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  3. Full Release 7.19.0 Released! (Experimental)

Full Release 7.19.0 Released! (Experimental)

[p]This update is only accessible by switching to our Experimental branches (instructions on how to do so here).[/p][p]This is our first major patch since release, which rolls together a bunch of changes and bugfixes made over the past couple of weeks that we felt might potentially introduce new bugs and therefore needed a period of testing on the Experimental branch before release! [/p][p]This update may break tactical saves if you happen to be playing a tactical map that has been updated by one of our changes (the saves will just crash on load, or crash during the first AI turn after loading). If this happens, loading the pre-mission strategy save and beginning the mission again should allow you to continue![/p][p]Gameplay Changes:[/p]
  • [p]The "please report this crash" popup shown at the start of the game after a crash has now been removed.[/p]
  • [p]Units now get "kill" credit for stunning a hostile unit.[/p]
  • [p]Objects like cliff edges will now be revealed if you can see the walkable ground tile on top of them.[/p]
  • [p]Fleeing units will no longer attempt to avoid smoke. This prevents issues where fleeing units would sometimes run towards dangerous aliens because they didn't want to inhale a bit of smoke.[/p]
  • [p]Base Defence mission AI has been improved, and the aliens should now converge on the rough location of Xenonaut units. They still don't actually know where your units are, but they'll search within a radius of a few rooms rather than potentially spreading themselves out around the entire base (which could make finding and killing the last aliens boring and anticlimactic).[/p]
  • [p]There's now a notification on the UOO Bridge mission if an alien unit makes it to one of the squares adjacent to the alien mainframe, which tells the player that they need to clear the alien off by the end of the turn or they will not make any progress towards the objective that turn.[/p]
  • [p]In the air combat, interceptors now maintain their target even if all their weapons are reloading (which stops the intercept path flickering backwards and forwards as interceptor cannons fire).[/p]
  • [p]If you press R to reload and the only clips you have available contain fewer shots than the one currently loaded, the game will now play an error sound and prevent the action. It will display the error "Fullest clip already loaded".[/p]
[p]Balance Changes:[/p]
  • [p]Alien reinforcement spawner gateways (UOO Bridge Assault, Operation Endgame pt 1) now have 0 Reflexes as they are inanimate objects. This makes them very easy to hit with melee weapons.[/p]
  • [p]Frag Grenades now cause 35 Suppression. Previously they caused 0 Suppression due to an error.[/p]
[p]Strategy Bugfixes:[/p]
  • [p]Fixed a crash that could occur on the engineering screen if you locked the tooltip for an engineering project, then quickly clicked the button to begin work on that project before the tooltip disappeared.[/p]
  • [p]Fixed engineering projects that are one-off upgrade projects that award unlimited quantities of items (e.g. aircraft missiles, soldier modules, etc) showing a (0) after their name on the engineering screen.[/p]
  • [p]Fixed being unable to interact with the Armour tooltips on the Armory screen (e.g. to hover over the links to see what properties like Hardness actually mean).[/p]
  • [p]Fixed the research and engineering backgrounds upgrading to the level 4 image once you researched Ultradense Alloys, even if you hadn't run the lab / workshop upgrade projects.[/p]
  • [p]Tooltips now show Suppression values for weapons. The Flashbang now has its own tooltip with Suppression as the top value.[/p]
  • [p]Updated the Combat Shield tooltip to properly explain how the shield works (it blocks 100% of shots in the front 90-degree arc, but the block chance drops linearly towards 20% as the angle increases towards the outer edges of the 180-degree protective arc).[/p]
  • [p]Updated the Air Combat result element "accept results" button tooltip to not imply that it was choosing the autoresolve results. It's actually a generic button that accepts whatever results are currently being shown.[/p]
  • [p]Fixed a number of other minor tooltip issues / typos.[/p]
  • [p]Fixed the Transfer Scientists and Transfer Engineers panels always incorrectly showing the source base name as "BASE NAME" the first time you access the screen.[/p]
  • [p]Fixed being able to construct 7 Geoscape bases even though the UI only supported 6.[/p]
  • [p]Fixed the Camera Zoom In / Out labels in the keybinds being inverted.[/p]
[p]Tactical Bugfixes:[/p]
  • [p]Fixed an AI hang that would occur if a Mind Control-capable Psyon went Berserk due to a morale break.[/p]
  • [p]Excess carry weight TU penalties now update correctly when items are consumed (e.g. a grenade is thrown, or a weapon reloaded) rather than only when the tactical inventory is opened again.[/p]
  • [p]Fixed a visual issue with the large central room in the UOO Data Raid map, where the roof / upper building section would not hide when you opened the door.[/p]
  • [p]Fixed various objects inside UFOs being visible as silhouettes in the shroud, even though their models should be hidden as the objects have not been revealed yet.[/p]
  • [p]Fixed an AI issue that could occur when an alien unit found its path unexpectedly blocked by a Xenonaut. Previously they would just end their move; they will now recalculate their next action (usually causing them to attack the Xenonaut).[/p]
  • [p]Automed unit now properly removes regeneration when dropped, which means it will no longer automatically revive unconscious soldiers. It will also not apply regeneration multiple times if you drop an automed unit and then pick it up again.[/p]
  • [p]Fixed grenades thrown on top of UFO hulls being able to damage the aliens inside.[/p]
  • [p]Fixed some places where it was possible to throw grenades through Boreal sawmill building roofs.[/p]
  • [p]Fixed the crosshair TU cost for healing or using a melee weapon a unit being incorrect if the Xenonaut was crouched and movement or rotation was needed to reach the target (it would incorrectly add in the cost for an unnecessary uncrouch).[/p]
  • [p]Fixed the black "floor" of a UFO not always being visible on the upper levels. This could lead to instances where it would be possible to see things on the lower level of the UFO through what should be shroud.[/p]
  • [p]Fixed units incorrectly having a chance of being Mesmerised when attacking a Psyon with a melee weapon from behind.[/p]
  • [p]Fixed the LMG fire animation having a visual "jump" during the part of the animation where they raise the weapon.[/p]
  • [p]Fixed Symbiotes always being visible when spawned, even if the tile they were spawned on was not in line-of-sight.[/p]
  • [p]Fixed Symbiotes spawned during alien reaction fire not displaying their red enemy UI square until the start of the next turn.[/p]
  • [p]Fixed being able to shoot through the Quantum Decoder large terrain tiles in the base defence mission.[/p]
  • [p]Fixed the ENDGAME part 1 sloped building walls having black interior faces if destroyed. They have now have an appropriate purple sand interior texture.[/p]
  • [p]Fixed some z-fighting issues with the UOO underfloor support structures.[/p]
  • [p]Fixed some additional visual issues in the ATLAS Base mission, where certain wall faces were incorrectly rendering black and some wall sections did not have sidefaces.[/p]
  • [p]Fixed the Alenium Generator props sometimes popping in at the start of the base defence missions, rather than being visible from the start like everything else.[/p]
  • [p]Fixed the white alien wall screens on the UOO Bridge map not being subdivided into 1-tile sections for destruction purposes.[/p]
  • [p]Cliffs now have black sidefaces, so they look a bit more natural when only half of a row of cliffs is revealed from the shroud.[/p]
  • [p]Fixed the ARES crosshatch obstruction shader looking like a huge blob rather than a tank, as some of their hover particle effects were incorrectly being shaded when the unit was hidden by terrain.[/p]