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Sky Rogue News

1.2.8 Released!

This is a minor update with a few important fixes

- Fixed: Enemies would lock onto you but not fire any missiles in some particular situations
- Fixed: cash and tech points would not be gained after the tutorial if you started it from the main menu "Tutorial" button.
- Fixed: Scrolling down on the warp menu in certain cases could lock up the menu
- Fixed: when dodging in cockpit mode, the fuselage will no longer spin
- Fixed: Co-op: P2 landing on the carrier mid-mission would bring up an old menu which you couldn't exit
- Fixed: Co-op: Enemies would persist and be targetable if P1 died but P2 didn't

1.2.2 Released!

This release is mostly bugfixes, notably a fix to the bombsight which landed bombs slightly ahead of the crosshairs in 1.2.0. There are a few tweaks to warping (you now get bonus cash) and mods (area of effect weapons are much easier to implement).

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v 1.2.2 Changelog:
=====================================
CHANGES:
- BRONCO tech prerequisite is now TWIN-GUN instead of AC/40
- Bonus cash is rewarded after a warp (2000 for Day 5, 4000 for Day 9)
- When playing with Xbox One, Playstation, or Switch controllers, button icons should match the controller now
- Flak explosions now have a unique effect with debris
- AC/40, FLAK, RAILGUN, and BEAM have new crosshairs
- Mouse controls: the outer limit is smaller than the edge of the screen so you don't have to move the mouse as much to make tight turns
- Modding: CustomBulletAOE component is now available, for causing area-of-effect damage

FIXES:
- TENGU upgrade cost was too low
- Bomb sight was off-target
- "Delete Save Data" in Options menu wasn't working on PC
- In-flight weapon icons did not match your chosen skin
- Fixed several issues with upgrades to Specials:
-- Max Ammo upgrades were not being applied, upgrades are much more useful now
-- Max Ammo changes due to upgrades were not being displayed in the Aerolab
-- Upgrade level was not displayed on the loadout hex nor in flight
-- the special icon was blacked out when it was actually ready to use
-- known issue: for upgraded specials, the icon might not be blacked out immediately after use, but the special isn't usable yet
- Drone wingmen fly more consistently in formation
- Drone wingmen will no longer crash into things
- Fractal Phase logo screen did not obey sound volume setting

Update 1.2 Released!


The WARP feature was developed based on user feedback and as you might notice is a fairly standard feature now in a lot of rogue-lite / roguelike games. The pacing of Sky Rogue's gameplay is not as fast as certain other rogue-lites, so the time spent playing through Days 1-4 for the umpteenth time (for example) just to get to missions that match your skill level wasn't trivial. We hope this makes the game much more replayable for longtime as well as new players.

Please tell us if you think the tech point cost is balanced correctly; longtime players probably have a huge bank of them and won't have any trouble, but it's harder for us to get opinions from new players still researching techs, when the price will have some meaning to it.

Changelog:
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NEW STUFF:
- WARP MENU: If you have reached a new island biome (Day 5 or beyond), you can now spend tech points to start a new run at a later island
- TENGU Experimental Swing-Wing: unlockable after beating the game
- BRONCO Warbird: a propeller-driven aero which is able to mount two weapons per weapon mount
- DRONE-L Trebuchet: a special which will launch drone wingmen. This was present in some much older builds but needed some bugfixes for the wingmen AI.
- The title screen will randomly choose a biome which you've unlocked
- Added Aeropedia descriptions to a few advanced weapons

CHANGES:
- You can now hold down both Yaw directions (LB and RB on an Xbox controller) for a short while to zoom
- "Gun Camera" option is now on by default (this will only affect new players)
- Physics timestep increased from 50fps to 60fps for better game feel
- Enemies with guided weapons will not be as aggressive if you've already got missiles heading towards you
- GB-1 Yumi is now fire-and-forget, does a better job tracking moving targets
- TORPEDO blasts has been given an area of effect
- Bomb blast area of effect increased slightly 15 -> 20
- ITANO-C should be much more effective at hitting its targets
- Stat bar minimums have been set so that the stat bars are more varied and informative
- If you have multiple joysticks plugged in, the one which is first used on the title screen will be assigned to player 1
- Language selection in the options menu now shows native names for languages instead of ISO codes
- Re-added "Rauser" skin
- Achievement "Phyrrus" requires 50 deaths (formerly 100)
- Achievement "Sky Rogue" no longer requires no upgrades
- Mods: Propellers can be animated like you see on the BRONCO using the "Propeller" component
- Mods: Aero templates now copy stall airspeed; this will help with stalling issues on slower aeros
- Mods: .JSON aero mods can now modify some stats; see the modding guide

FIXES:
- Fixed various issues with skin visualization in loadout view
- Fixed minor issues with aero visualization in research menu
- Range calculation has been corrected slightly, everything will have a slightly longer effective range
- Weapons can no longer be fired when landing
- Achievements "Wild Blue Yonder", "Desert Strike", and "Snowbird" triggered at earlier islands than intended

1.1.6 Released!


This is another bugfix build with some minor improvements.

You may have to set your control bindings again, sorry for the inconvenience, but now they are saved along with all the other save data on the Steam Cloud.


v 1.1.6 Changelog:

CHANGES:
- You may need to rebind your controls if you are not using defaults; custom control bindings were being saved to the Windows registry (and other places on other platforms). They are now stored in PlayerProfile.sav so that they are preserved by Steam Cloud.
- Swing-wing aeros are now available for use in custom missions: "Aeroplane_kirin" "Aeroplane_kirin_ace" "Aeroplane_raiju" "Aeroplane_raiju_ace" "Aeroplane_oni"
- Landing is done with the button bound to "UISubmit" instead of the one bound to "Target". This should help if you have rebound the "Target" button.

FIXES:
- Fixed an issue where the game would not respond to joystick controls and only accept mouse input in certain cases, requiring you to disable the mouse entirely.
- Fixed: Co-op: When returning to the carrier menu, both players would be set to the same aero
- Fixed: Co-op: If one player landed safely after "mission complete" and the other died, ending the mission would reset progress
- Fixed: Zulu upgrades were not working despite showing correct stats in the Aerolab. You would not actually get any better stats in-flight.
- Fixed: Endboss would not attack you at a certain time
- Fixed: MIRV upgraded damage no longer displays damage as 0 (ex: "6x20 -> 8x0")
- Fixed "golden cockpit" bug

1.1.5 Released!



This release has a bunch of minor bugfixes along with some minor polish and upgrades since it's been quite awhile since the last update. Another update is in the works with some new content and possible gameplay changes!

CHANGES:
- Upgraded Unity and Rewired; you might see better controller support and less crashes if you had issues with either
- Loading screen will no longer lock up the game and is animated
- Incoming reticles and arrows now animate their color
- Screenshake while in the cockpit has been reduced significantly
- The kill list at the end of an island has been re-added
- The farthest Day completed is now shown on the "You died" screen, tracked separately for Endless and normal modes
- Colliding into aeros which won't result in death will push them a little bit to avoid getting stuck in mid-air
- "Credits" button on main menu so you can see them whenever you want

FIXES:
- F10 dev menu was not working; you can manually add the ability to use it by editing your GameOptions.sav and setting "devMode" to "true"
- Some mods which used aliased template names like "Aeroplane_rogue" were not working correctly
- HUD coloring is more extensive now ("hudColorHTML" in GameOptions.sav)
- Italian localization bug was causing errors in the Aerolab
- In some cases, when gaining multiple tech levels when there was only one tech left to research, you could get stuck in the research menu
- Mods: loading .obj files has been optimized so it is roughly 40-50% faster
- Mods: disabling mods but not restarting the game would cause custom weapons to continue to appear in menus