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Xenonauts 2 News

Milestone 6.5.0 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]Unfortunately this update breaks save game compatibility, but if you want to continue your 6.4.0 campaign then please switch over to the Experimental Legacy branch.[/p][p]Changes:[/p]
  • [p]Added research art for Biosurvey Array research project.[/p]
  • [p]Updated the ENDGAME biome art to reflect we now use a teleporter rather than the Pegasus.[/p]
  • [p]There's now a dedicated "Supporter" line in the Funding Report that shows the funding received by the Geoscape Supporters.[/p]
  • [p]Supporter icons are now darkened when they are in the "replacing" state.[/p]
  • [p]Building roofs on the UOO Sabotage mission are now destructible.[/p]
[p]Balance Changes:[/p]
  • [p]Reaper Zombies now only spawn new Reapers if they survive the incubation period, which has been reduced to two turns. Killing the Zombie within two turns of it being spawned therefore prevents a new Reaper from spawning.[/p]
  • [p]Sniper Rifles have been buffed and Rifles nerfed slightly, as there were situations where the rifle was a better pick for long-range sniping. The Sniper Rifle now has a longer range, is cheaper to fire, and the penalty for moving has been reduced a bit (but it can still only fire once per turn).[/p]
    • [p]Rifle accuracy slightly reduced (by about 5% on a 100% accuracy shot).[/p]
    • [p]Sniper Rifle range increased to 26 (from 20).[/p]
    • [p]Fire cost of both Sniper Rifle fire modes decreased to 52 / 64 TU (from 56 / 70 TU)/[/p]
    • [p]Reduced the "no move" accuracy bonus on the sniper rifle by about half, and added a similar amount to the standard fire modes[/p]
  • [p]Automed Unit weight has been increased to 12 (from 8) and the healing amount decreased to 3 HP per turn (from 5). This item was still too strong previously; these changes hopefully reinforce its intended role as stopping units dying from bleeding wounds (rather than replacing conventional healing items entirely)![/p]
  • [p]Wraith Cloaking Field ability now triggers once at the end of a burst, meaning hitting a Wraith with two or more shotgun pellets / machinegun rounds / etc will only change the cloaking state once.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed doors automatically closing after the line of sight updates. This means you should no longer see situations where the front door of a UFO closes at the start of the turn and the aliens inside are still visible in the fog of war.[/p]
  • [p]Fixed the game displaying the "UFO Captured by Xenonauts" toast at the end of the mission if the final alien was stunned.[/p]
  • [p]Fixed some more visual issues in various maps.[/p]
  • [p]Destruction particles should now correctly fall through the gaps between the space platforms on the UOO Sabotage maps.[/p]
  • [p]Fixed a bug in the French translation.[/p]

Milestone 6.4.1 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 is a small hotfix for 6.4.0 that should allow people to complete their existing campaigns on the Experimental Legacy branch, as we'll shortly be releasing 6.5.0 which will unfortunately break save game compatibility.[/p][p]Bugfixes:[/p]
  • [p]Fixed a crash loading ENDGAME part 2.[/p]

Milestone 6.4.0 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]Changes:[/p]
  • [p]The "pity" crash site that is spawned if you fail to shoot down the first Scout UFO has now been delayed, as in some cases it could spawn before the Scout Crash Site had timed out.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed a crash that could occur when starting a Base Defence mission, UOO mission, or ENDGAME mission.[/p]
  • [p]Fixed an AI hang that could occur during the AI turn (linked to Psyons).[/p]
  • [p]Vehicles no longer show their vision cone during the deployment phase, as this was old functionality from back in the days when Sentry Guns could not move.[/p]
  • [p]Fixed the Rescue Soldiers mission incorrectly claiming it gave a $225,000 reward.[/p]
  • [p]Fixed the Latin America Elite Scientist supporter displaying a green icon (rather than red) when an Infiltrator.[/p]
  • [p]Fixed a minor typo in the Demolition Grenade tooltip.[/p]

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Milestone 6.3.0 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 patch has edited a lot of maps, you will likely experience a crash if you try to load a tactical combat save from 6.2.0. To avoid this, please load your last strategy save instead![/p][p]Changes:[/p]
  • [p]Added research artwork for the Operation Endgame project.[/p]
  • [p]Servitors have been nerfed a bit:[/p]
    • [p]They can no longer reaction fire.[/p]
    • [p]Their weapon is reduced from 30 Suppression to 20 Suppression.[/p]
    • [p]Their weapon now has 20 range and gains +1.5% hit chance for each tile closer than 20 range. Previously, the weapon had 15 range but gained +12% hit chance for each tile closer than 6 tiles (which could give them a 100% hit chance on a 10-round burst at short range).[/p]
  • [p]Cyberdrones now do +5 Damage per shot, and Heavy Cyberdrones do +10 Damage per shot.[/p]
  • [p]Reaper melee attack now has doubled chance of inflicting Bleeding Wounds, and Reaper Alpha melee damage increased to 80 (from 60).[/p]
  • [p]Cleaner Base mission now causes +1 Panic in each region per week until it is completed, and the -30 Doomsday effect has been removed (as it is no longer in Phase 1 so is irrelevant).[/p]
  • [p]Second Terror Site is now a little harder (as it occurs later than it did in Milestone 5).[/p]
  • [p]Small Alien Base missions now have one fewer unit in the upper level of the command room, and two or three extra (mostly weak) units in the lower level of the command room.[/p]
  • [p]Starting Angel Interceptor now has a functioning Armour item (previously you had to unequip it and then equip it for it to work correctly).[/p]
  • [p]Phantom now starts with an Armour equipped, rather than a Fuel Tank.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed the annoying bug that was making the game "laggy" and refuse to accept click / button input for a second or so after a unit finished moving.[/p]
  • [p]Fixed a crash that could occur if you tried to put a captured unit in the primary / secondary inventory slot of one of your soldiers.[/p]
  • [p]Fixed another AI hang.[/p]
  • [p]Fixed the Extract VIP mission incorrectly ending early if your soldiers are inside the dropship but the VIP is not.[/p]
  • [p]Fixed the mission debrief screen reporting soldiers as "Airborne" rather than KIA / MIA.[/p]
  • [p]Fixed being unable to re-route an airborne squadron to a new target due to it being "out of range" even if it actually was not.[/p]
  • [p]Fixed a number of issues with the German localisation that was causing the text "Ballistic LMG" to appear in all sorts of places.[/p]
  • [p]Another attempt at fixing the AI behaviour of civilians so they don't go running inside UFOs.[/p]
  • [p]Fixed the basic Cyberdrone firing green rather than blue projectiles.[/p]
  • [p]Fixed the Secton glowing Psionic Triangulation eyes causing a visual artifact when highlighted by the shot path.[/p]
  • [p]Fixed a number of visual issues in various maps.[/p]