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Xenonauts 2 News

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In Xenonauts 2, you command a global defense organization tasked with intercepting alien threats and leading tactical ground missions. Build your base, manage resources, and engage in turn-based combat to protect humanity.
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Milestone 6.29.0 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]Bugfixes:[/p]
  • [p]Fixed a crash that could occur if the save game process failed.[/p]
  • [p]Display a pop-up toast if an autosave fails for any reason.[/p]
[p]Goldhawk is closing for Christmas today, so I'm going to be leaving 6.29 on the Experimental branch over the festive period and we'll release it onto the standard branches when we're back at the office in January (I don't want to potentially introduce new crashes onto the public branch if we're not around to fix them!)[/p][p]Merry Christmas everyone![/p]

Milestone 6.28.0 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]Bugfixes:[/p]
  • [p]Fixed a lot of crashes related to our increased error-detection in 6.27.0 Experimental being too strong and detecting false positives. This should hopefully fix all the crashes in parts of the game that were working fine in the previous build.[/p]
  • [p]Fixed a genuine crash related to constructing base buildings that could occur in some rare circumstances.[/p]

Xenonauts 2 Monthly Development Update!

[p]Hello everyone - we're now into December, so it's time to wish you all a Merry Christmas and a Happy New Year before filling you in on our progress during November. As I'm unlikely to write a separate development update for December due to the way the holidays fall (I'm not back in the office until 5th January), I'll also give an update on our plans for the 2-3 weeks before we shut down for the festive season.
[/p][h3]Milestone 6 Released[/h3][p]The big news in the last month is we finally managed to release Milestone 6 onto our public branches. We're glad this update is finally in the hands of the players after it spent a solid couple of months stuck in the final bugfixing phase - but the overall reaction to the launch has been positive, and people seem to be enjoying the new content and improvements.[/p][p]The launch also went relatively smoothly in stability terms, and we've not been fighting too many fires post-launch. Quite a few bug reports have come in for relatively minor gameplay issues, and we've been steadily working through them, but most of the fixes for these are being rolled into Milestone 7. 
[/p][h3]Performance Improvements[/h3][p]Although the various fixes for Milestone 6 have absorbed a fair bit of programmer time, we did also start working on performance improvements for Milestone 7. We asked the community what parts of the game they felt needed the most optimisation, and we're currently working to this list:[/p]
  • [p]Speeding up load times[/p]
  • [p]Reducing slowdown when alien UFOs spawn on the Geoscape[/p]
  • [p]Duration of the AI turn in tactical combat[/p]
  • [p]Explosions in the tactical combat causing framedrops[/p]
[p]However we didn't have too many replies on this particular topic, so if you're reading this and feel there are other areas of the game where the performance needs improving then please do let us know (remember that this should be based on playing standard builds of the game, as Experimental builds have much worse performance due to all their additional logging).[/p][p]We've already made some improvements to the tactical mission load times and the AI turn duration, and we'll be continuing with these during December. The goal here is to get these completely finished before we start public testing of Milestone 7, because these are the changes most likely to cause gameplay bugs!
[/p][h3]New Content[/h3][p]We continued to work on the new content for Milestone 7 over the past month. The strategy UI background art progression system is now fully functional (it had some teething problems when we tested it last month), and the artwork has been added to the game for the research and engineering screens, and we're now halfway through the base stores screen.[/p][p]The programming work to implement the aircraft paperdoll system (where the plane artwork updates as you change weapons and equip items) was also completed last month, and we finished the artwork for the Angel interceptor and all of the weapons. Work on the Phantom is now well advanced, and we expect to have moved onto the Gemini by the end of December.[/p][p]We've also been working on various smaller content tasks, such as adding an additional tier of extra-tough Psyon / Sebillian / Wraith soldiers that accompany Eternals and appear on the hardest missions. These new aliens have claimed the "praetorian" rank, so we've added a new alien "warrior" rank and demoted the former elite / praetorian aliens down a level (the rank sequence now goes soldier / warrior / elite / praetorian). The game files for this have now been completed, and we'll be adding the 3D models for these new units after Christmas.[/p][p]We're also adding a new interrogation project for the Cleaner Leaders, as a few people have pointed out that it was weird that they didn't have one when the other types of Cleaner do. Again, the game files for this have been completed, and we're hoping to get the research art and research text completed by the end of December.
[/p][h3]Conclusion[/h3][p]I think that's everything I wanted to cover. The only releases we have planned for the remainder of the month are our ongoing hotfixes for Milestone 6, with Milestone 7 not arriving on the Experimental branch until January - so I hope everyone has a good festive season and we'll see you all next year![/p]

Milestone 6.27.0 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]Bugfixes:[/p]
  • [p]Fixed a crash that could occur on strategy when changing the dropship soldier arrangement on the aircraft screen.[/p]
  • [p]Fixed a crash that could occur if a blank "construction complete" notification appears.[/p]
  • [p]Fixed a crash that could occur if a Mind Control capable unit (usually an Eternal) going berserk.[/p]
  • [p]Added extra logging around a couple of crashes that occur on the soldier equip screen, and set the error not to crash in non-experimental builds.[/p]
  • [p]The game will no longer crash if you attempt to create a new campaign with the same name as an existing one, but the game doesn't have the required permission to delete the old files.[/p]
  • [p]Fixed doing a F9 quickload during the air combat messing up the UI.[/p]