The hangar has two menus. Arsenal and Weapon Paths used to run as permanent tabs beside the modules, which made them look like they belonged to whichever category was selected. They don’t belong to any of them. Switching now happens up in the header:
- UPGRADE SHIP — category on the left, its base modules at the bottom
- ARSENAL — weapon on the left, its unlock and its three upgrade paths at the bottom
The real gain is the second one: everything about one weapon now lives in one place. Before, the Pulse Gun meant switching between two tabs — unlock in one, paths in the other. The layout stays the same in both menus: pick a category on the left, choose below, read about it on the right.
In Arsenal, the right side now shows the weapon’s identity — role, strength, weakness, range and power at max range. The accent color follows the menu (Arsenal is magenta, everything else uses the category color).
The Bay category is now the ship-level unlocks. It used to be labeled as ship hulls with their own style, held three unrelated perks, and its description had been out of date for a long time. Now it collects everything that’s tied to the ship itself and only unlocks with ship level:
| Module | From ship level | Effect |
|---|---|---|
| Filtration System | 3 / 6 / 10 | Zone-enemy plagues weaker |
| Launch Escort | 5 | Satellite active from the start in Orbit |
| Reserve Tank | 7 / 12 | Ion chamber starts with 15 Resonance charges per level |
| Cargo Hold | 9 / 17 | +1 boon slot |
| Test Rig | 14 | +1 element stone per trial passed |
| Fitting Dock | 20 | Weapons start two levels above the Workbench bonus |
Cargo Hold used to be tied to difficulty (Veteran/Legend) — that no longer fits now that ship level exists: it measures how long someone has been flying, which is exactly the point here. Fitting Dock respects the ship level’s weapon cap, otherwise it would bypass the very limit it depends on.