Databank
Every weapon can specialize
Every weapon can now specialize at level 5 into one of three signature modifications, boss waves keep the sky full, prestige lines fit on one screen, and synergies step out of the draft.
Specializations
- Specialize at level 5. A weapon at level 5 now deals its Specialize card. Taking it uses the pick, and the next draft is a gold hand of that weapon's three signature modifications and nothing else. The one you take rebuilds the weapon for the rest of the run, and the choice is open again next deployment.
- All seventeen weapons carry three. The cannon ricochets, the coil throws thunderheads or ball lightning, the blaster homes or frenzies, the rail splinters or shoves the sky back, the lance drills or digs a moat, the well crushes or repels, the supply wing strafes. Fifty-one modifications in all, each a different way to play the weapon you leveled.
- New ways to heal. Relief Balloons parachute repairs off every mine pop, Rainfall wrings repairs out of vapor banks as they run out, Leech feeds the array a share of what the swarm eats, and Full Crate delivers everything at once. Every repair is earned by how you play.
Bosses
- Boss waves keep the sky full. The escort no longer shrinks when a boss arrives, and while a boss holds the wave, reinforcements stream in at the wave's own spawn rate instead of a slow drip. The boss is extra pressure on top of a normal sky, not a substitute for one. Reinforcements during a boss still pay half rewards.
Draft
- The hand deals, and the pick plays out. Draft cards drop in one after another, and choosing one clears the rest first, with the chosen card following a beat behind.
- Auto-pick shows its timer, and it specializes. With auto-pick on, each hand runs a short countdown bar before the pick fires, long enough to switch it off and take the hand yourself. A newly unlocked Specialize card outranks a routine upgrade, so auto-pick takes modifications too, and a starred modification is the one it takes.
- Synergies are on hold. Synergy pairs no longer appear in the draft while specializations take over as the level 5 payoff. They may return.
Perks
- Priority Requisition guards specializations. It now guarantees a newly eligible Specialize card a slot in the next draft, the job it did for synergies. Since that slot shapes the whole draft, its price rises from 700 to 5,500 flux.
- Joint Doctrine is now Refit Crews. Each rank lets weapons specialize one level earlier, down to level 3. Ranks already owned carry over.
Prestige
- Prestige fits on one screen. The field no longer widens with rank. Added emplacements pack evenly across the classic frame with slimmer panel wings, scaling down when the line gets tight, so you never zoom out or pan to see your own guns.
Interface
- Speed hotkeys. Press + and - during a run to step the game speed up and down.
- Modifications in the gallery. Every weapon's page lists its three modifications, each linking to its own live demo, and starring one there marks it for auto-pick. Demo stages field a tight grid of at least three targets, so splash, piercing and area effects read at a glance.
- The perk filters stay put. The group chips on the perk shop stick to the top while the list scrolls, in one row that pans sideways when space is short.
Fixes
- No more vanishing shots. Projectiles no longer hit enemies still queued above the sky line, which made rockets and darts blink out mid-air, and a rocket that leaves the field now pops visibly instead of disappearing.
- Readable deployment info. The modifier, buff and run menu popovers keep their dark panel whatever the app theme, so the location text no longer vanishes.
All patch notes