1. Xenonauts 2
  2. News

Xenonauts 2 News

Milestone 7.13.0 Rollback to 7.12.1! (Experimental)

[p]The 7.13.0 build recently released on the Experimental branch suffered from an issue that prevented the game loading, so we've temporarily rolled it back to 7.12.1 while we find and fix the issue.[/p][p]7.12.1 is a stripped down version of the 7.13.0 update that contains only the essential fixes, which includes a fix for the crash that was blocking Geoscape progress in 7.12.0.[/p][p]However, it's not a proper Experimental build and lacks the extra logging and automatic end of turn tactical saves - this shouldn't really affect gameplay, I'm just noting it here so regular testers aren't confused![/p]

Milestone 7.13.0 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]Gameplay Changes:[/p]
  • [p]Geoscape max speed has been slowed down by 20%, as aircraft and UFOs already had their movement speed doubled in Milestone 7.[/p]
  • [p]Battleship UFO side cannons can now fire immediately at the start of the battle - previously there was a 4 sec delay after the start of the battle where they were still reloading, which made the battle easier than it should be.[/p]
  • [p]Cleaner VIP potential retreat movement radius from spawn zone reduced from 10 tiles to 8 tiles, as they could run a bit too far away when threatened.[/p]
  • [p]Gemini interceptor starting loadout now has two Armour items instead of the two Fuel Pods.[/p]
  • [p]Updated the initial welcome message so it no longer references Early Access.[/p]
  • [p]Added an icon to the Main Menu side buttons that open links in new browser windows.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed two crashes that could occur when certain alien missions spawned onto the Geoscape.[/p]
  • [p]Fixed a bug with Geoscape speed setting 3 that could cause certain UFOs / ground missions to fail to spawn.[/p]
  • [p]Fixed a bug where buildings were incorrectly giving their adjacency bonus as soon as construction started on them. This now only applies to power generator buildings (as unlike other buildings, generators provide power while still under construction - so their adjacency needs to factor into this immediately).[/p]
  • [p]Fixed the UI getting into a broken state if you pressed the strategy navigation hotkey button for the screen you were already on.[/p]
  • [p]Fixed the game failing to load into the Main Menu on some Mac and Linux systems (although please note the game still does not actually support Mac or Linux).[/p]
  • [p]Some more visual fixes on various maps / tiles.[/p]

Save 35% on Xenonauts 2

[p]Now, you can experience the intense strategic gameplay of Xenonauts 2 for 35% off, during the Hooded Horse Spring Sale.

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.

Hooded Horse Spring Sale[/p][previewyoutube][/previewyoutube][p] [dynamiclink][/dynamiclink][/p]

Milestone 7.12.0 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]Gameplay Changes:[/p]
  • [p]If the default save location on a PC contains either OneDrive or Dropbox, we're now redirecting the save path to be "C:\\Users\\\\AppData\\LocalLow\\Goldhawk\\" instead, as there are a lot of ways the game can crash if a cloud service starts locking files that the game is trying to use.[/p]
  • [p]Colossus Power Fist melee attack Damage increased from 50 to 60, added 40 Stun Damage, and Armour Penetration increased from 20 > 40. The way that stun damage works means this is actually quite a substantial buff to melee damage against biological enemies.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed a crash that could occur after shooting down UFOs.[/p]
  • [p]Fixed some other crashes that had been picked out by our analytics service (thanks again to anyone who enabled that!)[/p]
  • [p]Fixed a minor bug where using Heavy Armour could cause a unit to have decimals in their Accuracy stat.[/p]
  • [p]Fixed some of the jungle shed walls being transparent.[/p]
  • [p]Fixed the Guardian armour helmet not correctly hiding hair on the paperdoll[/p]

Milestone 7.11.0 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]This update breaks save games - if you have an existing Milestone 7 campaign you want to continue, you can switch to the Experimental Legacy branch to continue playing 7.10.0. Although we can't make firm promises, we're expecting this to be the final time we break campaign saves![/p][p]Gameplay Changes:[/p]
  • [p]Smoke / poison gas has been darkened somewhat as it had become hard to see which specific tiles contained smoke after we recently lightened it.[/p]
  • [p]Terror Sites now contain an average of 50% more Alenium, as we've fixed an issue that was causing each Alien Bomb in the map to only have a 50% chance of spawning.[/p]
  • [p]The fire costs of the Mantid Bio-Rifle and Bio-Cannon (which spawn Symbiotes) has been increased to 51% / 60% (from 36% / 51%), preventing the weapon from being fired more than once per turn. Accuracy of the weapon has been raised a littlle to compensate.[/p]
  • [p]Symbiotes can no longer be Suppressed, but can also no longer vault or climb.[/p]
  • [p]Reaper melee damage increased by 10%.[/p]
  • [p]Basic Cyberdrones now make blue explosions that do 50 damage, Heavy Cyberdrones have green explosions that do 75 damage (previously both had 60 damage green explosions).[/p]
  • [p]Cleaner Soldiers in the second Abduction site now have Ballistic Rifles, rather than Magnetic Rifles.[/p]
  • [p]The Psyons in the Cleaner Base now have Plasma weapons, rather than Magnetic weapons.[/p]
  • [p]The Evasive Roll cooldown of the Gemini has been increased by 0.6 seconds to 2.2 sec, which means the Gemini can now roll as often as a Phantom.[/p]
  • [p]Added the new style of UI arrows to the Engineering project queue.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed two crashes during the AI turn.[/p]
  • [p]Fixed a bug in the tactical AI that was causing aliens to incorrectly continue to know the positions of spotted Xenonaut soldiers even after they had moved to a new position that was no longer visible.[/p]
  • [p]Fixed a bug in the tactical AI that was causing aliens to sometimes face away from Xenonauts in combat.[/p]
  • [p]Fixed a bug where the Mantid Bio-Rifle would not spawn a Symbiote if the shot hit a tile corner rather than the center of a tile.[/p]
  • [p]Fixed a bug where attempting to change weapons when a soldier was moving would visually update their 3D model, but wouldn't change the equipped weapon in game terms - this could lead to players accidentally using the wrong weapon.[/p]
  • [p]Potentially fixed an issue where it was not possible to start engineering projects even if you had the required materials - we weren't able to reproduce this, but we fixed something that could have caused it.[/p]
  • [p]Fixed adjacency values for new Generator buildings not showing immediately, even though the base Power generation of the structure was added immediately.[/p]
  • [p]Fixed a bug where items / buildings that had been upgraded by an engineering project would always display their name in English, even if playing in another language.[/p]
  • [p]More minor visual fixes for tactical maps and tiles.[/p]