FLUX COMMAND
Databank

Support weapons fire faster past level 5, and every world gets a landmark

Support weapons' levels past 5 shorten their cooldown instead of adding damage, the Nanite Swarm bites harder, Rocket Swarm fires five mini rockets, an alarm warns you when the array is about to fall and the whole base blows up when it does, the camera swoops onto bosses and rides up with a launch, weapon buildings show their level, every site and invasion world has a landmark, and the locations gallery gets three camera views.

Weapons

  • Support weapons fire faster past level 5. With Overcharge, every level past 5 of the Lockdown Dart, Static Ring, Vapor Screen, Gravity Well and Supply Drop cuts its cooldown by 8%, so at level 10 it fires about one and a half times as often as at level 5. Those levels no longer add damage: frozen enemies and enemies held in vapor or a well no longer take extra damage, and the ring's cut, the powder and those weapons' specializations stay at their level 5 strength.
  • The Nanite Swarm bites harder past level 5. Each level past 5 makes the swarm eat its hosts 25% faster, and makes Detonation's blast 25% stronger. The repairs it sends home grow with the bite but stay under their level 5 limit.
  • The Vapor Screen no longer has a bank limit to level up. It can keep up to 20 banks aloft at any level (was 3, plus 1 a level), more than even a level 10 screen vents, so its faster cooldown past level 5 always has room.
  • The Nanite Swarm's dart deals no damage. It only plants the swarm. Its 5 damage could finish off a weak enemy on impact, and that swarm died with it before it could spread.
  • Rocket Swarm fires five mini rockets. They leave the tube one after another, each carrying a third of the warhead in a slightly smaller blast (it was three rockets at half, all at once).
  • Weapon buildings show their level. At level 5 a glowing ring lights round the building's foot in its weapon's colour. Each level past 5 adds a small diamond in front of it, and at level 10 the building wears a halo with rings of light climbing it.
  • The Supply Drop's jet banks and rolls. It swoops in banked, rocks its wings across the field and throws a full roll once its crate is away. On wide screens it now flies in from beyond the edge instead of appearing in mid-air, fast at first and slowing for the drop, so a crate arrives about a second and a half later than before.

Orbit

  • Fabrication Lines opens at your second ship. It used to appear as soon as you bought the Orbital Factory Program, before you had a platform or a single build to speed up.

Sites

  • Landmarks stand off to the side. They no longer sit straight behind your guns. Mojave's big dish, the Pacific Atoll's launch platform and the Himalayan monastery stand to the right; the Atacama observatory and the Serengeti lodge to the left. The atoll's command ship has moved over to the left as well.
  • Antigua Highlands: the temple and the volcano trade places. The volcano now smoulders far off on the left, away from the solar farm, and the temple stands on the right, much nearer than before, its torches climbing the stair out of the jungle.
  • Atacama's laser guide star now shines out through its telescope's open slit instead of up through the closed roof.
  • Neo-Osaka Rooftops has a landmark: a giant neon lucky cat on the nearest roof, beckoning with its paw over a marquee that spells 大阪 in pink. It blinks, a tube stutters now and then, and bulbs chase round the board.
  • Every invasion world has a landmark. A garden world's elder bloom, a giant braided mushroom hung with frost orbs. A colony's static spire, charging until it throws a crackling ring. A foundry's great crucible, pouring molten metal between black claws over a beating molten heart. An outpost's beacon spire, sending a twisting beam up into the sky. And a fortress's citadel, cradling a black gravity orb ringed with orbiting debris.

Interface

  • An alarm when you are about to lose. At a quarter of your integrity the screen's edges pulse red, INTEGRITY CRITICAL flashes and an alarm sounds, quickening as the last of it goes. A Critical alarm switch in Options turns the flash and the sounds off.
  • Camera moments. When a boss arrives the camera swoops in for a look at it, and when one goes down it watches the wreck from below as it breaks up and blows. When a launch lifts off, the camera moves in close and rises with the rocket. The fight slows while the camera is away, so nothing slips past. A Cinematic camera switch in Options turns them off.
  • The base goes down with you. When the array falls, every gun blows up in turn, the blasts run out through the solar panels, and the base goes up in two big explosions before the report appears.
  • Damage numbers and critical hits have separate switches in Options, so you can show every hit, only crits, or neither.
  • Three camera views in the locations gallery. The camera button on each card moves between the field as you fight on it, a slow circle round the landmark, and a high view over the whole place. Drag to pan the field, turn round the landmark or slide the high view. Each card's description now tells you about its landmark too.
  • The archive's messages from Command are rewritten as plain notes from the people back at base, and so is the message for a weapon taken from a conquered world. What they tell you to do hasn't changed.
All patch notes