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Xenonauts 2 News

Xenonauts 2 Monthly Development Update!

Hello everyone! April is now over and it's time for our monthly Xenonauts 2 progress update.

[h2]Sound Design[/h2]
Last month we brought an experienced sound designer onto the team to work on the game audio, as earlier in development we hadn't had the time and funds to give it the attention it deserved. Audio is sometimes an unappreciated part of game development, as the benefits of good sound effects can be quite subtle but are nonetheless very important.

This month we've updated the strategy UI, creating nicer sounds for the standard click / hover / error actions and then adding new clips so give subtly different feedback for different actions a click can cause (like confirming an action, closing a window, opening a tooltip, etc). There's still a bit more work to be done on the UI sounds, but after that we'll be moving onto the tactical combat sounds and trying to give the different alien species a bit more character.

As a side-effect of this process, we've also noticed various places the game didn't have sound but needed it. Some of these are already fixed and will deployed in Milestone 4, e.g. now Medikits and the Automed Unit play a sound when healing a unit, and melee weapons play a sound if they miss the target.

[h2]Levels & Environment Art[/h2]
We've also brought on a fulltime freelance environment artist to help us improve the variety and quality of our tactical environments. We worked on an assortment of smaller tasks last month ranging from improving the ATLAS Base command room assets (wall screens and the command table) to fixing up some of the assets for the Alien Base maps, but once those were complete we began to focus on the Farm biome.

Our plan is to add some new terrain objects and update some of the ground textures for the Farm to try and make the maps feel a bit more like a real agricultural environment, and then we'll be moving onto the Tropical biome to do the same thing (as there's not really enough tiles to do the inhabited areas of the Tropical maps properly right now). Once that's done, we'll be able to move onto our final biome - the Soviet Town terror maps!

[h2]Alien Crews[/h2]
This month we updated the crews for all the various UFOs / alien ground missions to ensure there was a steady escalation of new enemies throughout the campaign. We now have enough units to group the alien races together, so each species now has a dedicated secondary support unit and a terror unit.

As part of this task we've added "heavy" variants of the Mentarch, Servitor, and Cyberdrone that are tougher and have more powerful weapons, which start appearing towards the end of the campaign. We'll be adding new artwork and 3D models for these units in the next month or two.

[h2]General Improvements[/h2]
We've also made an assortment of improvements to other parts of the game. The air combat now supports weapons that are capable of shooting down missiles and we've added a new late-game escort UFO that provides an alternative to the alien Interceptor. We've added support for transferring scientists and engineers between bases. We've added a new soldier module that gives soldiers a 180-degree vision arc. We've made further improvements to the loading times, added many small usability features, and added various small new bits of content to the game.

[h2]Milestone 4[/h2]
Last but not least, I just wanted to share that we've now done the bulk of the work on Milestone 4 and we've started internal testing on the updated campaign. Assuming there's no major issues we'll probably be releasing an early version of the build to the public early soon to get feedback - but initially this will be on our Prototype branches, as the build is currently too rough even for the Experimental branches. After a couple of weeks of polish the build should migrate to the Experimental branches, and and then we'll look towards a full public release.

So overall it's been a busy month for us, with lots of good progress made. Thanks for reading, see you next month!

Milestone 3.10.0 Released! (Experimental)

This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

A few more fixes for bugs, including the "bald soldiers" bug that reappeared in the previous experimental build. This is hopefully now the final update needed for Milestone 3!

[h3]Bugfixes:[/h3]
  • Fixed some soldiers being bald in combat missions. This bug has reoccured several times now due to Unity shenanigans, so we've entirely rewritten the system responsible to ensure it stays fixed - but please let us know if this has caused any further bugs!
  • Fixed an issue where the three "On Mission" soldiers would get permanently stuck in the dropship after returning to base if you flew to a Soldier Extraction mission site, then aborted the mission and returned to base.
  • Fixed pressing Esc on the Transfer Items screen not returning to the Geoscape like it does on other strategy UI screens.

Milestone 3.0.8 STABLE Released!

We've now released our Milestone 3.8.0 patch onto our standard Steam branches, which fixes several more stability and gameplay issues.

Although our primary focus is now working on the next major update (Milestone 4) we will continue to fix and patch Milestone 3, so please do report any bugs or issues you encounter.

[h3]Gameplay Changes:[/h3]
  • Selling an aircraft now returns any equipped items on that aircraft to the base stores, rather than just deleting them.
  • Secton eyes now glow when Psionic Triangulation is active.
  • Fixed large amounts of text not appearing correctly in Chinese languages.
  • Fixed a large number of text lines being vertically misaligned in non-English languages.

[h3]Bugfixes:[/h3]
  • Fixed a situation where players could interrupt alien reaction fire, causing them to gain control of the alien unit that had been trying to attack them.
  • Fixed another way in which the blast doors in the ATLAS base mission could get out of sync, and appear visually open when actually being closed (or vice versa).
  • Fixed planned soldier loadouts (on unassigned soldiers) not reflecting changes to soldier stats that will be caused by equipped items. 
  • Fixed double-clicking on a soldier in the list on the Soldier Equip screen not allowing you to replace them with a different soldier.
  • Fixed the "custom" button on the campaign settings menu remaining selected if you change back to a different difficulty setting.
  • Fixed some display issues users could experience if using multiple monitors while mirroring one of them to different screen.
  • Attempted to fix panning the camera in the air combat being broken if users were using mouse and keyboard while also having a touchscreen or touch peripheral plugged in.

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Greetings Commanders,

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Xenonauts 2 Monthly Development Update!

Hello everyone - hope you all had a good Easter! It's time for our monthly update on the progress we've made on Xenonauts 2.

[h2]Milestone 3 Patches[/h2]
A lot of our time has been spent fixing bugs in Milestone 3 recently, with five patches being released in the last month. Many of these issues were minor problems caused by our Unity 2022 upgrade, but there's also been fixes for various older bugs and some improvements made to the foreign language translations of the game too. These updates should have collectively improved player experience quite a bit.

One highlight was finally finding a fix for a long-standing bug that turned the screen black whenever any unit fired a weapon. This bug only affected a small number of users and there was a workaround (disabling the "camera shake" setting), but it made the game basically unplayable for anyone who did not know that - so it's definitely a relief to have it fixed!

[h2]New Maps & Environments[/h2]
We've also been hard at work on the content for Milestone 4, and the new maps needed for the largest UFO crash sites are the biggest component of this. These are progressing well - we're aiming to have 3 large maps per biome when Milestone 4 comes out, and we're about 80% of the way there now. In addition to this, the update will also contain numerous new Alien Base maps that were made the previous month.

Furthermore, a new environment artist contractor has joined the team to help us improve our existing environments and eventually finish off the Soviet Town biome that we plan to add to the game before final release. We've already updated the command room in the ATLAS Base map so it more closely resembles what we have in our artwork (with a command table and proper wall screens), and now we're working on some underground earth textures for use in the Alien Base maps.

I'm planning on using these to address one of the gameplay issues with the Alien Base maps - that all the walls are indestructible (even the ones between rooms). Under this new setup all walls will be destructible, so it'll be possible to destroy both internal walls and the external ones around the edge of rooms. Doing this will reveal the earth tiles behind the walls, and these themselves will also be destructible.

This should allow more realistic gameplay where powerful weapons and explosives will be able to gouge holes in the walls, and theoretically it would also allow players to dynamically "mine" through the earth and breach other rooms if they sufficiently powerful weapons. Be aware this idea is still at the testing phase so I can't promise it will definitely work as planned... but all our testing so far looks good!

[h2]Alien Visual & Audio Improvements[/h2]
Our updated Androns have now been finished and will be marching into battle against humanity in Milestone 4. We've also retextured the basic Sectons, as these are the first aliens that new players encounter but previously had fairly basic textures. We're currently retexturing the Wraiths so their basic non-combatants have a simple military uniform rather than being completely naked, and this month we'll be creating an additional Wraith variant with heavier armour that will appear towards the end of the game.

We're also in the process of hiring a contract audio engineer to improve the game's sound design in general, which will include creating some new sounds for the aliens to try and give them a bit more character (like new injury / death sounds, or unique footsteps etc).

[h2]Smaller Improvements[/h2]
We've also completed several small features this month that were requested by the community. Firstly, the dropship screen (where you can position your soldiers within the dropship) now shows the soldier role icons on the green soldier tiles, making the process much more straightforward than it was previously.

Secondly, we've finally got "destruction linking" working properly, which allows us to have walkable tiles placed on top of large multi-tile objects like shipping containers and have them remove themselves if the underlying object is destroyed. This means there's now a lot more objects in the game that allow you to land on top of them and walk around (shipping containers, caravans, buses, certain fuel tanks, etc), and fewer cases of aliens mysteriously standing in mid-air on invisible tiles.

Work was also done on the end of turn camera, which now better shows regeneration healing and Bleeding Wounds damage on any visible units at end of turn. We also rewitten the item assignment logic that occurs after a completed mission, because players were getting some strange loadout problems when running a second mission with the same dropship (some weapons not starting with a clip loaded, etc), which was just down to the primitive way in which the game assigned items to your soldiers if there wasn't enough to equip the whole squad.

Finally, a surprisingly popular request was an upgrade for the basic Combat Knife weapon that is available for your soldiers, so we've designed an upgraded Energy Knife that will unlock off Alien Electronics and should allow the weapon to remain relevant for much longer.

[h2]Conclusion[/h2]
That's everything for this month - lots of smaller tasks that together represent good progress on the project. Hopefully we'll have an early version of Milestone 4 out for testing on the Experimental branch later this month!