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Sky Rogue News

Beta 1.2 Released!

This version only brings some important bugfixes... Beta 2 has been in the works for more than a month now and should follow on Beta 1.2's heels.

FIXES:
- Custom missions can be played again!
- You will no longer get stuck in zoom if you zoom the camera

Beta 1.1 Released!

This release is mainly bugfixes, but includes some changes to the endboss to reduce the ways you can kill it in a "boring but safe" way. There are probably still more ways I don't know about, please go find them. :)

CHANGES:
- Endboss is significantly harder now ... don't fly too far away

FIXES:
- Couldn't beat the boss in co-op if one player was dead
- Aerolab menu fixed in co-op
- Flak bullet collider changed so that it won't pass through objects in its initial stage
- Fixed visual glitch where a part of the endboss would weirdly follow it around
- Custom missions were still playing the old alpha music
- "P", "B", and "I" keys are no longer hardcoded for various functions
- Fixed a few building descriptions
- Fixed cash exploit when going from the carrier menu to the title menu
- Subtle AI aiming bug fixed, it was using the wrong time delta, it may be slightly more accurate now

Beta 1 Released!



Changelog:

NEW MUSIC!
- A completely new dynamic soundtrack by Phonetic Hero (https://phonetichero.bandcamp.com/album/sky-rogue)

BIOMES!
- Not just blue anymore: arid and snow levels appear later in the game

ENDBOSS!
- You can win: a secret enemy superweapon awaits you on the final island!

NEW STUFF:
- New model for the VECTOR Medium Interceptor
- Several new turret types appear in the arid and snow biomes
- A button prompt will appear when you are in the landing area of a carrier or ground base that will let you safely auto-land; you can still do it the old fashioned way
- A bunch more Steam achievements!
- "Drift" skin
- UI graphics changed in some places for a cleaner look
- UI sound effects improved, and added in many more places
- Aeros will appear on the carrier deck as you unlock them

CHANGES:
- Landing during a mission now costs money. The cost increases each time you land on the same island, and increases slightly less as you get further in the game.
- The weapon wheel is now always visible during flight, so you can be aware of everything you have equipped
- The bombsight is calibrated for the altitude of your current target. If you're having trouble hitting a target on a mountaintop, for example, try targeting it first. This does not work for airships.
- Halved the size of speed and altitude indicators to make the HUD a little more lightweight

FIXES:
- Weapon upgrades were being applied too late for their data to show up properly in the GUI, AND it seemed like maybe only Mk 2 was actually getting applied, Mk 3 being ignored.
- A Steam workshop mod will only be loaded if you're actually subscribed to it. Steam doesn't seem to necessarily delete a mod if you've unsubscribed
- In some cases, beginning a mission would load the level twice on top of itself

Alpha 29.2 Released!

This is just a few important bugfixes before Beta 1 is released! The major change here is much better support for flightstick / throttle controls.

Changelog:

FIXES:

- You will lose any money you make during a mission if you quit the mission or the game. Of course, completing the mission will let you keep any money you gained.
- Updated input library (Rewired), adjusted max controllers per player so you can assign more than 1 to support HOTAS and rudder pedals and such
- Adjusting throttle now adjusts _target throttle_ instead of _rate of throttle change_; this makes flightstick throttles behave properly and gamepad throttle a bit more expressive.
- Destroying multiple mission targets in the same frame will not cause the mission to become uncompletable
- Afterburners were sometimes visible on aeros when changing loadouts on the carrier deck
- RAYDOME building was completely black

MODDING:

- Custom weapon MIRVs are supported now; might need work on my end to update the Mod Tool though.

Alpha 29.1 Released!

This is mostly a bunch of much-needed bugfixes, but a steep difficulty increase after Island 10 has been added to challenge players who get that far.

Changelog:

CHANGES:
  • Added an insane difficulty ramp-up after Island 10

FIXES:
  • Dodge tutorial fix (mouse control dodge didn’t work)
  • Fixed longstanding co-op bug where player 2’s kills would not earn any money. Sorry that this very important bug somehow never got fixed until now.
  • Upgrades are updated correctly on the carrier menu, no more having to equip something to have them show up. This is also true for co-op, which should make things a LOT less confusing.
  • Aerododge graphics were appearing in the middle of aeros.
  • “Auger In” achievement should be working again
  • Mods which use the “Aeroplane_rogue” template should work properly and be upgradeable. Technically this template doesn’t exist (it should be “Aeroplane_aerowing”) but there’s now an alias. Same goes with “Aeorplane_zoke” vs. “Aeroplane_zulu”: both will work
  • Asset bundle mods which can’t be loaded show an in-game error dialog
  • Campaign menu no longer shows decal icons in the top window if you choose a skin that doesn’t have a decal
  • Terrain flickering on shorelines should be fixed.