Alpha 21 Released!

Get it here

Vote for Sky Rogue on Greenlight!

"Charlie Foxtrot" (Alpha 21) Changelog:
Minor bugfixing + rebalancing
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

Alpha 21 Released!

Get it here

Vote for Sky Rogue on Greenlight!

"Charlie Foxtrot" (Alpha 21) Changelog:

  • Minor bugfixing + rebalancing

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
ALPHA 20 + GREENLIGHT
Alpha 20 is now available, get it now!
Sky Rogue is now also on Greenlight! Be sure to take a moment to vote!

"Skunk Works" (Alpha 20) Changelog:
NEW TOYS:

NEW AERO: ‘Kirin’ Swing-wing Fighter
New Weapon: Micro-rockets, unguided high-damage missiles that fit in your micromissile slot
New Weapon: AAM-IRMR, very fast IR missile, best against fleeing enemies
New Skin: Sky Fox
New Enemy: Hovercraft
Removed the Aeromod slot because it didn’t affect gameplay enough to justify having it around
Scrap is now a permanent resource
Like before, dying will make you lose all equipped weapons. You’ll need to re-build them to use them again.
The default loadout for every aero only uses free weapons… no more “free lunch” with non-free default weapons, sorry.


TECHNOLOGY:

You no longer have access to all aeros and weapons, you will need to research them
Destroying certain enemies will give you “tech points”, which you can use when you die to research new technology
Researching a tech gives you a free copy of that weapon
In future versions, there will be more interesting ways to gain tech points


MISSILE GUIDANCE MORE RELIABLE, BUT EASIER TO DODGE:
Missile guidance changed significantly: they are easier to dodge, but will more reliably hit a target that doesn’t try to dodge
Most missiles will take twice as long to accelerate to top speed, making them a bit more accurate at steep angles

REINFORCEMENTS:
The enemy will send reinforcements to the island if it feels you’re too much of a threat.
Destroying ground targets will increase this threat
Landing will increase threat significantly (repairing + reloading gives the enemy time to regroup)
Destroying the command center will also increase it significantly
Your current threat level (max of 5) is displayed in the upper-right hand corner
There is no way to remove threat except by clearing the island

VETERANS, ACES, AND MORE GRADUAL ENEMY PROGRESSION:
Veteran and Ace enemies added, they use more missiles and can evade yours
Enemy defenses like the LRSAM and TORO will only appear in later islands

POLISH AND USABILITY:
Colliding with aircraft (dead or alive) will no longer kill you, but it will screw up your orientation pretty bad.
When you equip a bomb, semitransparent reticles will appear over ground targets to assist in aiming
Changed the loadout GUI so you can see the aero you’re working on

FIXES AND TWEAKS:
New InControl version: more controllers should be supported (http://www.gallantgames.com/pages/incontrol-supported-controllers)
Terrain and skybox colors are a bit more saturated now
Bomb / bomblet blast radius increased slightly
MIRV missiles pick their targets in a round-robin style for better distribution. They are now MUCH more useful for taking out drone swarms.
Flares have more ammo but a longer delay before they trigger
BB renamed to FRIGATE
RIG structures temporarily removed, they will come back with sea-based defenses!
Sounds for gunfire and several GUI actions updated
Minor UI polish in some places
Fixed: weird aspect ratio on bombsight
Fixed: using a loadout with one weapon, or no micromissile, shouldn’t wreck everything and show <ERROR> messages
Fixed: ammo multiplier bug when using multiple copies of the same weapon
Fixed: modded skins without decals wouldn’t work properly
Fixed: some GUI elements were visisble in the flyby camera, now EVERYTHING is disabled for cooler screenshots!

ALPHA 20 + GREENLIGHT

Alpha 20 is now available, get it now!

Sky Rogue is now also on Greenlight! Be sure to take a moment to vote!

"Skunk Works" (Alpha 20) Changelog:

NEW TOYS:

  • NEW AERO: ‘Kirin’ Swing-wing Fighter
  • New Weapon: Micro-rockets, unguided high-damage missiles that fit in your micromissile slot
  • New Weapon: AAM-IRMR, very fast IR missile, best against fleeing enemies
  • New Skin: Sky Fox
  • New Enemy: Hovercraft
  • Removed the Aeromod slot because it didn’t affect gameplay enough to justify having it around
  • Scrap is now a permanent resource
  • Like before, dying will make you lose all equipped weapons. You’ll need to re-build them to use them again.
  • The default loadout for every aero only uses free weapons… no more “free lunch” with non-free default weapons, sorry.

TECHNOLOGY:

  • You no longer have access to all aeros and weapons, you will need to research them
  • Destroying certain enemies will give you “tech points”, which you can use when you die to research new technology
  • Researching a tech gives you a free copy of that weapon
  • In future versions, there will be more interesting ways to gain tech points

MISSILE GUIDANCE MORE RELIABLE, BUT EASIER TO DODGE:

  • Missile guidance changed significantly: they are easier to dodge, but will more reliably hit a target that doesn’t try to dodge
  • Most missiles will take twice as long to accelerate to top speed, making them a bit more accurate at steep angles

REINFORCEMENTS:

  • The enemy will send reinforcements to the island if it feels you’re too much of a threat.
  • Destroying ground targets will increase this threat
  • Landing will increase threat significantly (repairing + reloading gives the enemy time to regroup)
  • Destroying the command center will also increase it significantly
  • Your current threat level (max of 5) is displayed in the upper-right hand corner
  • There is no way to remove threat except by clearing the island

VETERANS, ACES, AND MORE GRADUAL ENEMY PROGRESSION:

  • Veteran and Ace enemies added, they use more missiles and can evade yours
  • Enemy defenses like the LRSAM and TORO will only appear in later islands

POLISH AND USABILITY:

  • Colliding with aircraft (dead or alive) will no longer kill you, but it will screw up your orientation pretty bad.
  • When you equip a bomb, semitransparent reticles will appear over ground targets to assist in aiming
  • Changed the loadout GUI so you can see the aero you’re working on

FIXES AND TWEAKS:

  • New InControl version: more controllers should be supported (http://www.gallantgames.com/pages/incontrol-supported-controllers)
  • Terrain and skybox colors are a bit more saturated now
  • Bomb / bomblet blast radius increased slightly
  • MIRV missiles pick their targets in a round-robin style for better distribution. They are now MUCH more useful for taking out drone swarms.
  • Flares have more ammo but a longer delay before they trigger
  • BB renamed to FRIGATE
  • RIG structures temporarily removed, they will come back with sea-based defenses!
  • Sounds for gunfire and several GUI actions updated
  • Minor UI polish in some places
  • Fixed: weird aspect ratio on bombsight
  • Fixed: using a loadout with one weapon, or no micromissile, shouldn’t wreck everything and show <ERROR> messages
  • Fixed: ammo multiplier bug when using multiple copies of the same weapon
  • Fixed: modded skins without decals wouldn’t work properly
  • Fixed: some GUI elements were visisble in the flyby camera, now EVERYTHING is disabled for cooler screenshots!