This last week I have been perfecting the Torpedo's area damage. I want the torpedo to be a powerful and very destructive weapon, which can affect both enemies and asteroids (and can even destroy parts of larger decoration asteroids in the future). On the other hand, it will be a slow weapon and quite expensive to obtain. I found a bug that prevented cannons from receiving area damage and I fixed it. Apparently there was a little confusion in Godot's system of layers and collision masks. In the screenshot you can see the explosion of a torpedo destroying several nearby targets.