FLUX COMMAND
Databank

The swarm heals

The Nanite Swarm repairs the array as it eats, with new Corrosion and Detonation specializations, the Flamethrower's Solar Flare sends a wave of fire across the sky, the Railgun slows to a slug every 2 seconds unless Feedback Rail is tearing through a crowd, burning panels and bosses read at a glance, alien craft bank hard into their turns, and the speed control tops out at x3.

Weapons

  • The Nanite Swarm heals. A share of everything the swarm eats comes home as repairs, so the swarm is the second way to heal the array beside the Supply Drop. However many enemies it infects, the whole swarm repairs at most 1 integrity per second at level 1. Its bite stays the same at every level; levels raise that limit and the share it sends home, make it spread to new hosts sooner, and stretch how far it jumps. The infected no longer take extra damage from your other weapons: that is now the Corrosion specialization.
  • The Railgun fires every 2 seconds (was 1.25). A late pick could still out-damage everything on the line, mostly by pounding boss hulls; it now hits as hard but less often.

Specializations

  • Corrosion (new, Nanite Swarm). The swarm eats through armor as it feeds: the infected take 25% more damage from everything, plus 10% a level. Strongest against tough waves.
  • Detonation (new, Nanite Swarm). When an infection runs out or its host is destroyed, the swarm detonates, blasting everything around the host. Pays off most in packed waves.
  • Hive stays: the infection jumps from host to host with no limit, and a host dying always seeds two more. Its repairs are held to the swarm's limit like every other swarm's: early today the repair grew with every host, and a Hive swarm healed faster than anything could hurt the array.
  • Leech and Volatile Swarm are retired. Leech's repair is now part of every swarm.
  • Solar Flare (new, Flamethrower, replacing Fire Whirl). The spray gives way to a wave of fire that rolls out in every direction, out to twice the nozzle's reach. Everything it crosses takes a hit and is left burning for 3 seconds. It fires about once every 4 seconds instead of spraying constantly.
  • Feedback Rail (new, Railgun, replacing Kinetic Slug). Every enemy a slug goes through brings the next one an eighth of the cooldown sooner, so a slug through a line of four fires again in half the time. A lone target, like a boss, gets the slow rate. It no longer throws enemies back or staggers them.

Bosses

  • Bosses burn as they break. A hull catches fire in stages as its health falls, from a first trail of smoke to fires along its whole length, and it darkens toward scorched metal. Near the end, small explosions run along it faster and faster. Its gun pods smoke, then burn, as they fail. You can read how close the kill is from the fire alone.

Enemies

  • Alien craft bank hard. A craft turning now rolls steeply into the turn, far enough to see at a glance, and levels out when it flies straight. Drones in a formation fly straight lines, so they stay level.

Sites

  • The array burns. A failing solar panel sparks and smokes, then catches fire, and the newest wrecks keep burning behind it with columns of smoke rising off the farm. The damage reads from across the field on day and night sites alike.

Interface

  • x4 is gone. The speed control steps x1, x2 and x3.
  • Every weapon demo shows its damage per second. A weapon and its three specializations now fire at the same targets, so the numbers under their demos compare directly, and a weapon's demo opens at level 5 alongside its specializations. Targets have a little less health at HP x1, so sets fall and refill at a readable pace. Specializations whose trick needs something else to show (moving enemies, a kill to ricochet off, a line down the rail) have an In action tab on their card that plays them against what they need.
  • One patch note per day. The patch notes are regrouped so each day's changes sit in a single note, sorted by area.
All patch notes