FLUX COMMAND
Databank

Synergies rebuilt, deep waves bite

Every pair of weapons now has a synergy whose direction you choose, card levels stop raising damage, enemy damage climbs with depth, bosses enrage and arrive three at a time from wave 60, and the battlefield fills the screen.

Draft

  • Every pair of weapons has a synergy, and you choose its direction. When two weapons both reach level 5, the pair appears in your draft as a split card, one half per direction. The half you pick makes that weapon the carrier: its hits gain the other weapon's essence, so Blaster shots chain lightning, or Tesla strikes ramp combo damage. The other direction is closed for the rest of the run. This replaces the old catalog of 121 hand-built tactics.
  • Names say what they do. A synergy is named by its effect: Mine pops explode on hit, Rail slugs freeze the target, 40mm shells burst into shrapnel.
  • Essences, not projectiles. A carrier gains the partner's signature effect, never its literal shots: the combo window, chain leap, burn, freeze, infection, drain, slow, pull, scar, blast, shrapnel fan, ice shards, a mine left behind, orbital paint, or the 40mm's quickened cadence.
  • Chains. A grafted effect still carries its own weapon's synergies. Mines carrying Tesla plus Tesla carrying RPG means every balloon pop cascades into lightning whose first victim erupts. Each drafted synergy fires once per chain, so loops stop on their own.
  • Payloads scale to the carrier. Every carrier hit triggers its synergy, sized to the carrier's pace: a fast carrier grafts small effects, a slow one grafts them whole. A synergy never out-damages the weapon it borrows from.
  • One-way weapons. The Orbital Designator and the Supply Drop only carry. An orbital strike lands its partner's effect on a whole column, and the supply wing fires its partner's real shots as it passes, a free gun for the length of the pass.
  • Auto-pick. A switch on the draft overlay answers every hand for you: starred cards first, then upgrades. It stays on for the browser session and is off again the next time you open the game.

Weapons

  • Card levels never raise damage. Levels now grow only what makes a weapon itself: shrapnel count, cone, reach, bounces, pierce, blast radius, freeze length, spread, balloons aloft. The per-level damage on the Flak cloud, Flamethrower, Thermal Lance, Nanite Swarm and Frozen Orb is gone. The 40mm Cannon still grows damage.
  • Static Ring works to a quota. It keeps its +2% cut per level, and each pulse now touches 3 enemies at level 1, plus 2 per level, then dissipates.
  • Frozen Orb shards swirl. They spiral out of the orb instead of flying straight spokes.
  • Gravity Well starts smaller. Its pull reaches 85 px at level 1, and it fires every 2.3 seconds.
  • Supply Drop paces itself. It is on an 11 second cooldown (was 8) and flies a little lower, in a wider band of altitudes. With two or more emplacements, each one's self-deploying weapons start on their own beat, so the wings no longer launch together.

Enemies

  • Damage climbs with depth. From wave 20, every impact, bomb, slug, ram and boss strike lands harder each wave: roughly double by wave 40, four times by 60, eleven times by 90. Until now enemy damage never grew, so a build that kept pace could coast through the deep waves. A leak deep in a run has to hurt.

Bosses

  • Bosses enrage. Three minutes after a boss reaches station its guns start hitting harder, ramping to triple over the next minute. The hull runs red-hot and its bar pulses, so you see it coming. Holding a boss is a losing position, never a farm.
  • Three bosses from wave 60. Two from wave 40 as before, and from 60 the whole roster arrives together on three lanes.

Perks

  • Recovery Crews. A new Economy perk with 5 ranks: +20% per rank to what a tapped wreck pays, glints and flux cells alike.
  • Repair Yards. A new Defense perk with 5 ranks: +15% per rank to every repair the array receives, from drones, cards and crates.
  • Synergy perks carry over. Integration Lab, Joint Doctrine, Priority Requisition and Synergy Schematics work as before on the new synergy cards.

Prestige

  • Prestige lines share panels. Two guns now sit as panels, gun, panels, gun, panels, instead of each gun bringing four panels of its own. The field grows one such step per rank.

Interface

  • The battlefield fills the screen. Everything under the header is battlefield now. On a tall phone the extra height opens sky above the field, so enemies are in view for more of their fall. On a wide screen the site's sky and ground run past the field's edges instead of leaving gutters. The fight itself is the same size.
  • Shake only when it matters. The screen no longer kicks on every kill and blast. It shakes when the array takes a hit, harder for a bigger one.
  • Wide screens keep the HUD together. Boss bars and the weapon and synergy drawers sit over the field with the integrity and level bars, instead of at the far edges of the window.
  • Deployment modifiers explain themselves. Tap the modifier or buff name in the HUD for what it does, with the same effect chips the deploy screen shows.
  • Command Archive. Every dispatch the war has sent you, in full and in order, under the Databank menu. Locked entries stay hidden until you earn them.
  • Synergies in the gallery. Every weapon page lists what it carries and what carries it, and its synergies page runs every direction live.
  • Gallery demos you can tune. Demos fire only the featured weapon at targets inside its reach. A target HP slider sits on every weapon and synergy demo, and targets now die, with a fresh set entering from the top once the last one falls.

Fixes

  • No stray scrollbar. Opening the options menu mid-run no longer leaves a scrollbar behind.
  • Boss bars keep their owner. When one of two bosses died, the survivor took over the dead one's bar and refilled it from empty. Each hull keeps its own bar now.
All patch notes