SkyRogue Demo Changelog

What's new in SkyRogue Demo Alpha 22

Dec 27, 2014
  • SPLITSCREEN:
  • "Co-op (Splitscreen)" option now available on the main menu. All progress (and spending!) is shared between players.
  • If a player dies, they cannot respawn until the other player finishes the island, or both players die.
  • The game will try to guess the best controller setup; if you have two controllers, both are used. If you have one controller, player 2 uses mouse and/or keyboard. If you have no controllers… uh… buy a controller!
  • KNOWN BUG: Bombsights show up on both player’s screens, even if the other player isn’t actually using bombs.
  • NEW TOYS:
  • RAIJU swing-wing interceptor
  • CORVETTE airship, which will occasionally replace the command center. Consider this target your primary objective for the island.
  • GUI:
  • There’s a minor graphical overhaul on various GUI elements… this is still ongoing and not finished yet.
  • There is a faint reticle over the target that you will switch to if you were to press the Switch Targets button (A button / spacebar)
  • There is now a compass at the top of the screen which will show you which direction your carrier and the primary are.
  • HUD arrow now expands and shrinks to match how much you have to turn to face the target
  • MINOR STUFF:
  • Large targets (carriers, corvettes, command centers) now have weak points that will cause more damage when hit. In future versions it will be more clearly communicated when you score such a hit.
  • Animated airbrakes for the Rogue… they will eventually come to all other fighters if the feedback is good
  • Ground targets and airships are now randomly rotated so they’re a bit more visually varied.
  • More decals on stuff!
  • Minor tweaks on various weapons… apparently so minor that I didn’t write them down
  • New sounds for a few missiles
  • Certain models like the Rig no longer have invisible surfaces when viewed from below
  • You can now play the game entirely on a portable flash drive. Save data is now created in the /Save subdirectory, and not the Windows registry (or whereever the hell it goes on Mac and Linux).
  • You can take screenshots with the F12 key, these will appear in the “skyrogue/Screenshots” subdirectory
  • FIXES:
  • Fixed issue with gaining the max tech level
  • Fixed issue with the default Falke loadout
  • Windows controllers now use XInput, which should avoid some very strange issues if you have multiple controllers plugged in.
  • A secret easter egg was fixed, it stopped working some versions ago. The easter egg has new content since last year.

New in SkyRogue Demo Alpha 21 (Sep 26, 2014)

  • KINDA MAJOR STUFF:
  • Keyboard controls are re-enabled
  • Reinforcements will stop spawning if there are already too many enemies in the air (this limit increases with alert level)
  • Alert levels are gained more slowly, and resulting enemy reinforcements are less numerous
  • Reinforcements appear immediately when you gain the alert level
  • Reinforcements are more numerous at higher alert levels
  • Audiovisual indicator when you gain an alert level
  • RIG structures have come back, but with floating defenses
  • The number of ground targets and airbases (carriers / aerodromes) increases in later islands
  • REALLY MINOR STUFF:
  • Buildings directly on the coast may have defenses floating in the water if they don’t have enough space on land
  • AAA towers now fire in bursts to make them more similar to SAMs: timing an approach correctly will allow you to avoid all damage
  • There’s now audiovisual feedback when you try to equip things that won’t fit on the aero
  • FALKE and VECTOR speed stats swapped (makes more sense for the Light to have higher performance)
  • Decreased DODGE special’s avionics cost, increased BOOST special’s payload cost
  • Fixed: The lock-on diamond would sometimes stick around if you switched from a guided to an unguided weapon

New in SkyRogue Demo Alpha 19 (May 13, 2014)

  • NEW AERO: ‘Vector’ Medium Interceptor
  • New weapon: MIRV missile. It will seperate into several micromissiles towards multiple targets.
  • New weapon: Autocannon. Very high damage, low rate of fire and speed, bullet arcs towards the ground.
  • Several sounds were changed, namely small explosions and missile alert
  • New special: Aerododge: Yaw to either side while activating it to perform a dodge and ‘sidestep’ incoming fire
  • New special: Aeroboost: a sudden boost of speed
  • Added moddable skins.
  • Place .png files in the Mod/Skins/ directory to create new skins
  • The skin will be named after the .png file, use “_” for spaces
  • You can also add decals to the skin. Name these after the skin with “_DECAL” at the end. Ex: “Cosmonaut.png” + “Cosmonaut_DECAL.png”
  • Added DRONE enemies to earlier islands. They are fairly harmless, but come in swarms.
  • Doubled prices for most items! Please tell me if this makes things grindy or not.
  • Island size and number of airbases, sites, etc. decreased slightly
  • Missile guidance adjusted slightly so that dodging targets are harder to hit, but those moving straight are easier
  • Friendly carrier has an icon overlay to make it easier to find
  • Forward airbases are easier to land on and animate on launch
  • The cursor can be locked inside the window, using an option on the title screen
  • Locked cursor mouse sensitivity can be adjusted in controls.ini
  • Cluster bomb count reduced to 4, for 400 total damage
  • Stock loadouts for each aero should be a bit more useful
  • If you can’t lock onto something, an X will appear on the target reticle
  • Patrols try to spawn in a more regular pattern instead of always near an airbase
  • Flares have a short delay before activating
  • Fixed: controls.ini wasn’t actually getting loaded properly
  • Fixed: turning off the music didn’t really work properly
  • Fixed: dying while landing will correctly kill you instead of showing you the loadout menu
  • Fixed: throttle should work properly (as a single axis) when using keyboard or custom controls
  • Fixed: battleships should no longer spawn directly next to a land tile
  • Fixed: flares display their correct ammo
  • Fixed: weapons with multiple stages (cluster bombs, MIRVs, AAM-LR) will display their damage correctly in the Aerolab

New in SkyRogue Demo Alpha 18 (Mar 28, 2014)

  • Gameplay:
  • Major changes to the loadout system: each aero has a certain amount of “Payload” and “Avionics”, and each weapon you add will consume a certain amount of either
  • New slot: “Special”. These are special items with consumable ammo. Currently, there is only a countermeasure flare. Use the “B” button or “F” key to trigger them
  • Enemy AI will now bank to turn, leading to more interesting dogfights
  • The number of enemies spawned at the beginning of an island has been significantly reduced
  • Enemy Rogues removed, for now…
  • New enemy: TORO ground-based mech, armed with 2 AAA cannons and 2 SAM launchers
  • Several new ememy building types added
  • Terrain hexes are now smaller so the terrain seems denser, and the layout of defenses was modified to accomodate
  • Terrain maximum height is now somewhat higher. Flying very low will often protect you from defenses.
  • Forward bases added to reduce backtracking to the carrier. They match your aircraft skin, so they’re pretty easy to spot.
  • AAM-SA is now the AAM-MR, which is fire-and-forget to make it much more useful
  • Added AAM-LR, a very long-range but low damage missile with a minimum range. When the second stage engages, the missile is armed and will do damage, but the first stage inflicts no damage.
  • Added two new vulcan cannon types, heavy and turbo
  • Visuals:
  • Aircraft skins!
  • Bombsights work differently: they will expand in all directions if you move, and greatly increase the drift of bombs dropped. Line up a target carefully and stay level to get precise shots.
  • Fuel gauge removed because fuel has no meaning
  • New visual effect when locking on to targets to emphasize that you are, indeed, locked on
  • Controls:
  • The “Unknown Device” profile for controllers should provide some more sensible defaults
  • You can customize controls by editing the “controls.ini” file. Instructions are included in the file. Not all configurations are supported yet, for example, you can’t yaw with an axis. I suggest in the meantime you use the joystick in your right hand and the keyboard in your left.
  • You can select weapons directly with the D-Pad or the 1-4 keys

New in SkyRogue Demo Alpha 17 (Mar 13, 2014)

  • InControl library updated to latest version (this should mean more controllers get detected, and the vertical axis issue is fixed)
  • If you have issues with your controller not working, please contact me with the controller name you see in the lower-left of the title screen.
  • AI will now correctly thrust, so they shouldn't get themselves constantly killed by stalling
  • Minor redesign to the Kondor
  • Kondor default weapon changed to cluster bombs, the Zulu has normal bombs
  • Normal and cluster bomb damage nerfed slightly
  • Normal bomb drift greatly increased -- high-altitude bombing is inaccurate
  • Both bomb types now cause area of effect (splash) damage
  • Enemy aircraft carriers will try to not spawn directly next to the player carrier
  • Airbases will automatically launch fighters to patrol pre-defined locations
  • Airbase spawn counts increase when you reach a new island... that is, the game gets harder!
  • Reduced scrap rewards for unarmed ground targets, so it should be a little harder to get new weapons and relatively more rewarding to shoot down aeros
  • Destroyable things eject debris when hit
  • Camera shake when the player is hit
  • Moving the joystick or clicking the mouse will activate joystick or mouse controls AT ANY TIME, respectively
  • Fixed: changing weapons would sometimes switch targets nonsensically