Databank
Prices you can reach
Prestige, satellites and programs come down to prices a few days of income can buy, Orbital Command is rebuilt as a working fabrication bay that shows what ships cost, every site gets a horizon, clouds and scenery to the screen's edges, and runs can play at five times speed.
Draft
- Frag Balloons waits for the Flak Battery. The card only deals once the battery it borrows fragments from is in your loadout. Before, it could be picked without one, and every pop fell back to a plain blast for the rest of the run.
Prestige
- Each rank costs about 1.3 times the last instead of 3 times. Rank 1 stays at 50,000 flux and rank 10 is about 495,000.
Economy
- Prices you can reach. A satellite or a defense battery now pays back its own price within a few days, and nothing else on offer costs more than a few days of the passive income you have by the time it appears.
- Satellites. The first costs 6,000 flux and 2,000 scrap and each one after it about 12% more, with no steep climb past five.
- Automated Defenses. Rank 1 costs 10,000 flux and 1,800 scrap, and each rank about a third more. Rank 5 pays for itself in about three days instead of six months.
- Panel Efficiency. Starts at 4,000 flux and 1,500 scrap and climbs gently. Rank 5 pays for itself in about three days at five satellites.
- Survey Analysis and Fabrication Lines. Each rank costs 1.5 times the last. Survey Analysis rank 4 is now 51,000 flux instead of 120,000.
- Platforms and probes. Each costs 1.3 times the last. The sixth platform is about 93,000 flux instead of 800,000.
- Perks other than prestige, the one-time programs and the Salvage ladders were already within reach and keep their prices.
Orbit
- A working bay. Orbital Command's hangar is a ribbed, eight-sided fabrication bay that opens through an iris onto the world. A fighter sits in a lit cradle mid-build while welding arms sweep it with sparks, faster the more bays are busy. A gantry hauls containers along the ceiling, drones patrol, a hover-lift crosses the deck, and a hologram of the world turns beside you.
- Ships show their price. The order menu lists every ship's flux and scrap cost and greys out the ones the yard cannot pay for yet. A build always cost both; the cost was simply never on screen.
- The fleet, listed. Under the bays, every stack you have mustered, fittings and all, with its count.
- Finished builds free their bay. A bay reading Complete could stay taken until you visited the hub, and sometimes after. A finished ship now joins the fleet within seconds of its clock running out, and the bay takes the next order.
- A lit world. The planet on the deploy screen and outside the hangar doors is lit by its own sun, with a day side, a night side that stays legible, and a thin bright atmosphere at the edge instead of an even blue haze. A starfield hangs behind it, and the cloud deck turns a shade faster than the land.
- Hardware in orbit. Satellites are proper craft: solar wings on masts, a gold dish, radiator fins, a thruster and a blinking red beacon. Platforms carry a hab drum with a turning ring of windows, a lit docking ring, solar wings, and a fabrication bay lit amber inside. On the deploy globe they are small silhouettes that stay clear of the site beacons. Outside the hangar doors they pass close enough to read their panels.
Sites
- Scenery to the edges. On a wide screen, the world beside the field used to stop at the field's edge: the Atoll's sea ended in a straight line, and the Neo-Osaka skyline and the Svalbard aurora did the same. Every site now fills everything the screen shows. Phones, which show only the field, pay nothing for it.
- A horizon. The sky thickens toward the ground line, pale on day sites and faint on night ones, so the far ranges rise out of haze.
- Clouds. Two layers drift at different speeds, faint far away and fuller up close, lit by each site's own light. Off on the minimal effects setting.
- A softer sun. The day sites' sun glows into the sky instead of sitting inside three hard rings.
- Ground and frame. The strip under the guns darkens toward the bottom of the frame, and on full effects the corners of the frame fall away softly.
- Sharp on phones. The battlefield renders at the phone's own pixel density, up to two times, instead of being scaled up and softened. The minimal effects setting keeps the old resolution for devices already working hard.
Interface
- Five times speed. The speed control and the + and - keys step through x1, x2, x3 and x5. Speed changes nothing about how a fight plays out, so records and replays are unaffected.
- Every door after a defeat. The defeat screen offered Perks and Arsenal. It now also offers Programs, Orbital Command and Deep Survey once you have unlocked them, with Programs shown only while something is left to research.
- The homecoming report waits for a real absence. It used to open after every run, over flux banked during the fight. It now opens only after ten minutes or more away. Coming back from a run still banks everything, quietly.
Fixes
- Enemies stay over the field. On a wide screen, drones on a curving entry and bodies thrown by a Kinetic Slug or a Repulsor could end up over the scenery, out of every gun's reach while still hitting the array. Nothing leaves the field now, and entries begin inside it.
- Ice shards read on every sky. The Frozen Orb's shards nearly matched the lower sky over the Atoll, the Mojave and the Serengeti. Each shard now has a thin dark rim.
- Gallery demos keep their layouts. A fix meant only for Blue Flame's shorter reach had been squeezing every weapon's demo, stacking targets on top of each other and shrinking the Nanite web until the swarm no longer had to chain. Every demo is back as designed, and Blue Flame's reach ring is drawn at its real, narrower reach.
- Repair numbers add up. Trickle healers like Leech save up fractions until a whole point is earned instead of rounding every trickle up to one, so the floating numbers match the repair that happened.
- Launches survive a save sync. A satellite, platform or probe launched at the same moment your save was syncing could be undone by the sync. Saves now land in one step, so what you bank stays banked.
All patch notes