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Xenonauts 2 News

Milestone 6.18.0 Released! (Experimental)

[p]This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain![/p][p]There's only a handful of key bugs we still need to clear before we can release Milestone 6 to the public (plus any other serious bugs reported by the community). These known bugs are:[/p]
  • [p]Non-experimental Milestone 6 builds have a number of tactical combat tiles rendering black for some reason[/p]
  • [p]"Miss" grenade throws almost always explode on top of the thrower if there is a roof above them[/p]
  • [p]The roof hiding on the UOO-1 Sabotage map doesn't work properly in some parts of the central building[/p]
  • [p]Fire and transparent objects are still incorrectly drawing below the shroud[/p]
[p]Changes:[/p]
  • [p]Improved lots of Soviet Town assets that were having issues with their destruction states.[/p]
  • [p]Units now correctly reset their idle animation after finishing a move, which should prevent units jerking noticeably.[/p]
  • [p]Another set of translation fixes and updates.[/p]
  • [p]A few map fixes.[/p]
  • [p]Moved the air combat evasive roll button tooltips so they don't obscure the other nearby buttons.[/p]
[p]Balancing:[/p]
  • [p]First terror site was made slightly easier by reducing the number of aliens by one.[/p]
  • [p]Fixed one terror site map that seemed significantly harder than the others (the Western Town one where you start in the middle of the map), by adding a bit more cover near the dropship and moving some of the alien spawns further away from the dropship.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed a crash that could occur at end of turn on tactical missions.[/p]
  • [p]Fixed a crash that could occur when a Gemini interceptor was shot down in the air combat.[/p]
  • [p]Fixed a specific Soviet Town map that contained a corrupted asset that would break any save games made in that map.[/p]
  • [p]Fixed the cursor snapping to doors when you were trying to move units behind them.[/p]
  • [p]Fixed an instance where units like the Mentarch could bleed to death without triggering their death animation (leaving them hovering in the air).[/p]
  • [p]Fixed a couple of issues that could be caused by aborting stage 1 and stage 2 of ENDGAME.[/p]
  • [p]Fixed dragging-and-dropping certain UI elements having incorrect alignment on non-1080p screens.[/p]
  • [p]Fixed a Rescue Mission map where the soldiers were incorrectly split across two buildings.[/p]
  • [p]Fixed shields displaying that they could be equipped in the "Container" slot, which confused players into thinking it could be placed in the Backpack.[/p]
  • [p]Fixed some of the strange move paths that could be generated when trying to path into a shrouded part of a UFO.[/p]
  • [p]Fixed the X role icon not showing an icon in the tactical combat UI.[/p]
  • [p]Fixed the Sentinel System module incorrectly reporting a vision arc twice what it should be on the tooltip.[/p][p][/p]

Milestone 6.17.0 Released! (Experimental)

[p]This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain![/p][p]Although we're approaching the public release of Milestone 6, we're not going to hit our target of releasing it this week. There's still a number of issues of varying severity we need to clear first, as we want to ensure the basic release is (reasonably) polished. Hopefully it won't be too long, but there's a couple of potentially quite thorny issues that may delay things if they take a while to fix.[/p][p]Balance Changes:[/p]
  • [p]Cleaner base mission made a little easier as it was quite tough for when it appeared. Fewer of the Cleaner Soldiers now have body armour, and the Cleaners with Accelerated Rifles are now less likely to use them in burst fire mode (previously even a single Cleaner could have massive damage output if RNG was in their favour; it's now a little more predictable).[/p]
  • [p]Enemy Sentry Guns are now able to move.[/p]
  • [p]Fire arc of missiles in the aerial combat has been reduced from 180 degrees to 150 degrees.[/p]
[p]Changes:[/p]
  • [p]Tactical: added a new 3D model for the variant of the Cleaner Soldier with body armour, so there's a visual distinction between the normal and armoured ones.[/p]
  • [p]Tactical: added a new melee animation for the Colossus.[/p]
  • [p]Tactical: fixed several issues with the Sebillian grenade throw animation, and slightly improved the Sebillian runcycle and Andron fire animations. Sped up the MARS move animation a bit.[/p]
  • [p]Tactical: some more tile fixes / improvements for the Soviet Town biome.[/p]
  • [p]Air Combat: clicking and dragging the background to move the camera no longer counts as a click (so it won't change the target / move destination of the selected plane).[/p]
  • [p]Air Combat: the current formation becomes deselected when you move a plane, allowing you to press the button again to reset your planes into their original positions.[/p]
[p]Bugfixes:[/p]
  • [p](Hopefully) fixed a crash that could occur after killing a Cyberdrone.[/p]
  • [p]Fixed a hang that would occur if you pressed the Abort Launch button on the dropship screen while the "select soldiers" panel is active.[/p]
  • [p]Fixed there being black ground tiles around the dropship in certain types of missions (e.g. Ambush missions).[/p]
  • [p]Fixed local AI soldiers moving one tile at a time during the AI turn.[/p]
  • [p]Fixed the MARS / ARES not correctly despawning after being destroyed.[/p]
  • [p]Fixed the pathing system trying to path soldiers through the solid side walls of the blast doors on ATLAS / Cleaner Base missions.[/p]
  • [p]Further tutorial fixes to ensure none of the Cleaner soldiers get stuck trying to move to their intended positions in the tactical section of the tutorial.[/p]
  • [p]Fixed some unrevealed tiles and map edges on the ambush maps.[/p]
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Milestone 6.16.0 Released! (Experimental)

[p]This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain![/p][p]We're not expecting to add any additional content to Milestone 6 at this point, and we're hoping to release this onto the public branch towards the end of this week (assuming we can fix the remaining bugs we're working through, and not too many more bugs are encountered). So please do let us know if you encounter any serious problems while playing![/p][p]Bugfixes:[/p]
  • [p]Fixed a crash that would occur if you hovered over a weapon tile in the tactical combat (i.e. when the weapon tooltip would spawn).[/p]
  • [p]Fixed aliens with burst fire weapons (Servitors, Cyberdrones, Sebillians, etc) being unable to attack.[/p]
  • [p]Fixed the tutorial getting stuck in the air combat interception section due to the afterburners toggle not working correctly.[/p]
  • [p]Fixed a number of outdated text strings (such as the Agent Interrogation stating that it provides +150 OP, rather than +50).[/p]

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Milestone 6.15.0 Released! (Experimental)

[p]This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain![/p][p]As mentioned in the previous patch notes, this update breaks save games. If you want to continue playing your 6.14.0 saves then that build is available on the Experimental Legacy branch.[/p][p]We're not expecting to add any additional content to Milestone 6 at this point, and we're hoping to release this onto the public branch towards the end of next week (assuming we can fix the remaining bugs we're working through, and not too many more bugs are encountered). So please do let us know if you encounter any serious problems while playing![/p][p]Balance Changes:[/p]
  • [p]We've made a number of changes to the Doomsday values in Phase 1, which have been aimed at making the early game a little more forgiving and better emphasising success in tactical missions rather than relying on the player assassinating Infiltrators:[/p]
    • [p]Doomsday now starts at 30 (Recruit/Soldier), or 40 (Veteran/Commander).[/p]
    • [p]Infiltrators now generate +0.5 per day rather than +1, but there is now a baseline Doomsday gain of +1 or +2 (depending on difficultly setting). Overall, Doomsday generation per day has been decreased by -1 on all difficulty settings (counterbalanced by eliminating an infiltrator only reducing the Doomsday gain by -0.5 rather than -1).[/p]
    • [p]Winning a Cleaner mission now grants you -25 Doomsday. In some cases this is a significant increase.[/p]
    • [p]Cleaner Data items from Data Raid / Eliminate VIP missions are now worth +5 Operation Points each (not +10).[/p]
    • [p]Extract VIP missions now have the VIP carrying a briefcase item that contains investigative data on the Cleaners. Successfully extracting it grants +50 OP.[/p]
    • [p]Phase 1 Abduction missions now only generate +2 Doomsday for each civilian abducted by the aliens (reduced from +3). [/p]
  • [p]The following changes have been made to Supporters:[/p]
    • [p]All supporters now grant -1 Panic in their local region at the start of each month from Phase 2 onwards.[/p]
    • [p]Security supporters grant -1 Doomsday per day in Phase 1, and -1 Panic in each region at the start of each month in Phase 2. This is in addition to the bonus above, and the Elite Security supporter grants -2.[/p]
    • [p]Infiltrators generate +2 Panic per month in their local region from Phase 2 onwards.[/p]
  • [p]The VIP in Eliminate VIP missions is now less aggressive, so he will not push forward out of the building he spawned in.[/p]
  • [p]We've reduced the number of enemy spawn points near the target soldiers on Rescue Soldiers missions, as it was too common for them to start surrounded by enemies and fighting for their lives.[/p]
[p]Changes:[/p]
  • [p]Added the three large Soviet Town terror maps.[/p]
  • [p]Updated the destruction states on various Soviet Town tiles to improve their visuals.[/p]
  • [p]Units now play their damage animation when hit by a stun baton.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed a random crash that could occur during tactical missions on Soviet Town biome.[/p]
  • [p]Fixed a crash that could occur on the soldier equip screen when moving items around.[/p]
  • [p]Fixed a crash that could occur when arranging soldiers in the mission launch screen (if you clicked the dropship name while on a mission using the teleporter device).[/p]
  • [p]Fixed the various tutorial progress issues, which would often also cause crashes when trying to complete the tutorial.[/p]
  • [p]Fixed the air combat deployment zone becoming almost invisible at the start of some interceptions.[/p]
  • [p]Another attempt at fixing shroud / fog of war not being visible inside UFOs.[/p]
  • [p]Fixed the Gemini's max speed incorrectly being reduced after you completed the Angel Engine Upgrade engineering project.[/p]
  • [p]Fixed enemy Sentry Guns showing as visually destroyed (but still actually being alive) after taking more than 50% damage.[/p]
  • [p]Fixed there being a noticeable delay when units reacted to being hit by a stun baton.[/p]