The DPS display was wrong — now it’s actually measured. It simply multiplied every barrel into the total. But against a single target, not every barrel connects, and the laser was shown at a third of its real strength because its damage ramp wasn’t accounted for. Measured with a new test rig: an indestructible target at 300 px, 30 seconds of sustained fire, actual damage dealt compared against the displayed number.
| Weapon | Old display | Actual | Factor |
|---|---|---|---|
| Spread Shot level 15 | 410 | 28 | 14× too high |
| Pulse Gun level 15 | 291 | 130 | 2.2× too high |
| Ion Laser level 15 | 250 | 733 | 3× too low |
The reason differs by weapon:
- Pulse Gun: from the fourth barrel on, shots miss the target entirely — effectively a constant 2.68 barrels at barrel counts of 4, 5 and 6.
- Spread Shot: comes down to whether the pellet count is even or odd. With an odd count, exactly one pellet sits dead center; with an even count, two sit close to the centerline instead — 0.62 vs. 1.20 effective barrels.
- Laser: against a single target it burns all the way up to full ramp, so effectively triple strength.
- Missiles and drones: they home in on their target, so every one connects.
After the fix, all 48 measured data points (6 weapons × 8 levels) land within a few percent of the display. The skill tree and ship overview now show the same number.
New in the skill tree: “Damage this flight.” What actually dealt damage, broken down by source — weapons in cyan, boons in amber. The numbers above say what a weapon can do; this says what actually landed. Only together do they show whether a boon is carrying its weight or just taking up a slot.
All chunks with a health bar now block shots, not just the biggest ones. The rule is deliberately tied to the health bar so it reads without any explanation: if it has a health bar, it’s solid. Only the smallest splinters stay passable. Obsidian splinters now get a health bar too — otherwise a rock would block shots without looking like it should.
The controller now remembers where it was. Each menu on its own: leave the hangar on “Armor Plating” and come back, and you’re still on “Armor Plating” instead of back at the top-left. The memory is tied to the specific menu, not to whichever overlay opened first — otherwise the main menu’s cursor position would end up stuck underneath the name prompt sitting on top of it.
The selection cursor now behaves like the mouse pointer. Almost every description in the game is tied to a hover event. Without this fix, moving the cursor with a controller would move the highlight, but the description on the right would keep showing whatever the mouse had touched last.