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Xenonauts 2 Monthly Development Update!

It's time for our regular Xenonauts 2 development update. Here's what the development team has been busy with this month!

[h2]Milestone 2[/h2]
Our main focus this month has been Milestone 2, which is undergoing testing on the Experimental branches. This is now feature complete - we're concentrating on bugfixes and balance changes while we wait for a few more maps / art assets / research texts to be completed. We're expecting to be able to release it onto the default Steam branch a couple of weeks from now, about halfway through November.

Milestone 2 contains a lot of updates, including several new types of tactical mission, a new UFO type, and some significant changes to the early part of the campaign to expand the role of the Cleaners (there's more details about this in our previous development update).

[h2]Air Combat Rebalance[/h2]
One thing worth mentioning in more detail is our rework of the air combat. We've implemented a more freeform equipment system for Xenonaut aircraft and then rebalanced the air combat itself so it rewards skillfully maneuvering your aircraft in a similar way to the original Xenonauts, while also trying to remove a few of the more abusable tactics (e.g. it's no longer possible to continually use evasive roll to circle-strafe around an enemy).

This means the overall balancing pass has touched almost every part of air combat. We've tried to create distinct identities for all the different types of weapons you can fit on your interceptors, make the different UFOs pose different challenges to the player, and added some new UFO weapons and aircraft equipment to increase variety.

Of course, many people prefer to simply autoresolve the air combat - and this is one of the ongoing balance issues we're aware of in Milestone 2. Making the game playable for people who only use autoresolve has led to the air combat being a little too easy for people who use only manual autoresolve, so we're going to be working to fix that over the next week or two.

[h2]AI Improvements[/h2]
We've also started upgrading the AI this month. We begun by focusing on the civilian AI, as they currently don't behave in a very realistic way - as MANY players have noticed! I'm not sure if we'll have a patch ready for Milestone 2, but if not then we should have noticeable improvements in place for Milestone 3.

Additionally, many of the issues we've found with the civilian AI were caused by problems with the general AI model - which means fixing them will make the aliens a bit smarter too!

[h2]Loading Times & Unity Upgrade[/h2]
Another thing we've been actively working on is improving loading times, with the eventual goal of reducing load times by roughly 50%. The good news is that we're making steady progress here, but the bad news is that players are unlikely to see any improvements until Milestone 3.

This month we experimented with stripping some further data out of our saved game format and found this sped up loading times by 25%-30% on our current (very outdated) version of Unity. However, when we tested this change in a more modern version of Unity, we found something interesting: load times were sped up by 25%-30% even if we disabled our change. It turns out recent versions of Unity have optimised that part of their loading process already.

As upgrading Unity will also bring a lot of other improvements to the game (e.g. better performance, proper support for borderless window mode, etc), we're planning to do that as part of our plans for Milestone 3. In the meantime, we're working on multithreading as a way to deliver the remaining ~25% loading time reduction.

[h2]Conclusion[/h2]
Although there's plenty of smaller things I could talk about, I'll end things here. I think we've had a productive month overall, and personally I've particularly enjoyed seeing progress towards fixing some of the largest remaining problems raised by players at launch (slow loading times, bad civilian AI, the air combat needing more work).

As always, thanks for reading - I'll write another post next month!

Milestone 2.08c EXPERIMENTAL Released!

This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

This is a small stability patch for Milestone 2.08 that should fix several of the most serious bugs in the game. We'll be releasing 2.09 later this week which should include more content. 

[h3]Balance Changes:[/h3]
  • The Exosuit armour now has a "Heavy Armour" visual variant.
  • The Observer no longer incorrectly has 1 HP, and is now back to 300 HP.
  • Stun Gun is no longer a starting item, and is now unlocked from Xenobiology.
  • Slightly updated the construction cost and sell prices of all manufactured soldier weapons. Shotguns and Rifles are now slightly cheaper, Gauss weapons are more expensive, and Lasers & Gauss weapons have higher sale prices.

[h3]Bugfixes:[/h3]
  • Fixed the game crashing on construction of a MARS or other vehicle.
  • Fixed a crash that could occur on completion on a tactical mission if a soldier / vehicle had been killed in the battle.
  • Fixed a crash that could occur engaging an Observer in air combat.
  • Fixed an issue where soldiers could appear with no visible armour / body once they'd be unassigned from the dropship.
  • Fixed melee weapons not properly pathing to the target any more.

Milestone 2.08 Experimental Released!

This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

This build breaks save games, so you'll need to start a new campaign. If anyone wants to continue your current campaign, I've switched 2.07c to the Experimental Legacy branch and you can switch over if you want to keep playing that version.

[h3]Gameplay & Balance Changes:[/h3]
  • Strategy:
    • Updated research text for: Autopsy: Cleaner Agent, Autopsy: Cleaner Soldier, Probe UFO, Interrogation: General.
    • The soldier portrait is now shown on hover on the Soldier Equip and Armory soldier lists.
    • On the Soldier Equip screen, if you drag an item out of a slot and drop it into empty space, it now disappears and returns to the base stores rather than snapping back to its previous location.
    • The "Commence Research" button on the Research screen is now visually disabled if you have no research available.
  • Tactical:
    • Stun Damage now heals more quickly (the greater of 25% of current Stun HP, or 5 HP).
    • Throwing a grenade through a window now shatters it.
    • Added a 3D model for a military officer. One variant of this is used for The General in the ATLAS Base mission, while another is used for the Cleaner Leaders on VIP Elimination missions.
    • The General now has a little bit of dialogue when you encounter him in the ATLAS Base mission.
    • Updated the Combat Shield animations so it is held straight (especially when crouching).
  • Air Combat:
    • Phantom Interceptor now correctly unlocks off the Destroyer UFO (alongside the Dragonfly), rather than the Abductor UFO.
    • Angel Interceptor build cost reduced to $500,000 from $600,000.
    • Phantom Interceptor build cost reduced to $800,000 from $1,000,000.
    • Increased Damage on torpedoes.
    • Slightly increased Armour Destruction on missiles.
    • Decreased damage, firing arc and projectile speed on UFO Scout Beam.
    • Decreased damage and projectile speed on Alien Destroyer Beam weapon.
    • Decreased damage on Alien Fighter, Alien Interceptor, and Alien Probe Beam weapons.
    • Decreased damage on Alien Bomber Fusion Artillery weapon.
    • Decreased hitpoints on Alien Observer and Alien Bomber.
    • Decreased armor on Alien Abductor.
    • Rush replacement costs for interceptors reduced.
    • Reduced cost of tier 1 interceptor equipment (e.g. Sidewinder Missiles) to $25,000 from $50,000.
    • Reduced cost of tier 2 interceptor equipment to $100,000 from $120,000.
    • Reduced cost of Laser Lance to $125,000 from $250,000.

[h3]Bugfixes:[/h3]
  • Fixed clicking MARS during deployment phase crashing the game (should be fixed for real this time).
  • Fixed a crash that could occur when entering the air combat.
  • Fixed an issue where you could become unable to equip items on a specific plane.
  • Fixed the Ctrl+Shift shot preview mode being cancelled on hovering over an enemy.
  • Fixed teleporters triggering if you do not deliberately end your move on them.
  • Fixed the Counterfire achievement being unlocked by the aliens accidentally killing one of their own units with reaction fire.
  • Fixed the dropship icon on the Geoscape frequently not registering clicks properly.
  • Fixed the game displaying the rank of individually hired engineers / scientists as "ZIV."
  • Fixed several typos in the game text, including a broken link for Low Recoil on the Lasers Xenopedia project.
  • Fixed UFO Hull Plating unlocking two Alloy Plating projects.
  • Fixed the Flares not appearing for a soldier if you Tab to them after having a vehicle selected.

Milestone 2.07c Experimental Released!

This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

This patch fixes a couple of the most significant bugs in Milestone 2.07 that players have discovered during the early phases of testing.

[h3]Fixes:[/h3]
  • Fixed a crash that could occur on the Soldier Equip screen.
  • Fixed an issue where completing the ATLAS Base mission would not grant the Research Notes item, which meant that the Aerial Warfare and Combat Vehicles research projects were not unlocked (whether this happened or not depended on what map you got for the mission). Unfortunately, this fix only affects new campaigns - if you've encountered it you'll need to restart your campaign.
  • Updated the text for the game over dialog that pops up if you lose or ignore the ATLAS Base mission, so it no longer refers to Operation Endgame.

As a quick reminder, the official balance & feedback thread for Milestone 2 can be found here.

Milestone 2.07b Experimental Released!

This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

This is a small update for Milestone 2.07 that fixes a few gameplay issues, and tweaks the balance a bit.

[h3]Balance Changes:[/h3]
  • Soldier inventory modules can now be moved around in the backpack and dropped / picked up from the ground in battle.
  • Rather than all alien units getting a 20% HP increase to compensate for the new Corpse Analysis projects, this is now tiered. Alien Soldiers and Noncombants (magnetic weapons) now get little or no HP increase, Elites and Officers (plasma weapons) get ~10% HP increase, and Praetorians and Leaders (fusion weapons, not in the playable part of the game yet) get ~20% HP increase.
  • Crouching defensive bonus reduced from 20% to 10%, as the last patch made crouching grant 10% extra firing accuracy and it meant crouching a bit overpowered.
  • Laser weapons now have significantly reduced recoil compared to kinetic weapons for flavour reasons. Let us know if this makes the Laser Rifle / Laser LMG overpowered.
  • Assault Shield upgrade project has been moved earlier in the tech tree, and now unlocks at a similar time to Guardian armour.
  • There's now a +5 Turn mission timer option for people who wanted more than +3 but less than +99.

[h3]Fixes:[/h3]
  • Fixed a crash that could occur when trying to take a shot in the tactical combat.
  • Fixed the item placement on several soldier loadouts that were visually broken due to the updated sizes of LMG / HEVY ammo.
  • Fixed an issue where the uncancelable first research project could be replaced with new research rather than cancelled.
  • If you get the "You have some empty slots in the dropship!" message when trying to launch a dropship, clicking the Assign Soldiers button now leaves you on the assignment screen so you can do the assignment (previously it incorrectly used Auto-Fill and launched the dropship).