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Xenonauts 2 News

Milestone 6.10.0 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 once again breaks save game compatibility, so I've moved 6.9.1 to the Experimental Legacy branch. It's annoying we have to keep doing this, but this time it is because we needed to update the way the Infiltrators worked to properly switch from Doomsday to Panic generation in Phase 2. This fixes the issue of massive unexplained Panic gain at the end of each month (which was being caused by a bug with the Infiltrators).[/p][p]Changes:[/p]
  • [p]The ending cutscene has now been added to the game.[/p]
  • [p]The Soviet Town biome has been enabled. For now we've only added 5 Small Terror maps, but we'll also add three larger maps in the near future.[/p]
  • [p]Added a campaign option for the UFO Delegation system, so players can disable if it they want. Note that this also disables the monthly funding increase that occurs when you delegate a UFO, so you'll have lower monthly income than a normal player in exchange for the ability to run more crash site missions.[/p]
  • [p]Added three additional strategy layer and three more tactical mission music tracks, going from three to six tracks in each section of the game.[/p]
  • [p]Infiltrators now correctly display that they generate +1 Doomsday per day in Phase 1, then switch to +2 Panic per month in Phase 2.[/p]
  • [p]New models have been added for the MARS / ARES, and for the Mantid alien.[/p]
  • [p]You're now able to fire cannons and perform Evasive Roll while retreating in the air combat, and the tooltip for the Retreat button has been updated to reflect the new retreat mechanics for this Milestone.[/p]
  • [p]The air combat UI has been updated so that the selected aircraft now shows a selection ring at all times, as previously it was a little difficult to spot which aircraft was actually selected.[/p]
  • [p]The Operation Point generation UI in the bottom left now correctly shows decimals.[/p]
  • [p]Rewrote a number of Xenopedia entries to reflect mechanical changes made in Milestone 6 (e.g. dropship capacity, Gemini jump capability, Endgame teleporter, etc). The Gemini and Pegasus entries have been rewritten entirely.[/p]
  • [p]Updated the Boreal sawmill to have some additional window variants.[/p]
  • [p]Improved the destruction state on the ATLAS Base command room table.[/p]
[p]Balance Changes:[/p]
  • [p]Commander difficulty: enemies now have a 1.1x Accuracy modifier (down from 1.3x) and there are now 7 starting Infiltrators (down from 8). Although Commander is supposed to be difficult, the Accuracy bonus in particular seemed to be so high that you couldn't play the game "properly" that difficulty setting due to aliens basically being able to ignore key game mechanics like cover / smoke due to having such high hit chances. We'll think up a better way to increase difficulty instead.[/p]
  • [p]Mimics now grant a minor Panic decrease if shot down in Phase 2, like other UFOs.[/p]
  • [p]ENDGAME mission now supports 4 vehicles (previously 3). [/p]
  • [p]Pegasus dropship now supports 3 vehicles (previously 4).[/p]
  • [p]A couple of changes to make Psyon / Secton crews a bit less common in the early stages of the game - firstly, the initial Destroyer (which spawns near your base) now always contains Sebillians. Secondly, the third Abduction Site now always contains Wraiths.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed a crash when hovering over certain tooltips in German language.[/p]
  • [p]Fixed a crash that would occur if you tried to remove the target soldiers from your dropship when preparing for a Rescue Soldiers mission.[/p]
  • [p]Fixed a crash that could occur when loading a manual save made immediately after an air combat battle.[/p]
  • [p]Fixed a crash that would occur at the end of the UOO Bridge mission if you loaded a save during that mission.[/p]
  • [p]Fixed a bug where Infiltrator Supporters were causing +4 global panic per month each, rather than +2 panic in their local region.[/p]
  • [p]Fixed a number of issues with the obstruction shader (shown when a unit is behind an object) not correctly drawing over the shroud.[/p]
  • [p]Fixed the aircraft information panel on the Launch Aircraft panel being hidden or misaligned on non-1080p resolutions.[/p]
  • [p]Fixed grenades and explosives applying damage through indestructible floors (such as within UFOs).[/p]
  • [p]Fixed an issue where it became impossible to heal an unconscious soldier, or move into their tile.[/p]
  • [p]Fixed a bug where completed non-repeatable research projects triggered by sellable items (mostly Autopsies and Observations) would incorrectly trigger a "new project available" pop-up when recovering more of the trigger item.[/p]
  • [p]Fixed Wraith units flickering during their injury / death animation if they had their cloak active.[/p]
  • [p]Fixed Sebillians T-posing before and after their melee anmation.[/p]
  • [p]Fixed a bug where units transformed into Reaper Zombies would spawn a corpse (despite the zombie being their corpse).[/p]
  • [p]Fixed the player not getting a "VIP spotted" toast if the VIP was spotted during the enemy turn.[/p]
  • [p]Fixed soldiers spawning off-center from their teleport pads on the UOO Bridge Assault mission.[/p]

Milestone 6.9.1 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]Bugfixes:[/p]
  • [p]Fixed the game crashing if you tried to initiate an air combat battle with only one interceptor present (which would happen for every early-game interception).[/p]

Milestone 6.9.0 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 - the bug where the Battleships were not spawning in Phase 5 can't be fixed in existing campaigns. I'll put 6.8.0 on the Experimental Legacy branch so people can continue playing it, but you'll need to capture the Eternal on the UOO Bridge Assault mission alive if you want to complete the game.[/p][p]Changes:[/p]
  • [p]The Air Combat section of the tutorial has now been added to the existing tutorial.[/p]
  • [p]Added the final side-on art for the aircraft weapons in the air combat UI.[/p]
  • [p]Added an explanatory popup when the first UOO mission is unlocked, explaining you need to click the new button to launch the mission (as people often don't notice it).[/p]
  • [p]Added a new blast door variant on the Xenonaut Base mission which can be manually opened like other types of door, and does not autoclose at end of turn.[/p]
  • [p]Set various glass doors to smash like windows when shot through.[/p]
[p]Balance Changes:[/p]
  • [p]Autopsy projects now autocomplete after Xenobiology has been researched.[/p]
  • [p]Colossus Power Fist now has +20 Accuracy to compensate for the Colossus Reflexes penalty.[/p]
  • [p]Stealthsuit heavy armour variant now reduces Accuracy by -3 (previously 0).[/p]
  • [p]Some changes to the UOO Sabotage mission:[/p]
    • [p]The enemies on the UOO Sabotage mission now all have Fusion weapons (as the player has already encountered enemies with Fusion weapons at this point).[/p]
    • [p]One Heavy Cyberdrone has been removed from the mission crew.[/p]
    • [p]The central building should now contain aliens again.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed a crash that would occur if you used startWithCheats.bat and pressed H during a tactical mission.[/p]
  • [p]Fixed Battleships not appearing in phase 5.[/p]
  • [p]Fixed shroud and fog of war not appearing inside UFOs.[/p]
  • [p]Fixed being unable to heal unconscious Xenonauts in some situations.[/p]
  • [p]Fixed Sentry guns sometimes visually appearing to be destroyed, but still being alive.[/p]
  • [p]Fixed Endgame part 1 map starting with the Chinook dropship present.[/p]
  • [p]Fixed an AI issue where enemies were strongly discouraged from moving through closed doors.[/p]
  • [p]Fixed laser weapons snapping back to view the shooter when firing at targets at long range.[/p]
  • [p]Fixed the subtitles not appearing over the intro cinematic.[/p]
  • [p]Fixed a text error in the Aircraft Weapon tooltip (the Lock Time line),[/p]
  • [p]Fixed autoclosing blast doors in ATLAS / Cleaner Base closing even if there was an AI unit stood in the doorway.[/p]
  • [p]Fixed some frill offset issues in the Western Town store map.[/p]

Milestone 6.8.0 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]Biters, Zombies and Reapers should now spawn with 0% Time Units, which means they can't "reaction fire" melee attack a Xenonaut soldier on the turn they spawn (most obvious on the Biters, which frequently spawn next to a Xenonaut).[/p]
  • [p]Made the keybindings for the tactical combat "Soldier Rotate" and "Interact With " editable, as currently both are bound to RMB.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed a crash related to the Cyberdrones.[/p]
  • [p]Fixed an AI hang that could occur after an AI unit fell from a collapsed floor.[/p]
  • [p]Fixed an AI hang that could occur if two enemy units got stuck on the same tile.[/p]
  • [p]Fixed being unable to build Advanced Gauss Weapons after running the engineering upgrade project (only existing weapons were being upgraded, not future ones).[/p]

Milestone 6.7.1 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]Bugfixes:[/p]
  • [p]Fixed the game crashing after various types of tactical mission by temporarily reverting the change to make autopsies autocomplete. We'll take a look at a proper fix next week that will allow us to re-introduce this change without the crash.[/p]
  • [p]Fixed the upgraded Guardian Armour incorrectly being much heavier than the standard Guardian Armour.[/p]