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Xenonauts 2 News

Xenonauts 2 Monthly Development Update!

[p]Hello everyone - it's time for our monthly progress update. I'll be keeping things brief this month![/p][h2]Milestone 6 & 7[/h2][p]We had hoped to release Milestone 6 onto the public branch last month, but unfortunately we've been dealing with a couple of rather thorny UFO-related bugs in the shroud / line of sight system. These are now fixed and what we hope will be the public release of Milestone 6 has been compiled and released onto the Experimental branch. Assuming no serious bugs are found over the weekend, we'll then release it onto the standard branches next week.[/p][p]We'll probably continue to patch Milestone 6 for another week or two, as there's a couple of annoying visual bugs in the game that we still want to fix (such as certain tiles incorrectly drawing under the shroud, etc). We'll also make it a priority to fix any bugs that are reported by the community after the public release.[/p][p]Aside from the programmer working on fixing those key bugs, most of our team moved on to Milestone 7 towards the end of last month. That update will be the final launch update for Xenonauts 2, and we'll be focusing primarily on polish and performance - however, we are still planning to add some extra content to the game in the update, and we've started by working on that.[/p][h2]Strategy UI Background Updates[/h2][p]The most noticeable piece of new content will be the strategy UI background illustrations changing and updating as the game progresses and the player unlocks new technology. This feature existed in the original Xenonauts and was very well received; players felt it made the game feel much more reactive and immersive to get to see how the new technology impacted the day-to-day life of the Xenonauts. [/p][p]We've actually been working on these in the background for several months now. The artwork is already complete for the Research and Engineering screen backgrounds / characters, but the work of integrating them into the game only began at the start of this month. We still have to finish the new background illustrations for the Base Stores and the Soldier screens (which are the other two that upgrade), but we're expecting to have everything wrapped up in the next couple of months.[/p][p][/p][h2]Aircraft Equipment Visualisation[/h2][p]In a similar vein to the background illustrations, we've  been working on a proper "paperdoll" system for the Aircraft screen. The idea here is simple - the artwork for your interceptors should accurately reflect the equipment and upgrades that you've chosen for them. If you're equipping them with missiles, you see missiles appearing under the wings. If you've run the engineering upgrade project to give it improved engines, the artwork for the interceptor updates to show a more advanced engine, etc.[/p][p]We started working on the art assets for this task last month, and we'll be starting on the code implementation for it this month.[/p][h2]Balancing Playthrough[/h2][p]Last month I did another campaign balancing / testing session. As always, this was rather time-consuming - the campaign I completed took about 35 hours, and there were also a couple of other shorter campaigns before that that were ended by serious bugs. Nonetheless, it was time well spent. We identified a lot of minor polish and balancing issues that we were able to fix relatively quickly and roll into the Milestone 6 builds.[/p][p]However, we also pushed a number of tasks back into Milestone 7, and we've been busy working on those over the past couple of weeks. Some of these were bugfixes that we didn't want to include in Milestone 6 because they risked introducing new bugs or breaking save game compatibility, whereas others were larger balancing changes that we'll implement as a group before we start our Milestone 7 playthroughs.[/p][p]Finally, playing the game for an extended period of time has been valuable for our planning process. There's only so much development time remaining before we leave Early Access, and we're not going to have time to polish or improve everything we'd like - so having a better understanding of how much each individual issue affects gameplay makes it much easier to make sensible decisions about what we should prioritise.[/p][h2]Additional Maps[/h2][p]Another thing that has become obvious after repeated playtesting campaigns is that the game needs some additional maps for the early-game UFOs. There's currently three maps per biome for the small UFOs (Scout, Destroyer, Observer), which is enough that you shouldn't see repeats within a single campaign - but many users will restart the campaign at least once, and will therefore end up playing the early-game content multiple times.[/p][p]We've already started work on two extra maps per biome for the small UFOs, which should hopefully address the problem. We're hoping these new maps will all be complete by the time we release the first test versions of Milestone 7, which will probably be early in the new year.[/p][p]I think that covers everything we did last month. As always, thanks for reading, and I'll write another update in a few weeks![/p]

Milestone 6.21.0 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 this build fixes the last remaining critical issues in Milestone 6, we'll release this build onto the public branches as the first Milestone 6 Stable build next week if our players do not encounter any serious issues over the weekend.[/p][p]Bugfixes:[/p]
  • [p]Fixed the Abductor hull not hiding correctly when the main door is opened.[/p]
  • [p]Fixed an issue where certain tiles around the outer edge of the UFO interior would be visible in the shroud.[/p]
  • [p]Various visual fixes to a selection of tactical maps.[/p]

Milestone 6.20.0 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 fixes most of the remaining issues blocking the Milestone 6 public release, but there are still problems with the Abductor UFO outer hull not hiding properly that we need to fix. Hopefully we can finish that up tomorrow and release another quick hotfix, but there's no point holding back this batch of fixes while we wait.[/p][p][/p][p]Balancing:[/p]
  • [p]ENDGAME part 1 reinforcement timer increased by 1 turn, and four extra alien Praetorian-ranked aliens added to the mission. There's also now dedicated spawn points for the enemy noncombatants, so they always spawn inside buildings.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed Sentry Guns being automatically assigned to ENDGAME / UOO mission strike teams, and crashing the game if you actually tried to bring them on the mission.[/p]
  • [p]Fixed various display issues for the multi-level UFOs in the tactical combat (except the Abductor, which we're still looking into).[/p]
  • [p]Fixed the game completion achievement not always correctly unlocking after you win the campaign.[/p]
  • [p]Fixed the engineering screen UI resizing itself when you add the MARS / ARES rebuild projects to the queue.[/p]
  • [p]Fixed the default soldier arrangement for the Pegasus dropship spawning a couple of soldiers inside diagonal wall tiles.[/p]
  • [p]Fixed the roof tiles on the ENDGAME part 1 mission not being properly destructible.[/p]
  • [p]Fixed some of the walls in the UOO Sabotage mission not visually updating their appearance when destroyed, and still looking undamaged.[/p]
  • [p]Fixed the vehicle Heavy Reinforced Armour incorrectly being called the Heavy Ceramite Armour.[/p]
  • [p]Fixed the ENDGAME part 1 intro incorrectly referring to the Pegasus.[/p]

Milestone 6.19.0 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 close to releasing Milestone 6 to the public now - we've fixed most of the remaining critical issues, and we're just trying to find a fix for the visual issues players will experience with UFO hull hiding on all UFOs from the Abductor onwards. Assuming no further serious bugs are reported by testers over the weekend, we should be on track for a release next week.[/p][p]Changes:[/p]
  • [p]Updated the air combat UI to move the "UFO Charge Time" bar to the bottom of the screen and make it more obvious. It now has a label, a tooltip and a countdown too.[/p]
  • [p]Added a new "UFO Escaped" air combat result, which makes it more obvious when the combat has ended because the UFO has charged its hyperdrive and jumped away.[/p]
  • [p]Added new fire sounds for the ballistic SMG.[/p]
  • [p]Further improved the camera tracking for long-ranged shooting / shooting between levels.[/p]
[p]Balancing:[/p]
  • [p]Geoscape:[/p]
    • [p]The start of Phase 4 has been moved forwards three days.[/p]
    • [p]Reduced the maximum range of the Phantom and Gemini interceptors by 15-20%.[/p]
    • [p]Lasers now cost slightly more Alenium to build, and the Guardian Armour Protection upgrade now costs 50 Alenium and 25 Alloys (previously 30 Alloys). Tactical Module upgrade now costs 20 Alenium in addition to its 20 Alloy cost.[/p]
  • [p]Air Combat:[/p]
    • [p]UFO Observer max speed has been slightly reduced so that an Angel on afterburner can (slowly) catch it.[/p]
    • [p]Size of the deployment area has been reduced in scenarios where the UFOs are attacking you, preventing the player from deploying their fighters quite so close to the attacking UFOs.[/p]
    • [p]Retreat mode now boosts your speed as if you had triggered the afterburners. Afterburners can no longer be triggered when in Retreat mode.[/p]
  • [p]Tactical Combat:[/p]
    • [p]When units suffer a morale break, they now have a 50% chance of Panicking and 25% chance of Fleeing or Berserking (previously 33% each). This change has been made because it's not particularly fun to have aliens Berserking too often.[/p]
    • [p]Mind Controlled Xenonauts that return to your control during your turn (i.e. because you killed or suppressed the psionic alien responsible) now regain all of their TU.[/p]
    • [p]Gauss weapons now carry 20% less ammo in each magazine.[/p]
    • [p]Most alien species now have scaling Bravery values - noncombatants have reduced bravery, basic soldiers remain the same, higher ranks now have somewhat higher bravery. Enemies should start becoming harder to suppress from roughly the point you encounter Observer UFOs.[/p]
    • [p]Sebillians now have scaling Regeneration - soldiers remain at +50HP, but elites + officers now have +75HP and praetorians + leaders +100HP.[/p]
    • [p]High Eternal now has 500 HP (up from 200HP) and +150 Regeneration (up from 100).[/p]
    • [p]Removed one alien from the first Alien Base mission on non-Commander difficulty settings.[/p]
    • [p]Various changes made to the UOO Sabotage mission:[/p]
      • [p]Increased the reinforcement timer by 2 turns.[/p]
      • [p]Fewer of the enemies have Fusion weapons.[/p]
    • [p]Various changes made to the UOO Bridge Assault mission:[/p]
      • [p]Starting alien crew increased in number, but a larger percentage of them are now alien noncombatants with plasma weapons (rather than praetorian-rank aliens with fusion weapons).[/p]
      • [p]Reinforcement timer increased by 1.[/p]
      • [p]Alien reinforcements are now roughly half praetorians with fusion weapons, rather than all being elites with plasma weapons.[/p]
      • [p]At the end of the mission, items are only recovered from the tiles that contain Xenonaut units (alive or dead), rather than all tiles. This means you'll always recover your own soldiers and equipment but you won't recover any loot from the aliens (unless you pick it up).[/p]
[p]Bugfixes:[/p]
  • [p]Fixed a crash that could occur during the character conversations if you press spacebar in the frame before it properly loads.[/p]
  • [p]Fixed a crash that would occur if you double clicked a "rescue" soldier in the Soldier Rescue mission pre-mission soldier equip screen.[/p]
  • [p]Fixed a problem where the building roofs on the UOO-1 Sabotage mission were not hiding when a unit went inside the building.[/p]
  • [p]Fixed a secondary problem with the roof hiding on the central building of the UOO-1 Sabotage mission.[/p]
  • [p]Fixed the ARES turning invisible when it takes damage.[/p]
  • [p]Fixed a problem with the Harvester UFO where the interior could be revealed through the hull.[/p]
  • [p]Fixed zombies hatching into Reaper after 2 turns, even if the zombie had been killed.[/p]
  • [p]Fixed an issue where many autoresolved air combats would incorrectly result in a draw because the UFO was escaping too quickly.[/p]
  • [p]Fixed engineering queue projects snapping way off to the right when you were dragging them to reposition them in the list.[/p]
  • [p]Fixed several UI issues on 5:4 screens (and other rare aspect ratios).[/p]
  • [p]Fixed armoured Psyons breaking their left arms when performing their fire animations.[/p]
  • [p]Fixed the Geoscape map scrolling having a visual "jump" when you scrolled far enough to wrap on the right edge of the screen.[/p]
  • [p]Fixed a visual issue with the shadow on the Observer.[/p]
  • [p]Fixed the UFOs inside the alien base maps not hiding their hulls correctly.[/p]
  • [p]Fixed a bug where using the shoot+move preview on a cloaked Wraith would show the incorrect hit chance value (it would apply the cloaking value from the current soldier location).[/p]
  • [p]Fixed jungle swamps hiding the fire path tiles if they passed over them.[/p]
  • [p]Fixed blood pools not being hidden when camera level changes.[/p]
  • [p]Fixed a particular type of hair incorrectly obstruction shading.[/p]
  • [p]Fixed the Soviet Town factory double door open position in gameplay terms not matching their visual position.[/p]
  • [p]Fixed a flicker on the Colossus fire animation.[/p]
  • [p]Lots of fixes to various tactical maps / tiles.[/p]

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]