4 | 1 296 |
6 | 46 656 |
8 | 1 679 616 |
10 | 60 466 176 |
12 | 2 176 782 336 |
Because of this it becomes too expensive to get population permutations for attacks > 8. Hence why it switches over to doing 1 500 000
simulations instead. It should be accurate enough as the probabilities are limited to 2 dec. places on the UI anyway
[0.1.1] Move permutations to a generator and limit number of attacks
Changes
- Added a limit to the number of attacks for a profile (8 currently) to avoid generating excessive permutations.
- Moved the evaluations for permutations to use a generator over creating a giant matrix
- This massively improves response time for large requests
- This fixes the server running out of heap memory if someone makes a really large request
[0.1.0] Initial Beta Release
Features
- Average Damage Stats
- Gather the average damage that each unit is expected to do against various toughness values.
- This average is a calculated value (not simulated)
- Probabilities
- Generates Discrete and Cumulative Probabilities
- These values are calculated (not simulated)
- This is done by gathering every permutation of the dice roll(s) and uses that to get a population probability graph
- Dark Theme
- Persisitent data between refreshes
- And more
- Keep an eye on the Github Releases, or the SubReddit to get notified of new additions
Roadmap Features
- Choose from a preset list of fighters
- Export PDF
- Google Drive integration
- Save / Load Fighters