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Xenonauts 2 News

Milestone 6.23.0 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 we were planning to leave 6.22.0 on the Experimental branch over the weekend anyway, we thought we'd release another batch of hotfixes before then. We're still planning to release onto the public branches on Monday if no further serious bugs are found over the weekend.[/p][p]Gameplay Changes:[/p]
  • [p]One of our bugfixes has addressed an issue where autoresolved air combat was sometimes far less effective than it should be (mostly when using interceptors equipped with torpedoes). [/p]
  • [p]The various types of Cleaner interrogation projects now all mark the appropriate captured cleaner item as Junk.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed a bug that was reducing the effectiveness of torpedoes in some autoresolved air combats.[/p]
  • [p]Fixed being able to stack together the Retreat speed bonus and the Afterburner speed bonus.[/p]
  • [p]Fixed some shroud-related issues with the Singularity Core object in the Battleship.[/p]
  • [p]Fixed some of the engineering projects having placeholder tooltips.[/p]

Milestone 6.22.0 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]We were hoping 6.21.0 would be ready for public release, but player testing suggested it needed another round of fixes first. We'll leave this build on the Experimental branch over the weekend and then release onto the public branches on Monday if no further serious bugs are found.[/p][p]Balance Changes:[/p]
  • [p]Fusion weapons now cause 5 Armour Destruction per shot (up from 3).[/p]
  • [p]Vehicle cannons now have double the damage / armour pen / armour destruction of the equivalent rifles, which works out as nerf for early-game cannons and a buff for late-game cannons:[/p]
    • [p]All cannons now have 24 range. Previously they had 20 range, but were bugged and would actually increase their hit chance beyond this point.[/p]
    • [p]Ballistic Cannon - damage now 68 (down from 70), armour destruction now 4 (down from 10)[/p]
    • [p]Laser Cannon - damage now 80 (down from 95), armour destruction now 16 (up from 10)[/p]
    • [p]Gauss Cannon - armour penetration now 20 (up from 0), armour destruction now 8 (down from 10)[/p]
    • [p]Fusion cannon - damage now 144 (down from 150), armour penetration now 30 (up from 0)[/p]
  • [p]Added 1-4 extra enemies to the Cleaner Base mission, depending on difficulty setting.[/p]
  • [p]Updated the UOO Bridge Assault mission so that it has slightly fewer aliens in the main room, and a few more weaker enemies spread out through the edges of the map.[/p]
[p]Gameplay Changes:[/p]
  • [p]We've improved the way grenades work in several ways:[/p]
    • [p]We've fixed the bug where any missed grenade throw inside a building or in an alien / Xenonaut base map would always hit the ceiling directly above the thrower and explode.[/p]
    • [p]Grenade arcs can now be a bit flatter, which means grenades are less likely to strike the ceiling in general.[/p]
    • [p]If a grenade throw path has a 0% hit chance because of a blocking object, the throw path now renders red beyond that object / ceiling tile. This should make it easier to see what is actually blocking the throw,[/p]
    • [p]We've also fixed an issue where the game would display a positive hit chance for a particular tile, but then incorrectly refuse to let you throw at that tile (as if you had a 0% chance).[/p]
[p]Bugfixes:[/p]
  • [p]Fixed an issue where base defence missions would allow you to use soldiers to defend the base who were already in an airborne dropship, which would then cause the game to be in a broken state on the Geoscape.[/p]
  • [p]Fixed a bug where you could sometimes take sentry guns on normal missions when using advanced dropships.[/p]
  • [p]Fixed the UFO outer doors sometimes not rendering correctly if the UFO is sighted in the shroud before the soldier has direct line of sight on the door itself.[/p]
  • [p]Fixed Cyberdrones that are killed on impact in crash sites not appearing visually dead.[/p]
  • [p]Fixed the Doomsday Counter tooltip on the strategy layer not including the +Doomsday values generated by the difficulty setting (which is usually +1 or +2 per day).[/p]
  • [p]Fixed a bug on the UOO Sabotage mission where the aliens could use some of the "teleporter" tiles in the Xenonaut spawn zone as actual teleporters, and attack your soldiers from behind.[/p]
  • [p]Fixed the MARS having the incorrect movement sound when using its light armour variant.[/p]
  • [p]Fixed some wooden plank tall props not having a 100% blocking chance.[/p]
  • [p]Fixed a building on a Boreal map that didn't have an internal floor.[/p]

Xenonauts 2 Monthly Development Update!

[p]Hello everyone - it's time for our monthly progress update. I'll be keeping things brief this month![/p][h2]Milestone 6 & 7[/h2][p]We had hoped to release Milestone 6 onto the public branch last month, but unfortunately we've been dealing with a couple of rather thorny UFO-related bugs in the shroud / line of sight system. These are now fixed and what we hope will be the public release of Milestone 6 has been compiled and released onto the Experimental branch. Assuming no serious bugs are found over the weekend, we'll then release it onto the standard branches next week.[/p][p]We'll probably continue to patch Milestone 6 for another week or two, as there's a couple of annoying visual bugs in the game that we still want to fix (such as certain tiles incorrectly drawing under the shroud, etc). We'll also make it a priority to fix any bugs that are reported by the community after the public release.[/p][p]Aside from the programmer working on fixing those key bugs, most of our team moved on to Milestone 7 towards the end of last month. That update will be the final launch update for Xenonauts 2, and we'll be focusing primarily on polish and performance - however, we are still planning to add some extra content to the game in the update, and we've started by working on that.[/p][h2]Strategy UI Background Updates[/h2][p]The most noticeable piece of new content will be the strategy UI background illustrations changing and updating as the game progresses and the player unlocks new technology. This feature existed in the original Xenonauts and was very well received; players felt it made the game feel much more reactive and immersive to get to see how the new technology impacted the day-to-day life of the Xenonauts. [/p][p]We've actually been working on these in the background for several months now. The artwork is already complete for the Research and Engineering screen backgrounds / characters, but the work of integrating them into the game only began at the start of this month. We still have to finish the new background illustrations for the Base Stores and the Soldier screens (which are the other two that upgrade), but we're expecting to have everything wrapped up in the next couple of months.[/p][p][/p][h2]Aircraft Equipment Visualisation[/h2][p]In a similar vein to the background illustrations, we've  been working on a proper "paperdoll" system for the Aircraft screen. The idea here is simple - the artwork for your interceptors should accurately reflect the equipment and upgrades that you've chosen for them. If you're equipping them with missiles, you see missiles appearing under the wings. If you've run the engineering upgrade project to give it improved engines, the artwork for the interceptor updates to show a more advanced engine, etc.[/p][p]We started working on the art assets for this task last month, and we'll be starting on the code implementation for it this month.[/p][h2]Balancing Playthrough[/h2][p]Last month I did another campaign balancing / testing session. As always, this was rather time-consuming - the campaign I completed took about 35 hours, and there were also a couple of other shorter campaigns before that that were ended by serious bugs. Nonetheless, it was time well spent. We identified a lot of minor polish and balancing issues that we were able to fix relatively quickly and roll into the Milestone 6 builds.[/p][p]However, we also pushed a number of tasks back into Milestone 7, and we've been busy working on those over the past couple of weeks. Some of these were bugfixes that we didn't want to include in Milestone 6 because they risked introducing new bugs or breaking save game compatibility, whereas others were larger balancing changes that we'll implement as a group before we start our Milestone 7 playthroughs.[/p][p]Finally, playing the game for an extended period of time has been valuable for our planning process. There's only so much development time remaining before we leave Early Access, and we're not going to have time to polish or improve everything we'd like - so having a better understanding of how much each individual issue affects gameplay makes it much easier to make sensible decisions about what we should prioritise.[/p][h2]Additional Maps[/h2][p]Another thing that has become obvious after repeated playtesting campaigns is that the game needs some additional maps for the early-game UFOs. There's currently three maps per biome for the small UFOs (Scout, Destroyer, Observer), which is enough that you shouldn't see repeats within a single campaign - but many users will restart the campaign at least once, and will therefore end up playing the early-game content multiple times.[/p][p]We've already started work on two extra maps per biome for the small UFOs, which should hopefully address the problem. We're hoping these new maps will all be complete by the time we release the first test versions of Milestone 7, which will probably be early in the new year.[/p][p]I think that covers everything we did last month. As always, thanks for reading, and I'll write another update in a few weeks![/p]

Milestone 6.21.0 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 build fixes the last remaining critical issues in Milestone 6, we'll release this build onto the public branches as the first Milestone 6 Stable build next week if our players do not encounter any serious issues over the weekend.[/p][p]Bugfixes:[/p]
  • [p]Fixed the Abductor hull not hiding correctly when the main door is opened.[/p]
  • [p]Fixed an issue where certain tiles around the outer edge of the UFO interior would be visible in the shroud.[/p]
  • [p]Various visual fixes to a selection of tactical maps.[/p]

Milestone 6.20.0 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]This update fixes most of the remaining issues blocking the Milestone 6 public release, but there are still problems with the Abductor UFO outer hull not hiding properly that we need to fix. Hopefully we can finish that up tomorrow and release another quick hotfix, but there's no point holding back this batch of fixes while we wait.[/p][p][/p][p]Balancing:[/p]
  • [p]ENDGAME part 1 reinforcement timer increased by 1 turn, and four extra alien Praetorian-ranked aliens added to the mission. There's also now dedicated spawn points for the enemy noncombatants, so they always spawn inside buildings.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed Sentry Guns being automatically assigned to ENDGAME / UOO mission strike teams, and crashing the game if you actually tried to bring them on the mission.[/p]
  • [p]Fixed various display issues for the multi-level UFOs in the tactical combat (except the Abductor, which we're still looking into).[/p]
  • [p]Fixed the game completion achievement not always correctly unlocking after you win the campaign.[/p]
  • [p]Fixed the engineering screen UI resizing itself when you add the MARS / ARES rebuild projects to the queue.[/p]
  • [p]Fixed the default soldier arrangement for the Pegasus dropship spawning a couple of soldiers inside diagonal wall tiles.[/p]
  • [p]Fixed the roof tiles on the ENDGAME part 1 mission not being properly destructible.[/p]
  • [p]Fixed some of the walls in the UOO Sabotage mission not visually updating their appearance when destroyed, and still looking undamaged.[/p]
  • [p]Fixed the vehicle Heavy Reinforced Armour incorrectly being called the Heavy Ceramite Armour.[/p]
  • [p]Fixed the ENDGAME part 1 intro incorrectly referring to the Pegasus.[/p]