FLUX COMMAND
Databank

Weapon icons, real smoke and fire

Every weapon gets its own icon, fire, smoke and clouds look real, the weapon buildings are lit, the solar farms stand in rows, and the Railgun hits harder but less often.

Weapons

  • The Railgun hits harder, less often. A slug every 1.25 seconds for 45 damage, where it fired every 0.9 seconds for 30. It stops tough targets better and lets more small ones through.
  • Lit weapon buildings. Every building on the line carries its own light and a soft rim of light round its edges, strongest on the night sites, so its plating, barrels and bevels read against dark land and a night sky.
  • Real smoke and fire. The Flak Battery's cloud hangs as rolling black smoke instead of stacked circles, explosions burst as orange fireballs that hold their colour on bright day skies, and burning panels and the launch pad give off proper smoke.
  • A real flamethrower. The cone of flat glowing wedges is gone: the gun sprays rolling, tumbling fire that holds its colour on day skies, glows hottest at the nozzle, and throws off black smoke at the far end. Blue Flame's jet burns clean.
  • Muzzle flashes. Every gun spits a flame down its barrel as it fires, round a bright starburst at the muzzle, and the 40mm, Flak Battery and RPG Launcher puff smoke from the barrel.
  • Smoke trails. Flak shells, Rocket Swarm rockets, the supply jet's contrails, damaged enemies and the buildings' steam trail real smoke.
  • Vapor Screen banks are clouds. Each bank drifts as a soft cloud of vapor instead of a cluster of bubbles, and the vent lobs its seed up and over into place at half the old speed instead of shooting it straight there.
  • Guns point where they fire. The Railgun holds its aim down the line of its last shot, and the Orbital Designator's dish follows the mark it is painting, instead of swinging to the nearest enemy.
  • Launchers stand still. The buildings that launch rather than fire (Balloon Mines, Nanite Swarm, Supply Drop, Vapor Screen, Gravity Well and Frozen Orb) no longer bounce when they launch.

Specializations

  • Blue Flame reaches less far. The jet reaches 1.4 times as far as the flamethrower's cone, down from twice, so it no longer burns down nearly everything long before it lands.

Sites

  • Real clouds. The sky's clouds billow into soft cumulus heads, lit on top and on the sun's side and shaded underneath, and every site has its own sky of them instead of the same flat-bottomed puffs everywhere.
  • Solar farms stand in rows. The panels around your guns are laid out in evenly spaced rows running back into the field, shared by the whole line, so panels no longer stand inside each other where two guns' farms meet. On Serengeti Reach the acacias stand behind the farm instead of among its panels, and on the Neo-Osaka rooftop the panels keep in from the parapet and off the roof's plant, vents and helipad.
  • Neo-Osaka comes alive. The billboards are screens running their own ads: scrolling tickers, spinning emblems, sweeping sale banners and tall signs lighting glyph by glyph, in a soft glow. The towers light their windows in their own colours with neon tracing their corners and crowns, and searchlights sweep up out of the city into the haze.

Interface

  • Every weapon has its own icon. Draft cards, the Arsenal, the weapon line's placement slots and the Deep Survey's spoils show each weapon's own icon instead of one shared crosshair: a lightning bolt for the Tesla Coil, a balloon for the Balloon Mines, a magnet for the Gravity Well, and so on.

Sound

  • Shop music in every shop. The Arsenal and the Operations overview play the shop music, like Perks, Programs, Orbital Command and Deep Survey. The shops open on the livelier of their two tracks.

Fixes

  • The supply jet flies nose first. Its nose drooped on crossings from the left and rose on crossings from the right. It now points along its flight.
All patch notes