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Xenonauts 2 News

Xenonauts 2 Monthly Development Update!

Hello everyone - we're now into March, so here's our regular update on what we got done during February!

[h2]Milestone 5 Progress[/h2]
As always, our focus has been on getting Milestone 5 ready for public release. I said in the last update that we're hoping to do this in March and we're still on track for that, although the exact date depends on how smoothly the bugfixes go over the next few weeks, and whether there are any other things worth thinking about in terms of the best timing for the update.

In coding terms, a lot of this month was spent ironing out gameplay / stability issues and tidying up some loose ends regarding new features added in Milestone 5, so although our programmers have done a lot of work there's not much in the way of exciting new headline additions for me to talk about here. However, we did find a few days to improve the shooting path calculations in the tactical combat so the permitted fire paths better match what the player would expect, particularly around doorways and corners, as community feedback suggested this area needed more polish (turns out the system had a couple of subtle bugs that needed fixing).

[h2]Writing & Art[/h2]
Last month was a big month on the writing front - the writing in the game is now largely complete. This means that all research projects now have research text, the phase briefings have been revised, more tactical missions have introductory character conversations, and there should be a more consistent narrative thread running throughout the whole game. Hopefully it's now much clearer why all the factions in the game are acting the way they are.

Finishing this allowed us to send all the new game text off for translation, and we should have localised text ready for Milestone 5's public release (this was another factor that influenced the timing).

We've added some new illustrations to the game over the past month, most of which are just adding flavour art to the new UI popups related to the new Geoscape mechanics in Milestone 5. In our recent 5.13 Experimental update we also added unique illustrations for three of the five strategic operations (which should make it easier to tell them apart) and we're expecting to have the remaining two done shortly.

[h2]Community Suggestion Review[/h2]
Once Milestone 5 is done we'll start looking at what's next. Alongside the last remaining features on our roadmap (Air Combat Revamp, Ending Cinematic, Soviet Town Biome, Mod Tools) we've been reading through the many, many community suggestions that have been posted on Steam, our Discord and our forums during the Early Access period.

We're now reviewing all these suggestions as a team and looking at which ones we can include in the next major update. Although we can't add every suggestion to the game, there's a lot of good ideas here and we want to thank everyone who has given us feedback and suggestions during development - we may not always have responded immediately, but we did read them all eventually!

That's everything for this update - thanks for reading, and hopefully we'll have a big announcement in the next few weeks about the public release of Milestone 5!

Milestone 5.15.0 Released! (Experimental)

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!

[h3]Changes:[/h3]
  • Fixed a crash that would occur accessing the Soldier Equip / Base Stores / Aircraft Equip screen after you'd completed a Corpse Analysis engineering project that marked the corpses as "Junk". Unfortunately, we can't fix corrupted saves here - you'll need to revert to a previous save from before you completed the Corpse Analysis project.
  • Fixed an issue where Biters could spawn on the other side of walls from the impact point.
  • Fixed the Aerial Warfare project not giving a "project available" popup when it is unlocked.
  • Fixed the Pegasus doors misbehaving.
  • Fixed the colour-coding for wounded / injured soldiers in the bottom left soldier list on the Soldier Equip screen, as it was getting out of sync in some situations.
  • Fixed the Rush Replace aircraft button having unreadable black text rather than white.
  • Updated the styling of the Doomsday counter tooltip to make it a bit more readable.
  • Added artwork for the Andron Praetorian corpse.

Milestone 5.14.0 Released! (Experimental)

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!

[h3]Gameplay Changes:[/h3]
  • Blast doors in the military base biome can no longer be manually closed. They now act like alien base doors - once opened, they remain open until the start of the next player turn.
  • ENDGAME part 1 alien reinforcements now spawn on a 3-turn cycle (rather than a 2-turn cycle).

[h3]Bugfixes:[/h3]
  • Fixed the air combat autoresolve causing a hang on the Geoscape.
  • Fixed a crash related to alien mind control.
  • Fixed being unable to path through multi-tile doors without needing to open them first.
  • Fixed multi-tile doors incorrectly closing after every use, requiring soldiers to waste lots of TU when going through them.
  • Fixed ENDGAME part 1 mission objectives incorrectly reporting that the enemy reinforcements would be coming a turn later than expected.
  • Fixed Abduction Tubes drawing under the shroud again.
  • Fixed an issue where the teleport particle effect on enemy reinforcements on UOO / Endgame missions was incorrectly playing after they had spawned and run off into the shroud.

Milestone 5.13.0 Released! (Experimental)

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!

[h3]Gameplay Changes:[/h3]
  • Added unique art for the first two strategic operations (Raise Funds, Reduce Tensions).
  • We've made a number of fixes / updates to the shooting mechanics, which should hopefully reduce instances where shot paths seem to pass through solid walls or at unrealistic angles through doors or around corners etc. 
  • Open doors now act as physical objects that block movement, vision and shooting. Units pathing through an open door (not an open doorway) will automatically close it so they have a clear move path.
  • Weapons now have a minimum fire range in the air combat, which compensates for the fact that weapons actually fire from the center point of all aircraft / UFOs. This shouldn't have much of an effect on Xenonaut interceptors (basically their weapons can no longer attack if the target is past the nose of the interceptor), but it should make a big difference against large UFOs with powerful frontal weapon - previously these would fire as soon as an interceptor flew across the centerpoint of the UFO (usually because the interceptor overshot when approaching from behind), dealing massive instant damage that was impossible to evade.
  • Completing the Corpse Analysis engineering projects will now mark the appropriate corpses as "junk" on the Base Stores screen.
  • The Panic bar is not shown on the Geoscape region info pop-up in Phase 1 any more. It appears in Phase 2 when the Panic mechanic is introduced.
  • The Capture Resources / Eliminate VIP mission briefings now correctly refer to bonus Operations Points, rather than Doomsday decreases. The Cleaner Leader on the Eliminate VIP mission now grants 30 Operations Points if stunned and captured alive.
  • Cyberdrones should actually now be unable to perform reaction fire.
  • Alien Magnetic LMG now has a 3d model that matches the 2D art.

[h3]Bugfixes:[/h3]
  • Fixed a crash that could occur after killing an alien unit that mind controlled your soldier.
  • Fixed a crash that could occur after the UOO-1 Sabotage mission.
  • Fixed a rare crash that could occur if an offscreen bullet hit a target while the camera was still trying to pan to track it.
  • Fixed a bug where strategic operations could get stuck in the cooldown state.
  • Fixed a bug where AI units would go into "combat mode" on sighting a dead enemy unit. We think fixing this may help address the alien units in terror missions being incredibly aggressive, as those maps contain lots of civilians and even a dead civilian would trigger the alien to think it was in active combat.
  • Fixed a bug where certain aliens (e.g. Psyons, Reapers) had issues climbing ladders, sometimes ending up hovering in the air or stuck inside walls. 
  • Fixed the wage expense for scientists / engineers being incorrect on the Hire Scientists / Engineers screen after having unlocked the appropriate region bonuses.
  • Fixed the Phase 4 timer ("UOO-1 Completion") being set to finish at the wrong point.
  • Fixed some non-functional teleporters in one of the Cruiser UFO map variants.
  • Fixed one of the Battleship UFO map variants having missing internal walls in one section of the Battleship.
  • Another attempt at fixing the issue where enemy units are revealed when you move a unit in the deployment phase before the Cleaner Base mission.
  • Fixed the "release captured civilians [x/10]" objective always being ticked in an Abduction mission, rather than only becoming ticked when you'd opened all the tubes.
  • Fixed Cleaner reinforcements getting stuck in one of the boreal VIP extraction map.
  • Fixed a number of visual issues with the white walls in the UOO-1 Bridge assault mission.
  • Fixed the alien grenades and MARS Smoke Launcher having projectiles that did not match their art.

Milestone 5.12.0 Released! (Experimental)

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!

Please note this update breaks save game compatibility. If you want to keep playing on the previous version, it's available on the Experimental Legacy branch. We apologise for this and understand it's frustrating to have to restart a playthrough, but some of the bugs in previous versions could permanently corrupt campaigns and we're getting a lot of "false" bug reports that result from people continuing to play corrupted campaigns. This is wasting player time while also making it harder for us to identify and fix the "real" bugs.

Thanks for bearing with us while we get stability under control.

[h3]Gameplay Changes:[/h3]
  • UFOs should now regenerate 1 Armour per hour on the Geoscape if damaged but not destroyed (they already regenerated HP).

[h3]Bugfixes:[/h3]
  • Fixed an end-of-turn crash in the VIP Elimination / VIP Escort mission.
  • Fixed a crash that could occur when launching aircraft or assigning a new target to aircraft.
  • Fixed the post-UOO mission issues with soldiers getting stuck in the "Airborne" state again, as the issue was still affecting some users.
  • Fixed the Raise Funds strategic operation sometimes getting stuck in cooldown mode.
  • Fixed an issue with save games not always recording the game state correctly with regards to funding / Operations Points.
  • Fixed Iron Man mode not correctly saving on exit.
  • Fixed shooting through round corners allowing too wide a shooting angle in some circumstances.
  • Fixed the Servitor pausing for too long before attacking.