July Update
Welcome to this month's Xenonauts 2 development update - lots to talk about this time around so buckle in, Commander…
The first new thing we've been working on is the art for the modular MARS vehicle, take a look at these concepts:

The in-game models for these are nearly complete but not yet fully integrated - we'll be able to show those soon.
The MARS is now a vehicle that can use one of three primary weapons (rocket launcher, cannon or machinegun); these are all upgradeable as you research new weapon tiers. It also has upgradeable heavy and light armour variants: these allow you to give the vehicle additional HP at the cost of slightly reducing its time units.
The chassis itself can also be upgraded: once you reach a certain tech level you'll be able to replace the tracks with a hover chassis. This has additional TU's as well as jetpack functionality, and acts as a replacement for the existing ARES vehicle, making the MARS the only vehicle in the game. However, the initial MARS can now be upgraded and enhanced throughout your campaign, from a simple tracked unit with steel armour and a ballistic weapon to a high-tech alloy hovertank with powerful plasma weaponry.
The core idea here is that - just like a soldier - vehicles don't become obsolete as the game progresses: their relevance is determined by their loadout. However, we'll test this to see if it works and potentially return to a model based on separate vehicles depending on how it feels.
This month has also seen us make some strides in terms of how ground combat looks and feels in the game.
There have been a couple of additional changes to improve the clarity of the maps: the shroud now hides objects on hidden tiles (this avoids visual confusion such as shadows sticking out of the shroud); and the tile height has been changed to 3 meters. This latter alteration has several knock-on effects, the most significant being that it's now substantially easier and clearer to fight in enclosed spaces like UFO's.
One final tweak we've made is to speed things up a bit. We recently increased the run speed of units and we've now updated the code to remove the pause before units die. This makes things a lot snappier and more responsive- closer to that traditional X-Com feel.
Finally, we've been doing more work on night missions (which are nearly there and will be playable very soon) and the new UFO's. Our new UFO hull hiding system (ie when you see the inside of a UFO, the hull disappears and it turns into a floorplan like in X1) appears to be working well: we're in the process of building out the hull models and floor plans for the first 4 - 5 UFO's which will be a good point to do some more testing.
A quick note to say thanks for the great response to our new updates so far - we really appreciate all the support, feedback, criticism and discussion so keep it coming.
Modular MARS
The first new thing we've been working on is the art for the modular MARS vehicle, take a look at these concepts:

The in-game models for these are nearly complete but not yet fully integrated - we'll be able to show those soon.
The MARS is now a vehicle that can use one of three primary weapons (rocket launcher, cannon or machinegun); these are all upgradeable as you research new weapon tiers. It also has upgradeable heavy and light armour variants: these allow you to give the vehicle additional HP at the cost of slightly reducing its time units.
The chassis itself can also be upgraded: once you reach a certain tech level you'll be able to replace the tracks with a hover chassis. This has additional TU's as well as jetpack functionality, and acts as a replacement for the existing ARES vehicle, making the MARS the only vehicle in the game. However, the initial MARS can now be upgraded and enhanced throughout your campaign, from a simple tracked unit with steel armour and a ballistic weapon to a high-tech alloy hovertank with powerful plasma weaponry.
The core idea here is that - just like a soldier - vehicles don't become obsolete as the game progresses: their relevance is determined by their loadout. However, we'll test this to see if it works and potentially return to a model based on separate vehicles depending on how it feels.
Ground Combat
This month has also seen us make some strides in terms of how ground combat looks and feels in the game.
There have been a couple of additional changes to improve the clarity of the maps: the shroud now hides objects on hidden tiles (this avoids visual confusion such as shadows sticking out of the shroud); and the tile height has been changed to 3 meters. This latter alteration has several knock-on effects, the most significant being that it's now substantially easier and clearer to fight in enclosed spaces like UFO's.
One final tweak we've made is to speed things up a bit. We recently increased the run speed of units and we've now updated the code to remove the pause before units die. This makes things a lot snappier and more responsive- closer to that traditional X-Com feel.
Finally, we've been doing more work on night missions (which are nearly there and will be playable very soon) and the new UFO's. Our new UFO hull hiding system (ie when you see the inside of a UFO, the hull disappears and it turns into a floorplan like in X1) appears to be working well: we're in the process of building out the hull models and floor plans for the first 4 - 5 UFO's which will be a good point to do some more testing.
A quick note to say thanks for the great response to our new updates so far - we really appreciate all the support, feedback, criticism and discussion so keep it coming.