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Patch notes are imported from steam. There may be errors. This mostly exists so I can stay on top of them to update the features in our tags and scoring categories (which I do manually), but since many of you liked the idea of staying up to date with all the games in one place I'm working on making this data automated (right now I manually hit it every couple days) with better info and linking in with the game views.

There will be more data and proper atribution here (original author, steam link, original post date, etc) real soon, I promise. This is just like a technical test to see if they're coming in ok at all.

Sky Rogue » 1.2.9 Released!

This update contains important bugfixes and some minor gameplay changes in preparation for 1.3

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v 1.2.9 Changelog:
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CHANGES:
– NEW: slight dropshadow added to target HUD text to make it easier to read in bright conditions
– NEW: Menus: Added instructions for undocumented Page Left / Page Right buttons
– NEW: Progress bar under tech level shows your progress towards the next tech level on the carrier menu
– Player missiles slow down slightly when getting close to their target, improving accuracy of fast-moving missiles significantly
– Experimental hidden “multiDisplay” option for people with multi-montior setups. Disabled by default.
– BADGERs are stationary for now due to some pathfinding issues that made them drive in the sea
– An icon on the carrier menu tells you if you are still able to achieve the “Sky Rogue” achievement
– Linux builds contain x86 and x86_64 binaries again

FIXES:
– Coop: P2 couldn’t win the game if P1 was dead, also reinforcements wouldn’t spawn
– Softlocks should no longer happen after landing on the carrier before the mission is over
– Under specific circumstances starting and quitting an Endless game would get recorded as standard camapign progress
– Aero stat display bars were not changing after you upgraded an aero
– MIRVs sort their targets based on the angle between the boresight of the missile and the targets, so you’ll never shoot one and not have at least one missile go towards what it’s pointing at
– Changing to a non-decal skin and then back to a decal skin will no longer disable decals permanently
– Building spawn code was not marking spots as being occupied, leading to other things getting spawned inside them
– Fixed shadow rendering issues on aeros on the carrier menu
– Aeros which are shot down should dive more consistently rather than go into a flat spin
– Destroyed carriers now dive properly
– Island name on mission start and debriefing was sometimes garbled