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Xenonauts 2 News

Xenonauts 2 Monthly Development Update!

It's the end of the year and time for our monthly Xenonauts 2 development update. A fairly quick one this time, though, as I'm currently on holiday!
[h2]Milestone 5 Release:[/h2]
The biggest news this month is that we released the initial Milestone 5 prototype on the Experimental branch on the 13th December. Although we did a lot of internal testing prior to releasing the prototype, it still ended up being very unstable (probably because we were still adding new features right up until release).

As the studio closed for Christmas on the 20th Dec, we then worked long hours to try and get the prototype into a more stable state before the holidays. After five hotfixes (including a festive Christmas Eve update) we managed to deal with most of the critical issues, leaving the prototype in much better shape. However, we're already aware of a number of bugs that we need to look at in January.

We'll also be adding a lot more content to Milestone 5 next month - as mentioned in previous updates, the initial prototype contains quite a lot of placeholder assets that we need to finish or replace before Milestone 5 is released on the standard branches.

Thanks once again to everyone who has taken the time to report bugs or give us feedback. If anyone wants to offer further thoughts, please do!
[h2]UFO Delegation:[/h2]
One change in Milestone 5 proved controversial, which was the "UFO Delegation" feature. Basically, this is triggered after completing two Crash Sites of a particular UFO type, and it gives you a permanent monthly funding increase - but also imposes an Operations Point cost if you complete further Crash Site missions of that particular UFO type (there is a lore justification for this, but for the sake of brevity I won't explain it here).

We introduced this change because the player shoots down a lot of UFOs during the course of the game, and unfortunately there's two opposing (but equally valid) playstyles regarding the Crash Sites produced. The first group of players will happily fight every single tactical mission that spawns on the Geoscape, which can easily be 30+ Crash Sites over the course of a single campaign. The second group of players is happy to fight one or two Crash Sites of a particular UFO type to see the new content and unlock the associated research, but find it repetitive to do more than that.

It's extremely difficult to balance the game to account for both these playstyles, as it either ends up too easy for the people who like to complete every Crash Site (as they have way too much money / resources) or too tedious and grindy for the people who prefer to complete only one or two per UFO (as they're forced to complete every crash site to avoid money / resource shortages).

The delegation system was our attempt to support both sides by reducing the potential rewards for fighting lots of identical Crash Sites - players can still do it if they choose, but they gain less of an advantage than they did previously.

We've already listened to community feedback on this point (the Operations Point cost was previously a Panic penalty) and we'll continue to do so. Much like we added options for people who wanted to disable turn timers on tactical missions, if necessary we're prepared to add an optional "extended" mode that fully removes delegation and is balanced around the player completing every Crash Site.

However, this won't be possible until the game balance for the "normal" campaign is locked for final release in Milestone 6, as keeping an additional game mode updated while balance is still in flux would take up lots of development time.

So if you see people getting upset about this topic, please point them at this post. I think most people will find the new system an improvement overall, but we'll continue to support those who would prefer to play without it.
[h2]Conclusion:[/h2]
That's everything from me. The first of us will be back at work on Thursday and we'll be back to full strength on Monday 6th, so expect the patches and updates for Milestone 5 to resume next week.

I'd like to close by thanking everyone for your support during 2024 - this game genuinely wouldn't be possible without our community. I hope you all had a wonderful Christmas and have a happy New Year!

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Milestone 5.5.0 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!

We're technically shut down for Christmas, but this is another quick patch to fix a few crashes the community has encountered (although there's a few more on our radar that will need to wait until January).

Merry Christmas everyone!

[h3]Bugfixes:[/h3]
  • Fixed a crash during the AI turn when an alien unit crushes a terrain object.
  • Fixed another crash during AI turn during alien movement.
  • Fixed a crash that could occur due to alien reaction fire.
  • Colossus can now carry Gauss LMG ammo.
  • MARS / ARES / Sentry Guns no longer suffer damage from poison gas.
  • Fixed the Supporter Info element showing "null" as the title line for the supporter effects section.

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[hr][/hr][h3]Milestone 5.0.0: Operation Endgame and the Battleship Arrive[/h3]

Milestone 5.0.0 is now available on the Experimental branch. This update removes all playable time limits from the campaign, introduces new mechanics like Supporters and Strategic Operations on the Geoscape, and adds significant content to tactical combat, including new missions and alien units.
https://steamcommunity.com/games/538030/announcements/detail/503937232361489171

Milestone 5.4.0 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!

We're shutting down for Christmas today, so this will probably be our last hotfix until early January. We haven't had time to fix everything that has been reported but hopefully the build is now fairly stable and you guys can play a bit over the holidays - please do continue to report any bugs you encounter and we'll get back to fixing them in January!

[h3]Bugfixes:[/h3]
  • Fixed a crash that could occur when attempting to manually save the game.
  • Fixed Phase 5 not actually stopping the Orbital Bombardment.
  • Re-exported the text strings in the game. This should fix out-of-date text, such as the Generator building incorrectly displaying that it provided +50 Power when it now gives +40 Power.
  • Fixed an issue where the shroud or line of sight could take 10+ seconds to update if you moved / rotated a soldier immediately after an explosion.
  • Fixed a number of non-functioning teleporters in the UOO-1 Data Raid mission.
  • Fixed the Sebillian Leader T-posing if they were killed on impact in a UFO Crash Site.
  • Eternals can no longer be killed on impact in a UFO Crash Site.
  • Fixed the bodies of aliens that had been killed on impact in a Harvester Crash Site being placed on the empty mid-level of the UFO.
  • Fixed there being an invisible and indestructible tile on the bridge of the Harvester that blocked shooting and movement.
  • Fixed the spawn room for the UOO-1 Bridge Assault mission so soldiers will all spawn inside the intended room, and there's no props for them to end up embedded inside (we'll properly fix this in January, but this should make it playable now).
  • Fixed the boss alien not spawning in the correct spot on the second part of the ENDGAME mission.
  • Fixed a number of walls in the second part of the ENDGAME mission incorrectly being crushable but not destructible, causing some weird behaviour. All the internal walls in the map should now be crushable and destructible, whereas those around the edge should not be crushable nor destructible.
  • Fixed the alien plants in the white command areas displaying as pink error textures.
  • Fixed the Reinforced Shield incorrectly using the Combat Shield 2D inventory artwork.