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Xenonauts 2 News

Milestone 5.35.0 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]Bugfixes:[/h3]
  • Fixed a crash in the air combat that would occur if a Xenonaut interceptor was shot down while you were hovering the mouse over its evasive roll buttons.
  • Fixed what we think is the source of a lot of mysterious crashes on the Armory screen, which seems to be a bug linked to placing HEVY ammo back into weapon selection UI on top of itself, which caused it to get "stuck". Trying to remove the ammo would then cause a chain of things to start going wrong and various parts of the Armory would stop working correctly, but any crash would usually only occur when you tried to leave the screen.
  • Fixed a couple of strategic UI crashes that were only occurring in the Experimental builds that were linked to dragging soldiers around in the soldier list on the Armory screen, and on the Aircraft screen (when a dropship was selected). 
  • Fixed a bug where combat shields would sometimes not visually disappear from the soldier's model if destroyed.
  • Fixed a bug where the camera at the start of a tactical mission could end up showing an empty black space (as the camera was incorrectly accepting scroll input under the last few moments of the loading screen).
  • Attempted a fix for some strange UI behaviour that some users have reported when they have a controller or joystick plugged in.

Milestone 5.34.0 STABLE Released!

We've released another hotfix for some additional stability problems and gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them!

[h3]Bugfixes:[/h3]
  • Fixed a very complicated bug where explosions could indirectly reveal areas of the shroud that the player should not be able to see (this bug has been responsible for quite a lot of strange behaviour in Milestone 5).
  • Fixed the displayed TU costs for the medikit / melee weapons incorrectly not including soldier rotation costs if the soldier was already adjacent to their intended target.
  • Fixed a common 2x1 alien console prop not correctly disappearing when destroyed.
  • Fixed the ARES heavy armour variants incorrectly using the MARS movement sound.

Milestone 5.33.0 STABLE Released!

We've released another small hotfix for some additional stability problems and gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them!

[h3]Bugfixes:[/h3]
  • Fixed an AI hang that could occur during the alien turn during tactical missions.
  • Fixed a crash that could occur starting the Endgame mission (only on Experimental branch).
  • Fixed an issue where re-ordering engineering projects would sometimes not save correctly when you exited the engineering screen.

Milestone 5.34.0 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]Bugfixes:[/h3]
  • Fixed a very complicated bug where explosions could indirectly reveal areas of the shroud that the player should not be able to see (this bug has been responsible for quite a lot of strange behaviour in Milestone 5).
  • Fixed the displayed TU costs for the medikit / melee weapons incorrectly not including soldier rotation costs if the soldier was already adjacent to their intended target.
  • Fixed a common 2x1 alien console prop not correctly disappearing when destroyed.
  • Fixed the ARES heavy armour variants incorrectly using the MARS movement sound.

Milestone 5.33.0 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]Bugfixes:[/h3]
  • Fixed a crash that could occur starting the Endgame mission (only on Experimental branch).
  • Fixed an AI hang that could occur during the alien turn.
  • Fixed an issue where re-ordering engineering projects would sometimes not save correctly when you exited the engineering screen.