1. Xenonauts 2
  2. News

Xenonauts 2 News

Milestone 6.19.0 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're close to releasing Milestone 6 to the public now - we've fixed most of the remaining critical issues, and we're just trying to find a fix for the visual issues players will experience with UFO hull hiding on all UFOs from the Abductor onwards. Assuming no further serious bugs are reported by testers over the weekend, we should be on track for a release next week.[/p][p]Changes:[/p]
  • [p]Updated the air combat UI to move the "UFO Charge Time" bar to the bottom of the screen and make it more obvious. It now has a label, a tooltip and a countdown too.[/p]
  • [p]Added a new "UFO Escaped" air combat result, which makes it more obvious when the combat has ended because the UFO has charged its hyperdrive and jumped away.[/p]
  • [p]Added new fire sounds for the ballistic SMG.[/p]
  • [p]Further improved the camera tracking for long-ranged shooting / shooting between levels.[/p]
[p]Balancing:[/p]
  • [p]Geoscape:[/p]
    • [p]The start of Phase 4 has been moved forwards three days.[/p]
    • [p]Reduced the maximum range of the Phantom and Gemini interceptors by 15-20%.[/p]
    • [p]Lasers now cost slightly more Alenium to build, and the Guardian Armour Protection upgrade now costs 50 Alenium and 25 Alloys (previously 30 Alloys). Tactical Module upgrade now costs 20 Alenium in addition to its 20 Alloy cost.[/p]
  • [p]Air Combat:[/p]
    • [p]UFO Observer max speed has been slightly reduced so that an Angel on afterburner can (slowly) catch it.[/p]
    • [p]Size of the deployment area has been reduced in scenarios where the UFOs are attacking you, preventing the player from deploying their fighters quite so close to the attacking UFOs.[/p]
    • [p]Retreat mode now boosts your speed as if you had triggered the afterburners. Afterburners can no longer be triggered when in Retreat mode.[/p]
  • [p]Tactical Combat:[/p]
    • [p]When units suffer a morale break, they now have a 50% chance of Panicking and 25% chance of Fleeing or Berserking (previously 33% each). This change has been made because it's not particularly fun to have aliens Berserking too often.[/p]
    • [p]Mind Controlled Xenonauts that return to your control during your turn (i.e. because you killed or suppressed the psionic alien responsible) now regain all of their TU.[/p]
    • [p]Gauss weapons now carry 20% less ammo in each magazine.[/p]
    • [p]Most alien species now have scaling Bravery values - noncombatants have reduced bravery, basic soldiers remain the same, higher ranks now have somewhat higher bravery. Enemies should start becoming harder to suppress from roughly the point you encounter Observer UFOs.[/p]
    • [p]Sebillians now have scaling Regeneration - soldiers remain at +50HP, but elites + officers now have +75HP and praetorians + leaders +100HP.[/p]
    • [p]High Eternal now has 500 HP (up from 200HP) and +150 Regeneration (up from 100).[/p]
    • [p]Removed one alien from the first Alien Base mission on non-Commander difficulty settings.[/p]
    • [p]Various changes made to the UOO Sabotage mission:[/p]
      • [p]Increased the reinforcement timer by 2 turns.[/p]
      • [p]Fewer of the enemies have Fusion weapons.[/p]
    • [p]Various changes made to the UOO Bridge Assault mission:[/p]
      • [p]Starting alien crew increased in number, but a larger percentage of them are now alien noncombatants with plasma weapons (rather than praetorian-rank aliens with fusion weapons).[/p]
      • [p]Reinforcement timer increased by 1.[/p]
      • [p]Alien reinforcements are now roughly half praetorians with fusion weapons, rather than all being elites with plasma weapons.[/p]
      • [p]At the end of the mission, items are only recovered from the tiles that contain Xenonaut units (alive or dead), rather than all tiles. This means you'll always recover your own soldiers and equipment but you won't recover any loot from the aliens (unless you pick it up).[/p]
[p]Bugfixes:[/p]
  • [p]Fixed a crash that could occur during the character conversations if you press spacebar in the frame before it properly loads.[/p]
  • [p]Fixed a crash that would occur if you double clicked a "rescue" soldier in the Soldier Rescue mission pre-mission soldier equip screen.[/p]
  • [p]Fixed a problem where the building roofs on the UOO-1 Sabotage mission were not hiding when a unit went inside the building.[/p]
  • [p]Fixed a secondary problem with the roof hiding on the central building of the UOO-1 Sabotage mission.[/p]
  • [p]Fixed the ARES turning invisible when it takes damage.[/p]
  • [p]Fixed a problem with the Harvester UFO where the interior could be revealed through the hull.[/p]
  • [p]Fixed zombies hatching into Reaper after 2 turns, even if the zombie had been killed.[/p]
  • [p]Fixed an issue where many autoresolved air combats would incorrectly result in a draw because the UFO was escaping too quickly.[/p]
  • [p]Fixed engineering queue projects snapping way off to the right when you were dragging them to reposition them in the list.[/p]
  • [p]Fixed several UI issues on 5:4 screens (and other rare aspect ratios).[/p]
  • [p]Fixed armoured Psyons breaking their left arms when performing their fire animations.[/p]
  • [p]Fixed the Geoscape map scrolling having a visual "jump" when you scrolled far enough to wrap on the right edge of the screen.[/p]
  • [p]Fixed a visual issue with the shadow on the Observer.[/p]
  • [p]Fixed the UFOs inside the alien base maps not hiding their hulls correctly.[/p]
  • [p]Fixed a bug where using the shoot+move preview on a cloaked Wraith would show the incorrect hit chance value (it would apply the cloaking value from the current soldier location).[/p]
  • [p]Fixed jungle swamps hiding the fire path tiles if they passed over them.[/p]
  • [p]Fixed blood pools not being hidden when camera level changes.[/p]
  • [p]Fixed a particular type of hair incorrectly obstruction shading.[/p]
  • [p]Fixed the Soviet Town factory double door open position in gameplay terms not matching their visual position.[/p]
  • [p]Fixed a flicker on the Colossus fire animation.[/p]
  • [p]Lots of fixes to various tactical maps / tiles.[/p]

Milestone 6.18.0 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]There's only a handful of key bugs we still need to clear before we can release Milestone 6 to the public (plus any other serious bugs reported by the community). These known bugs are:[/p]
  • [p]Non-experimental Milestone 6 builds have a number of tactical combat tiles rendering black for some reason[/p]
  • [p]"Miss" grenade throws almost always explode on top of the thrower if there is a roof above them[/p]
  • [p]The roof hiding on the UOO-1 Sabotage map doesn't work properly in some parts of the central building[/p]
  • [p]Fire and transparent objects are still incorrectly drawing below the shroud[/p]
[p]Changes:[/p]
  • [p]Improved lots of Soviet Town assets that were having issues with their destruction states.[/p]
  • [p]Units now correctly reset their idle animation after finishing a move, which should prevent units jerking noticeably.[/p]
  • [p]Another set of translation fixes and updates.[/p]
  • [p]A few map fixes.[/p]
  • [p]Moved the air combat evasive roll button tooltips so they don't obscure the other nearby buttons.[/p]
[p]Balancing:[/p]
  • [p]First terror site was made slightly easier by reducing the number of aliens by one.[/p]
  • [p]Fixed one terror site map that seemed significantly harder than the others (the Western Town one where you start in the middle of the map), by adding a bit more cover near the dropship and moving some of the alien spawns further away from the dropship.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed a crash that could occur at end of turn on tactical missions.[/p]
  • [p]Fixed a crash that could occur when a Gemini interceptor was shot down in the air combat.[/p]
  • [p]Fixed a specific Soviet Town map that contained a corrupted asset that would break any save games made in that map.[/p]
  • [p]Fixed the cursor snapping to doors when you were trying to move units behind them.[/p]
  • [p]Fixed an instance where units like the Mentarch could bleed to death without triggering their death animation (leaving them hovering in the air).[/p]
  • [p]Fixed a couple of issues that could be caused by aborting stage 1 and stage 2 of ENDGAME.[/p]
  • [p]Fixed dragging-and-dropping certain UI elements having incorrect alignment on non-1080p screens.[/p]
  • [p]Fixed a Rescue Mission map where the soldiers were incorrectly split across two buildings.[/p]
  • [p]Fixed shields displaying that they could be equipped in the "Container" slot, which confused players into thinking it could be placed in the Backpack.[/p]
  • [p]Fixed some of the strange move paths that could be generated when trying to path into a shrouded part of a UFO.[/p]
  • [p]Fixed the X role icon not showing an icon in the tactical combat UI.[/p]
  • [p]Fixed the Sentinel System module incorrectly reporting a vision arc twice what it should be on the tooltip.[/p][p][/p]

Milestone 6.17.0 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]Although we're approaching the public release of Milestone 6, we're not going to hit our target of releasing it this week. There's still a number of issues of varying severity we need to clear first, as we want to ensure the basic release is (reasonably) polished. Hopefully it won't be too long, but there's a couple of potentially quite thorny issues that may delay things if they take a while to fix.[/p][p]Balance Changes:[/p]
  • [p]Cleaner base mission made a little easier as it was quite tough for when it appeared. Fewer of the Cleaner Soldiers now have body armour, and the Cleaners with Accelerated Rifles are now less likely to use them in burst fire mode (previously even a single Cleaner could have massive damage output if RNG was in their favour; it's now a little more predictable).[/p]
  • [p]Enemy Sentry Guns are now able to move.[/p]
  • [p]Fire arc of missiles in the aerial combat has been reduced from 180 degrees to 150 degrees.[/p]
[p]Changes:[/p]
  • [p]Tactical: added a new 3D model for the variant of the Cleaner Soldier with body armour, so there's a visual distinction between the normal and armoured ones.[/p]
  • [p]Tactical: added a new melee animation for the Colossus.[/p]
  • [p]Tactical: fixed several issues with the Sebillian grenade throw animation, and slightly improved the Sebillian runcycle and Andron fire animations. Sped up the MARS move animation a bit.[/p]
  • [p]Tactical: some more tile fixes / improvements for the Soviet Town biome.[/p]
  • [p]Air Combat: clicking and dragging the background to move the camera no longer counts as a click (so it won't change the target / move destination of the selected plane).[/p]
  • [p]Air Combat: the current formation becomes deselected when you move a plane, allowing you to press the button again to reset your planes into their original positions.[/p]
[p]Bugfixes:[/p]
  • [p](Hopefully) fixed a crash that could occur after killing a Cyberdrone.[/p]
  • [p]Fixed a hang that would occur if you pressed the Abort Launch button on the dropship screen while the "select soldiers" panel is active.[/p]
  • [p]Fixed there being black ground tiles around the dropship in certain types of missions (e.g. Ambush missions).[/p]
  • [p]Fixed local AI soldiers moving one tile at a time during the AI turn.[/p]
  • [p]Fixed the MARS / ARES not correctly despawning after being destroyed.[/p]
  • [p]Fixed the pathing system trying to path soldiers through the solid side walls of the blast doors on ATLAS / Cleaner Base missions.[/p]
  • [p]Further tutorial fixes to ensure none of the Cleaner soldiers get stuck trying to move to their intended positions in the tactical section of the tutorial.[/p]
  • [p]Fixed some unrevealed tiles and map edges on the ambush maps.[/p]
[p]
[/p]

Milestone 6.16.0 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're not expecting to add any additional content to Milestone 6 at this point, and we're hoping to release this onto the public branch towards the end of this week (assuming we can fix the remaining bugs we're working through, and not too many more bugs are encountered). So please do let us know if you encounter any serious problems while playing![/p][p]Bugfixes:[/p]
  • [p]Fixed a crash that would occur if you hovered over a weapon tile in the tactical combat (i.e. when the weapon tooltip would spawn).[/p]
  • [p]Fixed aliens with burst fire weapons (Servitors, Cyberdrones, Sebillians, etc) being unable to attack.[/p]
  • [p]Fixed the tutorial getting stuck in the air combat interception section due to the afterburners toggle not working correctly.[/p]
  • [p]Fixed a number of outdated text strings (such as the Agent Interrogation stating that it provides +150 OP, rather than +50).[/p]

Save 35% on Xenonauts 2

[p]Xenonauts 2 is currently 35% off as part of the Hooded Horse October Publisher Sale.
[/p][p]In Xenonauts 2, you command a global defense organization tasked with intercepting alien threats and leading tactical ground missions. Build your base, manage resources, and engage in turn-based combat to protect humanity.[/p][p][/p][p]Hooded Horse October Publisher Sale[/p][previewyoutube][/previewyoutube][p] [/p][p][dynamiclink][/dynamiclink][/p]