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tkoeppe acp21

xcom-companion's Issues

Idea: show viable map selections

Here's an idea for making the Maps constraint selection communicate more information quickly:

  • If nothing is selected, the AO and Type menus are fully enabled.
  • If only an AO xor a Type is selected, the respective other menu's entries that would result in no matching maps are "disabled" (they could still be selected, but appear, say, gray).
  • If an AO and a UFO mission type are selected, only viable UFO types are enabled.
  • If a UFO mission type and a UFO type are selected, only viable AOs are enabled.

I could take a stab at this if you like it. I don't know much about JS, but it seems learnable. If you happen to know how to implement this in five minutes, though, I'd also be more than happy to just leave it to you :-)

"Search" does not enter history correctly

To reproduce:

  1. Ctrl-F to search for some page; visit that page.
  2. Press the "Back" button. (Correctly returns you to the previously displayed page.)
  3. Press the "Next page button". (Fails, does not return to the searched-for page from step 1.)

Elerium Generator costs

The $ value of the Elerium Generator is too cheap on the app.
Base build is $400 rather than the $200 on the app.
Rush build is $600 rather than $300

Meld Alloy and Elerium counts all seem correct though
Elerium

Sectopod and Berserker stats disappear after certain research levels

Bit of a weird one.
When viewing the details of the Berserker and Sectopod if you manually enter difficulty level and alien research rate, the stats window on the left disappears once you reach a certain research level.

The levels that it cuts off from seems to match research upgrades so maybe some value from them isn't being applied correctly.
I've been unable to reproduce the issue on other aliens, seems to just be the Sectopod and Berserker.

Berserker
Impossible - 924 research
923
924

Sectopod
Classic - 900 research
Brutal - 819 research
Impossible - 693 researh

History buttons layout

This is fairly subjective, but I find the history buttons ("back", "next page") placed confusingly: Initially I thought they would provide a sequential iteration of the entire companion's contents. It took me a while to realize that they control the visit history.

If I could make a suggestion, I would perhaps place the buttons more distinctly in the top-{right|left} corner (preferably top-right I think), and, crucially, above the page title (so as not to suggest a role subordinate to the page).

On a slight tangent, the history seems shallow (going back pops off the stack); how about an Emacs-like infinite history where you can undo the undo?

Feature request: country starting & satellite bonuses

Hi! Would like to request an addition to the development roadmap: a complete list of country starting and mid-campaign satellite bonuses, which would help in the campaign plan.

A number of countries have different bonuses depending on whether you start there or launch a satellite over them later, and it would be useful in the upcoming campaign planning tool to be able to compare these at a glance. Continent bonuses would be welcome too, but those are easier to remember.

Thanks for all the hard work!

Build Manager: Selecting Extra Conditioning on a Goliath breaks stats preview

When creating a loadout for a Goliath; the stats preview on the right with aim, mobility, perks, etc disappears after selecting the Extra Conditioning perk.
It is no longer visible within the loadout or the saved loadouts list.
The saved loadouts list will instead show either nothing, or the stats preview of the previous loadout you selected in the list.

Equipment doesn't seem to matter and no other perks at the MSGT level cause the issue, just extra conditioning (screenshot below shows Rapid Fire selected as example).
with Rapid Fire
With Extra Con

Goliath too tanky for companion I guess

`npm audit` suggests several version bumps

When running npm install on Linux, I get a recommendation to run npm audit to address known security vulnerabilities in various dependencies. Can you repro/fix that? Would you perhaps like a pull request?

UFO grouping by size

This is relatively subjective, but I think it might be a good idea to group UFO classes by size in the UFO screen. I feel like this might make it slightly easier to navigate.
Like so
Small -
Scout
Fighter
Medium -
Raider
Destroyer
Overseer
Large -
Abductor
Terror Ship
Transport
Harvester
Very Large -
Battleship
Assault Carrier

(the above being an example of how the ufos would be grouped, not necessarily a suggestion as to the actual layout)

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