---
title: "SpaceCorps 2027 0.2.3 · Patch notes"
description: "SpaceCorps 2027 0.2.3: Makes shields, shield cells, thrusters and laser amps work the way the item cards say: your absorbance now decides how much of each hit your shields take."
canonical: "https://spacecorps.github.io/play/patchnotes-v0.2.3.html"
---

# 0.2.3 · 2026-09-26

[GitHub release](https://github.com/SpaceCorps/play/releases/tag/v0.2.3)

SpaceCorps 2027 0.2.3 makes shields, shield cells, thrusters and laser amps work the way the item cards say: your absorbance now decides how much of each hit your shields take.

## What's new

**Absorbance decides the damage split**
- Until now every hit went 80% to your shields and 20% to your hull, whatever your absorbance. Now your absorbance is your shields' share of each hit, and the hull takes the rest.
- Your absorbance is the average of your shields, each with the shield cells fitted into it, at most 100%. A Light Shield Core alone is 70%, a Basic Shield Core 80%, a Heavy Shield Core 85%. Shield cells add 2%, 4% or 6% each. A Basic Shield Core with two Advanced cells is 88%, so your hull takes 12% instead of 20%.
- When your shields run out, the hull takes the whole hit, as before.
- Aliens still split every hit 80/20. Company pilots fly two Light Shield Cores, so their hull takes 30%.
- The hangar's combat stats show the split under the tiles ("Each hit: shields 88% · hull 12%"). In flight, the Ship window shows your shields' share on its bottom line, after Speed (hover it for the split).

**Modules**
- Adaptive Cores now take shield cells and thrusters, one per slot, of either kind. Their squares on the hangar board are real slots.
- Clicking a shield cell or thruster fits it into the first shield or engine with room, then into an Adaptive Core. If nothing has room, it goes to an ability slot, and the game now tells you it gives an ability there, not shield stats or speed.
- Only shields take a share of a hit. A shield cell in an Adaptive Core adds shield points, but with no shield equipped they go unused: the hangar says so, and a clicked cell prefers an ability slot on a ship without a shield.
- An item's tooltip lists its module slots, what is fitted and what each module adds, and the item's own totals with them. A module's tooltip says what it fits into.
- A refused fit says why: no free module slot, or the item doesn't take that kind of module.
- Fusing items now works when the items fused away hold modules. Those modules go back to your inventory. The item you keep keeps its own.
- Your modules count in flight exactly as the hangar shows, after a launch, a respawn, a reconnect and a configuration swap. Swapping configurations in flight now also switches Shield Regen and Speed Boost to the new configuration's ability slots, and a booster you add in flight counts at once.

**Balance changes you will notice**
- Adaptive Cores now give their bonuses: AC-I +5% shields and +3% speed, AC-II +8% and +4%, AC-III +15% and +5% (times the slot's share). Before, they added nothing and even halved your absorbance.
- Shields slow your ship again, as the item cards always said: Light Shield Core −1%, Basic −3%, Heavy −5% speed each (times the slot's share). Company pilots fly at 202 instead of 206.

All patch notes: [patchnotes.md](https://spacecorps.github.io/play/patchnotes.md) · [patchnotes.html](https://spacecorps.github.io/play/patchnotes.html)
