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Xenonauts 2 News

Milestone 1.31b 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 patch for 1.31 that fixes a couple of other bugs that were introduced a couple of weeks back in version 1.29.

[h3]Changelog:[/h3]
  • Hopefully fixed the "terrain not disappearing when destroyed" issue properly now. If you continue to encounter it then please let us know!
  • 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.

Milestone 1.30 Stable Released!

This is an update for the default Steam version that contains all the fixes from the 1.30 versions which have been tested on the Experimental banch. It adds support for increasing or decreasing the duration of mission timers, and fixes the annoying bug where grenades sometimes miss even on a 100% hit chance throw.

If you are experiencing the "stuck UFO" crash (which is an alien base Resupply mission) then this patch does not fix that issue - but if you switch to our Experimental branch, our newest patch (1.31) does include that fix and should allow you to continue playing.

[h3]Gameplay / Balance Changes:[/h3]
  • Added a campaign difficulty option that allows you to modify the mission duration / reinforcement timers (this doesn't yet update the numbers in the mission briefing text).
  • Added new artwork for Cleaner Origins, Wraith Interrogation and Tissue Regeneration research projects.
  • Terror missions now grant -10 Panic reduction if you win.
  • The cost text for a project on the Engineering screen now displays in red if you lack the funds to afford it.
  • Flares no longer become far louder if you have more than one on-screen at the same time.
  • Added proper silhouette images for all the weapons for use in the soldier minitabs at the top of the tactical UI.
  • You can no longer throw grenades into UFOs through their roof.

[h3]Bugfixes:[/h3]
  • Fixed the issue where grenades could miss even when showing 100% hit chance.
  • Fixed air combat autoresolve failing to fire torpedoes at UFOs with escorts and therefore giving a much worse result than the manual air combat does in those instances.
  • Fixed a bug where all Accelerated Rifles would turn into Cleaner Accelerated Rifles if you recovered one and were playing in a non-English language.
  • Fixed soldiers sometimes rotating to face the wrong direction when throwing a grenade.

Milestone 1.31 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!

[h3]Gameplay / Balance Changes:[/h3]
  • Fixed the crash that could occur after a UFO gets stuck on the Geoscape (these are resupply missions for Alien Bases).
  • 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 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 too.
  • 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 Soviet Russia 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).

Milestone 1.29 Stable Released!

Although we are busily working on our next major update (Milestone 2) we are also continuing to patch and improve the currently available version of Xenonauts 2.

We have just released Milestone 1.29d onto our standard branches after a week of testing on the Experimental branches, while Milestone 1.30 will shortly be rolled onto the Experimental branch to begin testing the next batch of fixes (which will include the mission timer duration setting, and a fix for grenades sometimes missing even at 100% hit chance).

The full changelog for 1.29 is attached below!

[h3]1.29 Gameplay / Balance Changes:[/h3]
  • It is now possible to redirect aircraft squadrons that are already in flight via the Launch Aircraft panel (this also allows you to split aircraft out of airborne squadrons).
  • Updated the AI so it will only perform attacks on units that an alien unit has seen that turn, as it was apparently previously ignoring the vision rules. This could lead to some rather unfair situations where enemies were shooting beyond vision range or throwing grenades over walls at units they had never seen.
  • Cleaner units reduced in Accuracy from 65 down to 55 for the suited guys (Agents) and 60 for the hazmat guys (Soldiers).
  • Accuracy for enemies on Recruit difficulty has been dropped from 85% of normal values down to 80% of normal values.
  • Stun Gun has been buffed a little - it now does slightly more Stun Damage, has improved accuracy and holds 4 shots rather than 3.
  • UFO Armour and Health are now shown at maximum zoom level in the air combat.
  • Updated a number of translation languages files to incorporate various changes and fixes.
  • Pressing Esc on the soldier memorial screen now correctly returns you to the Geoscape.

[h3]1.29 Bugfixes:[/h3]
  • Fixed a couple of memory leaks that triggered each time you saved the game.
  • Fixed players being unable to demolish base structures.
  • Actually fixed the Geoscape multi-select dialog revealing hidden missions like the Cleaner Base.
  • Fixed the opening cutscene and several buttons on the tactical UI ignoring the settings volume sliders.
  • Fixed units being able to shoot through floor tiles in the Alien Base maps if they had taken damage.
  • Fixed a calculation issue that was causing the game to generate female soldiers at a higher rate than intended.
  • Fixed aircraft callsigns repeating before all available names had been exhausted.
  • Fixed "War Machine" achievement triggering off the Exosuit, rather than the Colossus (which isn't yet in the game).
  • Fixed one of the barn window types not correctly shattering.
  • Achievements are now disabled during the tutorial.
  • Servitor Wreckage is no longer incorrectly called Gun Drone Wreckage.
  • Fixed various hitbox issues around the edges of the Geoscape regions so they now better match the highlighted areas.

Milestone 1.29 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!

Assuming no major stability issues are found in this version we expect to push it out onto the standard Steam branch in time for the weekend!

[h3]Gameplay / Balance Changes:[/h3]
  • It is now possible to redirect aircraft squadrons that are already in flight via the Launch Aircraft panel (this also allows you to split aircraft out of airborne squadrons).
  • Updated the AI so it will only perform attacks on units that an alien unit has seen that turn, as it was apparently previously ignoring the vision rules due to a bug. This could lead to some rather unfair situations where enemies were shooting beyond vision range or throwing grenades over walls at units they had never seen.
  • Cleaner units reduced in Accuracy from 65 down to 55 for the suited guys (Agents) and 60 for the hazmat guys (Soldiers).
  • Accuracy for enemies on Recruit difficulty has been dropped from 85% of normal values down to 80% of normal values.
  • Stun Gun has been buffed a little - it now does slightly more Stun Damage, has improved accuracy and holds 4 shots rather than 3.
  • UFO Armour and Health are now shown at maximum zoom level in the air combat.
  • Updated a number of translation languages files to incorporate various changes and fixes.

[h3]Bugfixes:[/h3]
  • Fixed a couple of memory leaks that triggered each time you saved the game.
  • Fixed players being unable to demolish base structures.
  • Actually fixed the Geoscape multi-select dialog revealing hidden missions like the Cleaner Base for real.
  • Fixed the opening cutscene and several buttons on the tactical UI ignoring the settings volume sliders.
  • Fixed units being able to shoot through floor tiles in the Alien Base maps if they had taken damage.
  • Fixed a calculation issue that was causing the game to generate female soldiers at a higher rate than intended.
  • Fixed aircraft callsigns repeating before all available names had been exhausted.
  • Fixed "War Machine" achievement triggering off the Exosuit, rather than the Colossus (which isn't yet in the game).
  • Fixed one of the barn window types not correctly shattering.
  • Achievements are now disabled during the tutorial.
  • Servitor Wreckage is no longer incorrectly called Gun Drone Wreckage.
  • Fixed various hitbox issues around the edges of the Geoscape regions so they now better match the highlighted areas.