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Xenonauts 2 News

Milestone 1.33 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]Changelog:[/h3]
  • Fixed a crash that would occur if you try to detonate C4 that had been placed in a saved game.
  • Fixed an issue in the tutorial where a soldier did not have enough TU to fire their shotgun a second time.
  • Fixed an issue where missiles would sometimes not fire in air combat if you had activated the Afterburner at the start of the battle.
  • Game no longer creates an Iron Man save when exiting the game (even if you're not playing Iron Man).
  • Swapping weapons on the Soldier Equip screen now also swaps out the associated ammo for these weapons.
  • Tooltips are now dismissed when you start dragging an item (e.g. on the soldier equip screen).
  • Camera now correctly moves up / down when watching an AI unit climbing a ladder during the alien turn.
  • Quantum Array now correctly shows the additional information on visible UFOs immediately after loading a save.
  • Units attempting to shoot adjacent walls should no longer contort themselves like a pretzel to do so.
  • Cleaner Accelerated Rifle no longer drops to 0% Accuracy as soon as it goes beyond maximum range, unlike other weapons.

Milestone 1.32 STABLE Released!

I'll shortly be posting our development update for last month in which we explain our plans for Milestone 2, but we're continuing to patch and improve the existing version of the game while we work on our next update!

This update contains all the fixes from the 1.32 versions we've been testing on the Experimental branch over the past week or so.

[h3]Usability Improvements:[/h3]
  • 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.
  • 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 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.
  • Fixed Flashbangs (and other types of grenade) sometimes incorrectly causing suppression through floors / ceilings.
  • 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.
  • Fixed interactive consoles on Cleaner missions showing the gold interactive shader after loading a save, even if they'd already been interacted with.
  • 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.

Milestone 1.32c 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]Changelog:[/h3]
  • Fixed combat shields not offering any protection due to an error in our last patch.
  • Fixed flashbangs sometimes causing suppression through floors / ceilings.

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.