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Xenonauts 2 News

Milestone 1.32b Released! (Experimental)

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 patch for 1.32 that fixes a couple of bugs played have encountered.

[h3]Changelog:[/h3]
  • We've removed the "swapping weapons swaps out the ammo" feature on the soldier equip screen, as that was causing issues where weapons were not swapping correctly. That will return in the next patch once we've had a chance to correct that issue.
  • Fixed another crash that could occur when you tried to initiate air combat if you had merged two airborne squadrons together using the Launch Aircraft panel.
  • Quantity buttons in various parts of the game (Base Stores, Engineering, etc) now increase in quantity automatically if you press and hold them, rather than you having to click them every time.

Milestone 1.32 Released! (Experimental)

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!

[h3]Usability Improvements:[/h3]
  • On the Soldier Equip screen, if you drag a new weapon on top of an existing weapon, the game will automatically swap out all ammo clips for the previous weapon with those used by the new weapon.
  • Clicking the soldier minitabs at the top of the screen now correctly shows the position of the unit, even if they are unconscious.

[h3]Balance Changes:[/h3]
  • Melee weapons no longer ignore combat shields.
  • Alenium Generator upgrade project now costs $200k instead of $500k
  • The construction time of all upgraded base structures is now the same as the basic version of the structure.
  • Updated the move cost of several types of movement so soldiers choose more logical paths through the map:
    • Opening doors now costs 4TU rather than 3TU
    • Vaulting costs 5TU rather than 4TU
    • All jetpack movement costs +1TU per tile, so units will land and walk rather than flying along at ground level

[h3]Bugfixes / Other Changes:[/h3]
  • Fixed a rare crash that could occur if you tried to overwrite an existing save game.
  • Fixed a crash that could occur when rebinding keys in a non-English language.
  • Fixed an issue we introduced recently where Ctrl "force fire" for weapons would frequently not respond to mouse clicks.
  • Fixed rotating when shooting incorrectly not costing TU on Veteran and Commander difficulties.
  • Fixed soldiers not training Strength in the Training Room.
  • Fixed upgrading a building reseting the construction time of any buildings of that type currently under construction.
  • Fixed soldier inventory Time Unit move costs not working properly. This system has now been rewritten so it should now always provide the correct cost (let us know if not).
  • Fixed an ordering issue when tabbing through soldiers in the tactical combat which would place soldier 10 at the very end of the soldier list.
  • Fixed the "stores full" check that blocks engineering work not triggering correctly if you built or demolished a Storeroom. It will now detect both of these actions correctly.
  • Destroyed bases no longer count towards the base limit, which means players are no longer inexplicably blocked from building a sixth base if they lose one during a campaign.
  • Destroyed bases no longer show their radar range on the Geoscape once the Radar is upgraded.
  • Alenium and Alloys are no longer listed twice in the recovered items at the end of missions.
  • Soldier inventory screen in tactical combat now shows Max HP as the modified max HP, not the unmodified HP (so it now shows the correct value if you go into battle with a wounded soldier).
  • Fixed dead MARS units showing a full health bar on the post-mission debrief screen.
  • Fixed the empty UOO-1 research popup appearing at day 300.
  • Laser Recharge engineering project no longer has a tooltip.

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Milestone 1.31d STABLE Released!

This is a very minor update which simply adds a little more guidance to the Cleaner Cell missions, as player feedback suggests people would appreciate more information before (and during) the mission.

[h3]Changelog:[/h3]
  • The description of the Cleaner Cell mission now makes it more obvious that this mission requires a well-equipped team of soldiers.
  • The mission briefing and introductory conversation for the Cleaner Cell now highlights that the VIP is inside the "largest building".

Milestone 1.31 Stable Released!

This is a stability update for the default Steam branches that contains all the changes from the 1.31 versions which have been tested on the Experimental branch.

We've fast-tracked it off the Experimental branch because it contains fixes for several bugs people are encountering, the biggest of which are the "stuck" alien base resupply UFOs that are usually accompanied by a crash whenever you try to begin a tactical mission. It hopefully also properly fixes the bug where terrain objects do not always disappear when destroyed, allowing units to move / shoot through what appear to be solid objects.

If this update causes you issues for any reason, the previous version (1.30) is available on our Legacy branch.

[h3]Changelog:[/h3]
  • Fixed the crash that could occur after an alien base resupply UFO gets "stuck" on the Geoscape and you try to start a new tactical mission.
  • Fixed a crash that could occur when starting air combat if the leader aircraft of a three-plane squadron had been split off and the remaining two planes attempted to start another combat.
  • Hopefully fixed the "terrain not disappearing when destroyed" issue properly now. If you continue to encounter it then please let us know (it's a bit of a weird one!)
  • Dropship auto-fill button now obeys the Vehicle Capacity rules for the dropship.
  • Engineering Screen - the quantity arrows for the projects now update correctly if you add a new project and can no longer afford to add more quantity to existing projects.
  • You no longer get a building complete notification for buildings that were being built in destroyed bases.
  • If playing Iron Man, the game no longer always quits to Main Menu rather than giving you the option to quit to Desktop instead.
  • The "Captured VIP" item in the base stores is now hidden, as it's a research trigger item (and you still also get the Captured Psyon item).
  • Fixed the region highlight outline for the Soviet Russia region being misaligned in some cases.
  • Fixed the newlines in the "Base Destroyed" loss condition text.
  • Fixed the game showing incorrect values in the Xenopedia for the MARS and Sentry Gun stats.
  • Fixed the Cleaner SMG and Accelerated Rifles being equippable by vehicles.
  • It's now possible to shoot through the glass doors in the desert trailer park houses.
  • Pillars are now crushable (which means the MARS can move diagonally through fences).