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Xenonauts 2 News

Milestone 5.29.0 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]Gameplay Changes:[/h3]
  • Eternal Autopsy research project no longer requires completion of Eternal Interrogation project to unlock.
  • Ladders are now crushable by vehicles and the Colossus armour.

[h3]Bugfixes:[/h3]
  • Fixed another instance of the doors getting visually out of sync with their gameplay state (and appearing open / closed when the reverse was true).
  • Fixed another instance where units could suffer permanent accuracy loss after a mission (related to stacking battlefield injury penalties).
  • Fixed being unable to walk through certain variants of the shipping container.

Milestone 5.28.1 STABLE Released!

This is another hotfix for Milestone 5 that fixes a few crashes and other gameplay issues. We're still tracking a small number of stability issues in Milestone 5 and will continue to release patches when we have fixes for them.

Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them!

[h3]Gameplay Changes:[/h3]
  • End of turn autosaves are now enabled by default (in addition to the standard start of turn autosaves), and we've cleared all existing user settings to ensure this feeds through. We're going to keep this enabled for a few weeks because we're getting a lot of end-of-turn bugs reported that we can't track down because we don't have an appropriate save. If you find these extra saves slow down the game too much, you can always manually disable them in the game settings.
  • The camera is no longer forcibly locked to moving soldiers - the camera will now only move / change height level if the moving soldier is selected and the player is not manually moving the camera. This should hopefully remove the annoying camera lock while still allowing the camera to track soldiers in situations where the player would want it to happen (going through teleporters / climbing up onto roofs / etc). Please let us know if there's still situations where the camera is behaving awkwardly!
  • Combat shields no longer take damage when the soldier carrying them walks through poison gas.
  • Added new artwork for the Alien Singularity Core research project.
  • Sped up loading times when loading a tactical save from the Load Game screen.

[h3]Bugfixes:[/h3]
  • Fixed a crash that could occur when loading a tactical mission.
  • Fixed shot modifiers (heavy armour penalty, injury accuracy reduction) sometimes being double applied.
  • Fixed soldiers initially being invisible after moving up a level via a teleporter.
  • Fixed the Sebillian heal animation playing on aliens that aren't visible.
  • Fixed transferred soldiers not being able to change armour if the type of armour item in their planned loadout is not present at the new base.
  • Fixed the soldier HP bar for wounded soldiers on the Soldier Equip screen incorrectly rounding up, so showing some soldiers at full HP when they were still slightly injured.
  • Fixed some of the objective text for the UOO Sabotage and UOO Bridge Assault missions not correctly disappearing after completion of those missions.
  • Fixed various visual issues with the Western Town biome, the largest being the long-running issue with the restaurant interior walls rendering pure black (even when visible). However, there were several other more subtle rendering issues in this biome that we've also fixed that should clean up the visuals of Terror Sites.
  • Fixed there being some "holes" in the walls of alien bases (this was just one particular wall tile not rendering correctly).
  • Fixed some issues with the walls flickering in certain Farm barn buildings.
  • Removed a filing cabinet that was obstructing an office window (but still allowing you to shoot through it) in a particular terror map.
  • Fixed an issue with the text for a certain Geoscape anomaly in the German translation.
  • Fixed the MARS showing age as -1 years.

Milestone 5.28.0 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]Gameplay Changes:[/h3]
  • End of turn autosaves are now enabled by default, and we've cleared all existing user settings to ensure this feeds through. We're going to keep this enabled for a few weeks because we're getting a lot of end-of-turn bugs reported that we can't track down because we don't have an appropriate save. If you find these extra saves annoying, you can manually disable them in the game settings.
  • The camera is no longer forcibly locked to moving soldiers - the camera will now only move / change height level if the moving soldier is selected and the player is not manually moving the camera. This should hopefully remove the annoying camera lock while still allowing the camera to track soldiers in situations where the player would want it to happen (going through teleporters / climbing up onto roofs / etc). Please let us know if there's still situations where the camera is behaving awkwardly!
  • Combat shields no longer take damage when the soldier carrying them walks through poison gas.
  • Added new artwork for the Alien Singularity Core research project.
  • Sped up loading times when loading a mid-mission tactical save.

[h3]Bugfixes:[/h3]
  • Fixed the previous Experimental version being unable to load tactical saves from 5.26.0.
  • Fixed a crash that could occur when loading a tactical mission.
  • Fixed shot modifiers (heavy armour penalty, injury accuracy reduction) sometimes being double applied.
  • Fixed the Sebillian heal animation playing on aliens that aren't visible.
  • Fixed transferred soldiers not being able to change armour if the type of armour item in their planned loadout is not present at the new base.
  • Fixed the soldier HP bar for wounded soldiers on the Soldier Equip screen incorrectly rounding up, so showing some soldiers at full HP when they were still slightly injured.
  • Fixed some of the objective text for the UOO Sabotage and UOO Bridge Assault missions not correctly disappearing after completion of those missions.
  • Fixed the MARS showing age as -1 years.

Milestone 5.27.0 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]Bugfixes:[/h3]
  • Fixed soldiers initially being invisible after moving up a level via a teleporter.
  • Fixed various visual issues with the Western Town biome, the largest being the long-running issue with the restaurant interior walls rendering black. However, there were several other (more subtle) rendering issues in this biome that we've also fixed that should clean up the visuals of Terror Sites.
  • Fixed there being some "holes" in the walls of alien bases (this was just one particular wall tile not rendering correctly).
  • Fixed some issues with the walls flickering in certain Farm barn buildings.
  • Removed a filing cabinet that was obstructing an office window (but still allowing you to shoot through it) in a particular terror map.
  • Fixed an issue with the text for a certain Geoscape anomaly in the German translation.

Xenonauts 2 Monthly Development Update!

This month's dev update has been a bit delayed as we've been working on Milestone 5 patches (more below), but now that it's out the door I'll be taking this opportunity to talk about our plans for further updates and the eventual 1.0 release!

[h2]Milestone 5 Public Release[/h2]
Almost all of last month was spent working on the long-awaited Milestone 5, and we finally released it onto the standard branches for everyone to play at the end of March. This is a major update that adds a lot of new content to the game, but also allows players to unlock the final mission and win a campaign (the full changelog can be seen here).

Overall, we're pleased with the way Milestone 5 turned out. I personally think that the addition of the Geoscape Supporters / Strategic Operations and the new Phase system have made the strategic layer a lot more engaging than before, and the new "UOO" missions add more variety to the second half of the game. We hope you all enjoy the update - many of these new systems are "extra" content (beyond what was in our original roadmap) that we've only been able to add because so many players have been willing to support an Early Access product!

The past couple of weeks have been focused on fixing problems that people have encountered in Milestone 5, and we'll likely continue doing this for the rest of April -- please keep reporting any bugs or gameplay issues you encounter and we'll do our best to fix them quickly.

[h2]Milestone 6[/h2]
In the meantime, we've also started work on Milestone 6. This was originally intended to be a single large update that would bring the game all the way to final release, but Milestone 5 had such a long development cycle that we've changed our plans so players don't have to go so long between updates.

The key goal for Milestone 6 is now to finish all the missing gameplay content - e.g. adding the final victory cinematic, adding all remaining research art, revamping the Air Combat to have an updated UI and a proper tutorial, and adding the Soviet Town biome. Essentially this represents completing the remaining content on our roadmap and finishing the areas of the game still marked as incomplete.

We're also going to be adding some new content that we've already completed but never made it into Milestone 5. For example, we've got a full set of updated Sebillian models that we need to set up, and we're currently working on upgraded models for the Cyberdrone and Heavy Cyberdrone that make the two types more visually distinct. There's also a lot of new terrain tiles that we need to set up and add into our existing maps.

Hopefully this means Milestone 6 will still feel like a substantial update, despite the changes to the game systems being largely limited to the air combat. Our aim is to have this update released on the public branches in three to four months.

[h2]Road to 1.0[/h2]
We'll then spend a few more months polishing up the game as we transition to our final 1.0 release, as there will still be plenty of things we want to improve. We'd like to spend some more time testing and improving the AI. We'd like to do a pass over all the maps. We'd like to optimise performance and load times a bit more. We need to build the mod tools. There's also a lot of sensible and relatively straightforward community suggestions that would improve the game. We probably won't have time to do everything we want, but we'll get as much in as we can!

This means we're unlikely to add any major new features to the game beyond those already planned for Milestone 6, nor any large content additions like new mission types, aircraft or alien species. While it may still be possible to sneak in a few smaller pieces of content (such as a new weapon or two), with the second anniversary of our Early Access launch approaching we need to shift away from adding new content and focus on polishing what we have.

We're aiming for the 1.0 update to drop before the end of the year, but as always, we'll keep you posted. We'll have a better idea of the timetable once we're done with Milestone 6.

Thanks again, and we hope you're enjoying Milestone 5! Please do consider leaving reviews and feedback, as we're always reading them.