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