Oh, turns out the hacking cost was the same as the un-upgraded base energy capacity, and the condition prevented its use even with full energy. Will be fixed in the next build, I'll implement something to make lack of energy more visible anyway.
I definitely like the proposed weapon slider tweaks too, playing with sliders does feel a bit annoying right now. Thanks for the illustration, I'll probably do something similar.
My thoughts about a common upgrade pool for all weapons didn't involve dividing the crystals between weapons, rather having 1000 crystals would allow you to invest 1000 into every weapon at the same time, since right now one has to take a leap of faith by upgrading any new weapon since the previous one is probably already more powerful than the un-upgraded new one. This would leave a player with less choices to make, though...


