Xenonauts 2 - March Update
Hello everyone - time for our development update for March. Apologies for this being a few days late - the intention was to time the update to coincide with the release of V23 but we've found a couple of crashes which have pushed the release back. For those interested, we'll be releasing V23 on our Experimental branches at some point this week.
Chris has been focussing on campaign balancing this month, which is always a significant undertaking given a full campaign playthrough is probably 15-20 hours long (i.e. at least two full working days). Each attempted playthrough results in a number of balance changes that need to be made, bugs that need to be fixed, usability changes to be made, gameplay mechanics that need to be checked out because they may not be working properly, etc. This is critical work, but not especially interesting to talk about - we therefore don't have many "big" features to discuss in this update, so here's a general round-up.

The main new change on the strategy layer is an attempt to introduce more strategic pressure. The Orbital Bombardment mechanic has made a return in a somewhat altered form, and it's now effectively a monthly performance target communicated in a slightly more thematic way. We're aware that the community had some concerns about this mechanic in the past, but this new format shouldn't cause any issues.
At the start of the month Orbital Bombardment increases Panic in all regions by a certain amount (e.g. +25 Panic) that increases as the game progresses. If any region has over 100 Panic at the end of the month it surrenders and is lost to the aliens, so the player must try to generate enough Panic reduction during the month to cancel out the Panic gain. Monthly funding from a region is tied to its Panic, so success means funding goes up and failure means funding goes down.
Panic reduction is achieved by defeating the alien invasion - shooting down UFOs and completing ground missions like Terror sites. These generate a local Panic reduction, but also a global reduction. The regions you are protecting best will have the lowest Panic but even undefended regions will have lower Panic if it looks like humanity is winning the war against the aliens.
The gameplay effect of this is much like the monthly funding evaluations that appear in every X-Com game, but it serves to reduce the amount of damage that can be caused if UFOs spawn repeatedly in undefended regions due to simple randomness, and it also ensures that the game ends more quickly if the player was underperforming (it was always a bit silly that it took 3-4 months to lose the game in Xenonauts even if you never shoot down a single UFO or win a tactical mission).
We've spent quite a bit of time this month fixing gameplay issues to do with the Xenonaut Base Defence missions, as we've introduced a base attack on your main facility by the Cleaners to increase early-game mission variety. While this biome still looks a bit ugly (it hasn't had the visual pass yet) the gameplay is more solid.
The first thing was to get the Sentry Guns set up. These cheap and durable vehicles are only used in base defence missions, and they had some display issues that have now been corrected. Also, their LMGs should now be upgraded appropriately as the player progresses down the tech tree.
The second thing was the spawning / deployment phase of the mission, which had apparently got broken at some point in development. The player can now deploy anywhere in their base at the start of the mission except in rooms where aliens have spawned. Additionally, the alien crews are now correctly splitting into assault teams and choosing the correct type of room to spawn in. Most types of aliens spawn into Hangars as normal, but certain other types (e.g. Reapers) are able to spawn in random rooms due to their ability to climb through vents or teleport.
We also spent more time this month on updating various strategic UI elements to our new style, and the updated graphics for the tactical combat UI may well make it into V23 too.
The Air Combat has also had a few more updates to ensure the new formation / deployment system works properly, and we've also set up the autoresolve to allow the player to manually fight the air battle if they don't like the result the autoresolve gives them. This protects players from the situation where the autoresolve unexpectedly destroys all your planes (usually due to low fuel).
The balance here has changed a bit too. There's now four classes of weapons that have different roles: cannons, missiles, torpedoes and energy lances. These have varying ranges, ammo capacities, and damage profiles vs armour and HP. The ability of an interceptor to perform the evasive roll maneuver is now also tied to the weapons they have equipped, so while energy lances are relatively powerful weapons they also make the interceptor carrying them more vulnerable to certain enemy attacks.
Finally, we've been working on the blockouts for the final mission this month too. We won't give too much away but there's a few unique rules on this mission that have required a bit of code work too. Hopefully the final mission will be playable in V24 even if the final art pass on the map probably won't happen until closer to release.
That's it for now - thanks for your patience as we continue working on getting the game into shape.
Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.
Chris has been focussing on campaign balancing this month, which is always a significant undertaking given a full campaign playthrough is probably 15-20 hours long (i.e. at least two full working days). Each attempted playthrough results in a number of balance changes that need to be made, bugs that need to be fixed, usability changes to be made, gameplay mechanics that need to be checked out because they may not be working properly, etc. This is critical work, but not especially interesting to talk about - we therefore don't have many "big" features to discuss in this update, so here's a general round-up.

Strategic Pressure / Orbital Bombardment
The main new change on the strategy layer is an attempt to introduce more strategic pressure. The Orbital Bombardment mechanic has made a return in a somewhat altered form, and it's now effectively a monthly performance target communicated in a slightly more thematic way. We're aware that the community had some concerns about this mechanic in the past, but this new format shouldn't cause any issues.
At the start of the month Orbital Bombardment increases Panic in all regions by a certain amount (e.g. +25 Panic) that increases as the game progresses. If any region has over 100 Panic at the end of the month it surrenders and is lost to the aliens, so the player must try to generate enough Panic reduction during the month to cancel out the Panic gain. Monthly funding from a region is tied to its Panic, so success means funding goes up and failure means funding goes down.
Panic reduction is achieved by defeating the alien invasion - shooting down UFOs and completing ground missions like Terror sites. These generate a local Panic reduction, but also a global reduction. The regions you are protecting best will have the lowest Panic but even undefended regions will have lower Panic if it looks like humanity is winning the war against the aliens.
The gameplay effect of this is much like the monthly funding evaluations that appear in every X-Com game, but it serves to reduce the amount of damage that can be caused if UFOs spawn repeatedly in undefended regions due to simple randomness, and it also ensures that the game ends more quickly if the player was underperforming (it was always a bit silly that it took 3-4 months to lose the game in Xenonauts even if you never shoot down a single UFO or win a tactical mission).
Base Defence Missions
We've spent quite a bit of time this month fixing gameplay issues to do with the Xenonaut Base Defence missions, as we've introduced a base attack on your main facility by the Cleaners to increase early-game mission variety. While this biome still looks a bit ugly (it hasn't had the visual pass yet) the gameplay is more solid.
The first thing was to get the Sentry Guns set up. These cheap and durable vehicles are only used in base defence missions, and they had some display issues that have now been corrected. Also, their LMGs should now be upgraded appropriately as the player progresses down the tech tree.
The second thing was the spawning / deployment phase of the mission, which had apparently got broken at some point in development. The player can now deploy anywhere in their base at the start of the mission except in rooms where aliens have spawned. Additionally, the alien crews are now correctly splitting into assault teams and choosing the correct type of room to spawn in. Most types of aliens spawn into Hangars as normal, but certain other types (e.g. Reapers) are able to spawn in random rooms due to their ability to climb through vents or teleport.
Other Features
We also spent more time this month on updating various strategic UI elements to our new style, and the updated graphics for the tactical combat UI may well make it into V23 too.
The Air Combat has also had a few more updates to ensure the new formation / deployment system works properly, and we've also set up the autoresolve to allow the player to manually fight the air battle if they don't like the result the autoresolve gives them. This protects players from the situation where the autoresolve unexpectedly destroys all your planes (usually due to low fuel).
The balance here has changed a bit too. There's now four classes of weapons that have different roles: cannons, missiles, torpedoes and energy lances. These have varying ranges, ammo capacities, and damage profiles vs armour and HP. The ability of an interceptor to perform the evasive roll maneuver is now also tied to the weapons they have equipped, so while energy lances are relatively powerful weapons they also make the interceptor carrying them more vulnerable to certain enemy attacks.
Finally, we've been working on the blockouts for the final mission this month too. We won't give too much away but there's a few unique rules on this mission that have required a bit of code work too. Hopefully the final mission will be playable in V24 even if the final art pass on the map probably won't happen until closer to release.
That's it for now - thanks for your patience as we continue working on getting the game into shape.
Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.