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.
Alpha 29 "Cobra Turn" Released!
A new aero, upgrades, aeropedia, and a serious easing of the game’s difficulty curve are in this update. Switching to the Rewired input system means a LOT more out-of-the-box support for flight sticks, and more in-depth control rebinding options. This is the last major version until Beta!
NEW STUFF:
- ORCA Heavy Interceptor
- Aeropedia: Permanently records the number of kills for each enemy and the number of times you've been killed by them. It currently doesn't record all variants (ex: FALKE-VETs count as FALKEs): this is a work in progress.
- Aero Upgrades: You can now upgrade aeros like you do weapons. The stat progrssions are all very early and need testing and feedback. Payload and Avionics do not change, because then when you lose your upgrades you might have an invalid loadout that won't fit on the un-upgraded version of the same aero.
- Vertical splitscreen option: currently the GUI doesn't adapt well to it, so it's highly recommended that you play in windowed mode and strech the window so that the whole in-flight HUD is visible. This should not be a problem if you're stretching the screen across two monitors with a shared desktop.
- New bombsight: it's rendered in world space, so it is much more intuitive to use and gives you a more accurate idea of where your bombs might fall (there's a to-do item to make it recalibrate based on the predicted target altitude, right now it is still calibrated for sea level)
- Land sites will now spawn companion buildings in adjacent hexes
- Throttle changes near 50% throttle are faster for better game feel
- "Knife Fight" achievement: kill an air enemy at range 50 or closer
CHANGES:
- Changed to the Rewired input library. This means a lot more native support for flight sticks (http://guavaman.com/projects/rewired/docs/SupportedControllers.html) the rebind menu should be a bit friendlier.
- Difficulty curve has been significantly eased
- The total number of aeros spawned at the beginning of an island in later islands has been reduced (though they are still often vets / aces)
- Ground defense count grows much more gradually than before
- AI aggro range reduced (they will always aggro if you shoot at them, though)
- Asset Bundle mods no longer need to be called "test", in fact they should have unique names
- Barracks HP 500->1000, large hangar 1000->500
FIXES:
- Asset Bundle mods should get loaded in free flight
- Dodge tutorial can now be completed (In Alpha 28 it can be completed if you use roll (left or right arrow keys) but NOT if you use yaw (A or D on the keyboard))
- Custom missions use the new terrain system
- Completing co-op missions returns you to the carrier instead of immediately starting a new mission
- When player 1 dies in co-op mode it no longer resets all your progress (it only does so if both players die)
Alpha 28 "Barrel Roll" Released!
New bomber, new bomb, new terrain, and a whole bunch of improvements get us closer to Beta!
NEW STUFF:
MEDVED - Heavy Bomber
UB-2 - Basilisk - Heavy area-of-effect bomb
"Dodge" special is now built-in to every aero, triggered using L3 or the C key by default
New modding system using Unity asset bundles: More details in the official modding guide... basically it's a new method of making mods which is a bit more complicated, but it allows for much more visual design and, eventually, doing proper total conversions. Currently, custom aeros with custom stats are supported along with basic weaponry.
New terrain: it's generated and spawned in as a single mesh now, with slopes in between tiles, which accomplishes a number of things I was meaning to do for a long time, such as: better performance, allows for mobile ground units, and it just looks better.
New achievements - Good Stick, Good Sticks, Fast Mover, Dot Chaser, Mud Mover (Dot Chaser cannot currently be achieved because the Heavy Interceptor is not yet in the game)
TWEAKS:
Most air-to-air missile hitboxes have been enlared to make them more effective
Track camera command (R3) now works in cockpit mode, and the camera is now smoothed like in the chase mode.
"New target detected" noise is less harsh
New incoming missile graphic, the arrow is now pointing inward and has a little dot to make it a bit easier to estimate the number of missiles in swarms
Player start position is varied a bit more
Deadzone for mouse controls reduced by 50%
Music volume is now adjustable
FIXES:
Arcade controls are much smoother and much more effective at steeper climb and dive angles
Menu sliders can be moved with the gamepad / keyboard
Linux: only 32-bit versions are available, and they should have the correct Steamworks .so built in so the Linux version will launch correctly from the Steam client
Alpha 27 "Immelmann Turn" Released!
This update includes new content and polish that's been in the works for a long time. Hopefully the game will be ready to go into Beta soon!
Alpha 27 Changelog:
NEW STUFF:
- ONI - Swing-wing Bomber
- L-DRONE - Special - In-flight Launched Drone - Special which launches a friendly autonomous drone
- TAIL-GUN - Special - A tail gun which automatically aims at the closest enemy when you fire it
- FLAK - Turret - Fires flak shells with a long range (1000) and a large area of effect
- FLAK - Weapon - Player-usable version of the flak cannon
- TORO mech has new graphics!
- ZULU aero has new graphics!
- Fullscreen effect when you get hit (disabled when using Low Graphics)
- Sound and animation notification when you detect a new target
- Mission complete screen with a little bit of info: still very much a work in progress
- A special loading screen with progress bar when loading mods
TWEAKS:
- Beginner Controls completely reworked: it's now simply the case where moving left or right will cause you to bank in that direction. The camera never rolls along with the aero, and it will automatically right itself if for example you collide with something that doesn't kill you. I've noticed that the core thing beginners often have an issue with is getting quickly disoriented when they have to deal with all three axes of rotation and losing the frame of reference you get when "up" is always the same direction. The Y axis is also by default not inverted, so up pitches up, which seems a lot more natural for beginners and also for mouse controls. You can still force the invert while using beginner controls in the options menu.
- Co-op mode is now started from the same carrier menu as singleplayer
- AGM-FF - Speed increased x2, Avionics cost reduced 40->20. Players were right that it wasn't worth the avionics cost on a bomber, and was overall not a useful weapon compared to alternatives. This will hopefully change when moving ground forces are implemented. In any case, speed was increased because the missile is intended to take out defenses before they can fight back.
- GB-1 - Avionics cost increased 20->30. Intended to balance it more with the AGM-FF.
- All GUNs (vulcan cannons, not the autocannon) - new sound effects and slightly less damage, with some upgrade paths tweaked.
FIXES:
- Custom missions can have squadrons of size 1
Alpha 26.3 Released!
This one is almost strictly a bugfix release, trying to get things stable so that Alpha 27 is a really great version.
Changelog:
ADDITIONS:
The total number of deaths you have experienced is recorded on the “you died” screen
New ground target: CARGO, low HP and come in sets of 4, perfect for cluster bombs (custom mission prefab: “Buildings/cargo_pod_4”)
FIXES:
Target lead prediction for AI wasn’t completely correct. Drones and AAA might be a little more accurate, but they are already intentionally bad at leading the correct amount so probably not.
Large numbers of enemy bombers on later islands should not cause a massive framerate drop
The lock-on diamond should never be outside of the lock-on circle, making lock-on times much quicker in some cases
Clouds on the tutorial level should no longer be pink
Directional arrows pointing to the BASE and MISSION targets should no longer get stuck
Player start position should be correctly assigned during a custom mission.
Clicking buttons in the custom mission menu should actually pick the mission selected by the mouse and not the one selected by the keyboard / gamepad cursor
The mouse pointer should disappear / reappear when you use gamepad or keyboard input / click the mouse
“Locked Mouse” option should constrain the mouse pointer correctly.
If you researched a tech (aero, weapon, special, etc) that has since been disabled, you will not be able to use it. Some people managed to research a few that were in an earlier indev version, this is merely to make things fair for everyone and avoid confusion. Don’t worry, everything I’m taking away right now is coming back.
Alpha 26.2 Released!
This version is mostly bugfixes and minor additions, but also adds basic CUSTOM MISSION support. Check out the Workshop for missions to download, or check out the Modding Guide to find out how to make your own.
Alpha 26.2 Changelog:
CONTROLS:
- "Beginner Controls" have been greatly changed to be a lot more inutitive to use, less disorienting, and work better with mouse controls.
MODDING:
- Custom Missions - See the Official Modding Guide for how to create them
- Engine audio - you can assign custom engine audio to your aeros, consult the Guide for details
ADDITIONS:
- Zoom key (default Z)
- "Clear all" button in bindings menu (it does NOT clear menu button bindings, so you won't lock yourself out)
- New achievements!
- More info on the fighter chooser screen
- A gunsight appears when you fire your gun with the dedicated gun button, making it easier to aim
- Loading screen: as long as it's visible the game is loading and is not crashing :)
FIXES:
- Loadouts should correctly update their upgrade levels if you look at them immediately after upgrading
- Potential fix for Linux crashes ... it might have something to do with the Steam overlay, so playing the game outside of Steam might also avoid the crash
- AI should do a much better job of not colliding with terrain
- Camera shake is disabled when in the cockpit and flyby camera modes
- Streamlined loadout menu slightly, for example pressing down brings you straight to the bottom slot