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Xenonauts 2 News

Milestone 6.26.0 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]Operation Points can now fall below zero and turn negative if you pay the UFO Delegation cost while not having enough OP available to cover it.[/p]
  • [p]Temporarily removed the air combat ambience track, as some people were complaining it contains a painful high-pitched whine that makes the air combat almost unplayable. Sadly I'm in my late thirties and I apparently lack the auditory range to be able to hear this (ouch), but we'll add the sound back in once our sound engineer has had a chance to strip out the offending whine.[/p]
  • [p]Added a tooltip for the UFO Delegation campaign option that explains what the system does.[/p]
  • [p]Removed the obsolete "Evasive Roll: Enabled / Disabled" tooltip line from the various air combat weapons.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed an issue where you could see round a wall in the Battleship UFO.[/p]
  • [p]Fixed the Sentinel Module tooltip not displaying the correct vision angle increase.[/p]

Milestone 6.25.0 STABLE Released!

[p]This update contains the first round of stability fixes for Milestone 6. Please continue to report any issues that you encounter and we'll do our best to fix them![/p][p]These hotfixes can sometimes break tactical mission saves, so if you experience unexpected crashes playing an existing tactical save immediately after the update please try restarting the mission by loading the pre-mission strategy save.[/p][p]Gameplay Changes:[/p]
  • [p]We've added a fallback trigger for the "endless war" system. This spawns endless waves of Battleships so people can continue to play the strategy layer for as long as they want, but in some cases it was not triggering correctly. We think we've fixed that bug, but it's a serious enough issue we've set up a fallback trigger that activates "endless war" at day 500 if it hasn't already been activated.[/p]
  • [p]As it's now possible to capture an Eternal without first completing the UOO Bridge Assault mission, completing the UOO Bridge Assault mission is now required to unlock the Operation Endgame research project.[/p]
  • [p]We've made some optimisations to the AI turn, which should mean processing civilian actions should be faster.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed an AI hang that could occur on the alien turn.[/p]
  • [p]Fixed a crash that could occur if you tried to close an open door that was touching an interactive object like a Cleaner data desk.[/p]
  • [p]Fixed a crash that could occur if you unassigned the target rescue soldiers from the dropship on the Rescue Soldiers mission using the assignment dropdown, which previous fixes had not dealt with.[/p]
  • [p]Fixed the tactical map randomisation being broken (it had started marking the wrong map as "played" after a tactical mission).[/p]
  • [p]Hopefully fixed the issue where the post-Phase 4 event sequence that is supposed to eventually unlock endless waves of Battleships can get broken.[/p]
  • [p]Fixed the bug where certain Project Available pop-ups that were not triggered by completing a research project (e.g. Corpse Analysis, MARS Rebuild, etc) would show a pop-up taking you to the research screen even though they only contained engineering projects.[/p]
  • [p]Fixed a rounding issue that could cause the player to be unable to recruit a Geoscape Supporter despite seemingly having exactly the right amount of Operations Points to do so.[/p]
  • [p]Fixed some z-fighting with the Pegasus dropship interior walls.[/p]
  • [p]Hopefully fixed the issue where the shot crosshair would sometimes become offset when hovering over enemy Sentry Guns.[/p]
  • [p]Removed Lock Time from various aircraft weapon tooltips, as it's not used in most cases and would show error text in the other cases.[/p]

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Milestone 6.25.0 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 contains our first round of stability fixes for Milestone 6. I'm going to release them on this branch now so they get a few days of testing over the weekend while we wait to see if the wider playerbase encounter any stability bugs in Milestone 6.[/p][p]Gameplay Changes:[/p]
  • [p]We've added a fallback trigger for the "endless war" system. This spawns endless waves of Battleships so people can continue to play the strategy layer for as long as they want, but in some cases it was not triggering correctly. We think we've fixed this bug, but it's a serious enough issue we've set up a fallback trigger that activates "endless war" at day 500.[/p]
  • [p]As it's now possible to capture an Eternal without first completing the UOO Bridge Assault mission, completing the UOO Bridge Assault mission is now required to unlock the Operation Endgame research project.[/p]
  • [p]We've made some optimisations to the AI turn, which should mean processing civilian actions should be faster.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed an AI hang that could occur on the alien turn.[/p]
  • [p]Fixed a crash that could occur if you tried to close an open door that was touching an interactive object like a Cleaner data desk.[/p]
  • [p]Fixed a crash that could occur if you unassigned the target rescue soldiers from the dropship on the Rescue Soldiers mission using the assignment dropdown, which previous fixes had not dealt with.[/p]
  • [p]Fixed the tactical map randomisation being broken (it had started marking the wrong map as "played" after a tactical mission).[/p]
  • [p]Hopefully fixed the issue where the post-Phase 4 event sequence that is supposed to eventually unlock endless waves of Battleships can get broken.[/p]
  • [p]Fixed the bug where certain Project Available pop-ups that were not triggered by completing a research project (e.g. Corpse Analysis, MARS Rebuild, etc) would show a pop-up taking you to the research screen even though they only contained engineering projects.[/p]
  • [p]Fixed a rounding issue that could cause the player to be unable to recruit a Geoscape Supporter despite seemingly having exactly the right amount of Operations Points to do so.[/p]
  • [p]Fixed some z-fighting with the Pegasus dropship interior walls.[/p]
  • [p]Hopefully fixed the issue where the shot crosshair would sometimes become offset when hovering over enemy Sentry Guns.[/p]
  • [p]Removed Lock Time from various aircraft weapon tooltips, as it's not used in most cases and would show error text in the other cases.[/p]

Milestone 6.24.0 STABLE Released!

[p]This update contains our first round of balancing fixes for Milestone 6 while we work on the first stability patch. Please do continue to report any bugs you encounter while playing the game and we'll do our best to get them fixed![/p][p]Gameplay Changes:[/p]
  • [p]Some weapon tweaks:[/p]
    • [p]Alien weapons (including the Cleaner Accelerated Rifle) now gain +2% hit chance per tile of proximity to the target, which matches the equivalent human weapons. Previously they only gained +1.5%.[/p]
    • [p]Fixed alien weapons having zero recoil, which meant burst fire from alien weapons was more effective than it should have been.[/p]
    • [p]The cheaper fire mode on Sniper Rifles now correctly has +20 No Move bonus, rather than +40 (which was higher than the more expensive fire mode).[/p]
    • [p]Laser Sniper Rifle now has the same fire mode accuracy / TU cost / No Move bonus values as other human sniper rifles (it got out of sync a few patches ago).[/p]
  • [p]The average missed shot in tactical combat now deviates from the target more than twice as much as before, but the maximum permissible deviation has been significantly reduced.[/p]
    • [p]This means missed shots will generally have a wider spread, but you should no longer see the occasional shot that flies off wildly at a crazy angle. The reason for this change is that previously miss shots would often deviate by such a small amount that many of them would still pass through the tile of the target unit - and while they were disallowed from actually hitting the target, they could still inflict suppression or take out the intervening cover, etc.[/p]
  • [p]Fighter UFO missiles have been reduced in speed by 25%, and the Interceptor UFO missiles have been reduced in speed by 15%, as both were harder to evade than intended.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed a bug where AI units would sometimes ignore and not attack Xenonaut units that were clearly visible but did not start the turn directly within in their vision cone.[/p]
  • [p]Fixed some minor visual issues with the cliffs on a Polar Cruiser UFO crash site map.[/p]