1. Xenonauts 2
  2. News

Xenonauts 2 News

Milestone 5.25.2 STABLE Released!

This is another quick hotfix for Milestone 5, fixing a second pathway for the Reflexes bug to occur that we missed in the last hotfix.

[h3]Bugfixes:[/h3]
  • Fixed a second variant of the bug where soldiers could permanently lose stats if a player loaded a tactical save in which their units had temporary debuffs from being Suppressed (Reflexes), causing the temporary debuff to become permanent. Unfortunately it's not possible for us to fix soldiers that have suffered this reduction with a patch, as the bug overwrites their original stat value - sorry about that!

Milestone 5.25.1 STABLE Released!

This hotfix for Milestone 5 fixes a serious gameplay issue, so we're launching it straight onto the normal branches without letting people test it for a few days on the Experimental branches first. There's therefore a higher chance of stability issues than normal - we'll be watching the bug report forums closely over the weekend, so please let us know if you encounter any issues!

The critical bug we're fixing can cause soldiers to suffer permanent stat loss if you're saving / loading during combat, as well as potentially getting stuck in the wounded state on the strategy layer. However, we're also toning down Mind Control and fixing an issue with night missions getting out of sync with the Geoscape night shadow.

[h3]Changes:[/h3]
  • Mind Control for Psyons no longer uses squad sight, so Psyons need to get direct vision on a Xenonaut before they can cast the ability (Eternals can still cast Mind Control using squad sight).
  • Added new art for the Alien Antigravity Unit research project.
  • Added new injury / death sounds for the Eternal.

[h3]Bugfixes:[/h3]
  • Fixed a bug where soldiers could permanently lose stats if a player loaded a tactical save in which their units had temporary debuffs from being Suppressed (Reflexes) or taking HP damage (Accuracy), as this caused the temporary debuffs to incorrectly become permanent. Unfortunately it's not possible for us to fix soldiers that have suffered from this issue - sorry about that!
  • Fixed the day / night status of a mission on the Geoscape being set when it first spawns, rather than the time when the player actually begins the mission.
  • Fixed a bug where smoke tiles and doors would sometimes appear invisible to the player, but still be present in gameplay terms.
  • (Hopefully) fixed combat shields sometimes not disappearing when destroyed by enemy fire.
  • Fixed the UOO Bridge Assault mission not allowing you to attempt it a second time if you abort the mission.
  • Fixed soldiers getting stuck in the "airborne" state if you abort the Bridge Assault mission.
  • Fixed the Geoscape objective text going off the edge of the screen on non-16:9 screens.

Milestone 5.25.1 Released! (Experimental)

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

[h3]Changes:[/h3]
  • Mind Control for Psyons no longer uses squad sight, so Psyons need to get direct vision on a Xenonaut before they can cast the ability (Eternals can still cast Mind Control using squad sight).
  • Added new injury / death sounds for the Eternal.

[h3]Bugfixes:[/h3]
  • Fixed a bug where soldiers could permanently lose stats if a player loaded a tactical save in which their units had temporary debuffs from being Suppressed (Reflexes) or taking HP damage (Accuracy), as this caused the temporary debuffs to incorrectly become permanent. Unfortunately it's not possible for us to "fix" soldiers that have suffered from this issue.
  • Fixed a bug where smoke tiles and doors would sometimes appear invisible to the player, but still be present in gameplay terms.
  • Fixed the Geoscape objective text going off the edge of the screen on non-16:9 screens.

Milestone 5.25.0 Released! (Experimental)

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

[h3]Changes:[/h3]
  • Added new art for the Alien Antigravity Unit research project.

[h3]Bugfixes:[/h3]
  • Fixed the day / night status of a mission on the Geoscape being set when it spawns, rather than when you actually start the mission (a bug we accidentally introduced in the last hotfix).
  • (Hopefully) fixed combat shields sometimes not disappearing when destroyed by enemy fire.
  • Fixed the UOO Bridge Assault mission not allowing you to attempt it a second time if you abort the mission.
  • Fixed soldiers getting stuck in the "airborne" state if you abort the Bridge Assault mission,

Milestone 5.24.0 Released!

This is another hotfix for Milestone 5 that fixes a few crashes and other gameplay issues. We've got another hotfix planned for this week, so please do report any issues you encounter and we'll do our best to fix them!

[h3]Changes:[/h3]
  • Mind Control success chance now reduces by -2% for each tile between the caster and target (rather than -1%).
  • Abduction tubes now stop their humming sound when opened.

[h3]Bugfixes:[/h3]
  • Fixed a tactical crash that could occur at end of turn, or when alt+tabbing. 
  • Fixed a crash that could occur when selling items on the strategy level.
  • Fixed an issue that was preventing aliens from using Mind Control (introduced in the last build).
  • Fixed aircraft armour plating sometimes not removing their +armour bonus when unequipped, causing the interceptor to incorrectly gain a permanent buff.
  • Fixed the tactical UI soldier minitabs (at the top of the screen) displaying the name of a dead zombified soldier as "reaper Reaper Zombie".
  • Fixed the crosshair / shot hit chance calculation not updating immediately if you're hovering over an enemy and then press "C" to crouch.
  • Fixed some instances where some stacked shipping containers were not correctly destruction linked, occasionally causing floating containers and some other issues.