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  3. Milestone 7.9.0 Released! (Experimental)

Milestone 7.9.0 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]We've finally implemented a more advanced model for the AI that now keeps track of "known" Xenonauts vs unseen Xenonauts, which means alien units will no longer have automatic knowledge about Xenonaut units that they have not yet encountered. Basically, this should reduce the amount of obvious AI "cheating", and make flanking aliens more effective.[/p]
  • [p]Research speeds have been returned to the values found in Milestone 6. We introduced a bug a few weeks ago where each Infiltrator created would permanently boost your research speed by 5% (a copy-paste error), which meant you'd frequently run out of available research even if you'd made no particular attempt to speed up your research. This has now been fixed.[/p]
  • [p]Batons and Knives now have a 1.25x Reflex modifier, which means carrying them in your off-hand no longer penalises shotgun soldiers.[/p]
  • [p]Symbiote melee attack now has a 30% chance to inflict a Bleeding Wound per 10 damage inflicted (down from 50%).[/p]
  • [p]Made some performance improvements for units with 360-degree vision, as the Sentinel Module was causing lag for some players.[/p]
  • [p]The voiceover on the intro / outro cinematic has been re-recorded with a new voice actor due to a contract issue.[/p]
  • [p]Added the co-ordinates back onto the Geoscape, as it turns out some players did use them.[/p]
  • [p]Panic levels are no longer shown in the topbar when hovering over a region in Phase 1.[/p]
  • [p]Added a few more crash site maps to the game that weren't previously spawning due to a setup issue.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed the Identify Recruits strategic operation OP cost being able to go negative, and not resetting to the standard (35 OP) price after use.[/p]
  • [p]Fixed the Geoscape zoom speed being dependent on framerate. It's now a consistent value for everyone.[/p]
  • [p]Fixed the item totals on the Engineering screen incorrectly including items "equipped" on Unassigned soldiers, which could cause projects to show that you owned more copies of that item than you actually did.[/p]
  • [p]Fixed the soldier paperdoll disappearing if you changed the loadout of an unassigned soldier on the Armory screen.[/p]
  • [p]Fixed the Power Fist remaining equipped if the Colossus Armour was stripped off a soldier when they are assigned to a dropship due to there being insufficient Colossus Armours available for them to use.[/p]
  • [p](Hopefully) fixed the Colossus not showing the crosshatch obstruction shader when hidden by walls etc.[/p]
  • [p]Fixed aliens that have suffered an overwatch attack when moving always attempting to attack back in response, rather than finishing their planned move.[/p]
  • [p]Fixed an issue where spawned Symbiotes could incorrectly be visible in the fog of war.[/p]
  • [p]Fixed the Strategic Operation info dynamic text values displaying white, rather than using the colour-coding it had in older versions of the game.[/p]
  • [p]Fixed a couple more wall types in the ATLAS Base maps that were not revealing properly at certain angles.[/p]
  • [p]Fixed the Western Town restaurant walls being invisible in the previous dew hotfixes.[/p]
  • [p]Fixed a number of map issues.[/p]
  • [p]Fixed a couple of tiles that have black z-fighting issues on Linux machines.[/p]