In this update8
Full notes
Full SkyInFlames update
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What changed
- Balance
- Gameplay
- Server
- Performance
SkyInFlames changes
Four new combat units, a tactical marker system, overhauled Steam multiplayer, intelligent AI opponent for single-player, updated economy, and thousands of kilometers of new roads. Below is the complete changelog.
New Combat Units
Tu-160 "White Swan" (RF) - strategic bomber carrying 12 Kh-101 cruise missiles. Each missile can be programmed with its own waypoint route - scout enemy air defenses in advance and deliver a devastating strike from deep territory. After launch, the aircraft enters a holding pattern and returns to base.
Tunguska (RF) - self-propelled air defense system: twin cannons (range ~8 km) plus 8 x 9M311 missiles (up to 12 km). Universal coverage against drones, helicopters, and aircraft at close to medium range.
Gepard (Ukraine) - self-propelled air defense system with twin 35mm cannons (~12 km), pure artillery. Highly effective against "Shaheds" and helicopters at short range.
FP-5 "Flamingo" (Ukraine) - single-use truck-mounted launcher with one cruise missile. Plot a route (Ctrl+RMB), press Space - 5-second countdown with black smoke, then launch and the truck disappears.
Added Kh-101 missiles and supporting munitions, produced at the missile factory.
Tactical Markers - New Team Communication System
A full-featured coordination tool. Works in single-player, sandbox, and multiplayer.
Toolbar: attention (ping), attack, defense, arrows, freehand drawing, eraser.
Quick pings without tool selection: Q - attention
In multiplayer, your markers are visible only to faction allies; observers see all markers.
Pings disappear automatically; arrows and drawings persist until manually deleted.
Multiplayer and Steam
Completely overhauled Steam lobbies: create and find games, lobby chat, online and in-game player count.
Auto-reconnection on connection loss - with status indicator and retry countdown.
Password-protected lobbies and closed rooms.
Version mismatch highlighting - games on different versions marked in red.
Team modes: 1v1, 2v2, and free arrangement (1v2 / 2v1).
Match settings in lobby: time limit, victory condition (conquest / points), starting resources (low / normal / high), and starting army (none / minimal / medium / abundant).
New game timers in multiplayer.
After victory or defeat, you can continue playing indefinitely.
Single-Player vs AI
Significantly smarter opponent. Difficulty choice: easy / normal / hard.
Coordinated missile strikes and air defense suppression (SEAD) - AI takes out your anti-air systems before attacks.
Reinforces air defenses at the front lines and uses reconnaissance before striking.
Selects least-defended targets for drones and deploys FP-5 "Flamingo".
Economy and Logistics
New facilities: National Recovery Fund and Federal Resource Storage.
Introduced unit maintenance (per-minute costs) - large air defense networks now require upkeep.
Anti-snowball for team games: outnumbered teams receive an economic bonus.
Fixed auto-supply and warehouse logic; eliminated item duplication via helicopter on warehouse.
Roads and Movement
Massive expansion of the road network, including new RF regions.
Fixed vehicle exit from RF and ground unit stuttering on road movement.
Updated pre-calculated pathfinding cache for faster match starts.
Combat System and Balance
Reworked aircraft countermeasures: now you can evade anti-radar missiles by dispensing flares. Each aircraft has its own flare capacity.
Fixed ballistic damage against air targets.
Increased ballistic missile speed in the cruise phase.
Air defense scanner sectors now follow turret heading instead of hull.
Interface and Optimization
Redesigned construction HUD and orders menu.
Friendly units now have distinct map icons - easy to distinguish from enemy units.
Fixed units not appearing in battle on weak PCs.
Integrated native module for simulation acceleration.
Thank you for playing SkyInFlames! Share feedback in the discussions - release is coming.
Source
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