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Xenonauts 2 News

Xenonauts 2 1.0 is ready for deployment, and that's great news if you're a fan of classic XCOM

Xenonauts 2 developer Goldhawk Interactive has revealed that, after nearly three years in early access, the tactical strategy game will be throwing you out of the frying pan and into the fires of an Earth set ablaze by alien invasion next month. Alongside a brand new alien foe that will have your squadron moving like Ripley on the USCSS Nostromo, the 1.0 patch is also set to bring OG map reworks, extra robust modding support, and more.


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Milestone 7.6.0 Released! (Experimental)

[p]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![/p][p]Gameplay Changes:[/p]
  • [p]Added two Scout UFO crash site maps for each biome.[/p]
  • [p]Updated the Geoscape UI placeholder background, and generally made the colours in that area a bit more muted. With the addition of the Supoprters / Strategic Operations and the new UI that came with it, that area had become rather busy.[/p]
  • [p]Added two new "tutorial" pop-notifications that explain quality of life functionality that many newer players were unaware of:[/p]
    • [p]Soldier screen - added a popup explaining how to sort the various tables by header, which makes managing / recruiting soldiers much easier.[/p]
    • [p]Armory screen - added a popup explaining the various QOL shortcuts in the bottom left assignment panel (e.g. RMB unassign, click-and-drag to reorder team, double-click to replace soldier)[/p]
  • [p]Added a Close button to the Soldier Loadout selection pop-up on the Armory screen.[/p]
  • [p]Added the final artwork for the Colossus Automed System (this now appears when the item is equipped).[/p]
  • [p]We've fixed a lot of localisation issues / untranslated text over the past week, and will continue to do so in the coming few weeks. We've also gone through to fix places where the UI was breaking due to foreign languages having much longer text stirngs than the English equivalent.[/p]
[p]Balance Changes:[/p]
  • [p]Fixed an issue where Terror Site spawned from Terror UFOs that aren't shot down (as opposed to Terror Sites that spawn automatically) were significantly harder than they should be.[/p]
  • [p]The AI will now always replan its actions whenever it sights a new hostile unit, which should hopefully reduce the number of aliens positioning themselves in extremely vulnerable positions.[/p]
  • [p]Reduced the AI "kill" bonus for certain alien species - this represents how much weighting an enemy gives to attacking a target it believes it can kill, rather than simply scoring as many hits with its weapon as possible. Practically, this means that "smart" aliens (Wraiths, Psyons, Sectons, etc) are more likely to prioritise attacks that will actually secure kills, whereas melee-only or "dumb" aliens (Androns, Sebillians) will favour the enemies that are easiest to hit (usually the closest enemies).[/p]
  • [p]Made another row of tiles at the front of the Battleship UFO exterior walkable, making the front door more accessible.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed a crash that could occur if you clicked the Open Mod Folder button on the Mod Management popup when no mod existed.[/p]
  • [p]Fixed a bug where an AI unit would take no further actions that turn if a reaction fire shot was fired at them during their movement.[/p]
  • [p]Fixed another bug that was causing grenades to unnecessarily strike the ceiling when underground or inside buildings.[/p]
  • [p]Fixed Colossus-wearing soldiers being suppressable when they were not meant to be.[/p]
  • [p]Fixed the Colossus model not rendering in the tactical combat if the Automed System was equipped.[/p]
  • [p]Fixed the Power Capacity tooltip (which shows the power calculation) being broken on the Base screen.[/p]
  • [p]Fixed a lot of aliens displaying the wrong corpses, as I had not updated these after making the changes to alien ranks earlier in Milestone 7.[/p]
  • [p]Fixed the UOO Bridge mission briefing incorrectly listing "Elliminate all hostile units" as an objective.[/p]
  • [p]Fixed the Xenopedia font displaying accented character glyphs slightly differently from standard characters, making the text difficult to read in several non-English languages.[/p]
  • [p]Fixed several visual issues on the Western Town Cleaner data raid maps.[/p]
  • [p]Fixed a visual issue with the Endgame part 1 roofs.[/p]
  • [p]Fixed several destruction issues with alien walls.[/p]

Milestone 7.5.0 Released! (Experimental)

[p]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![/p][p]Gameplay Changes:[/p]
  • [p]The Psyon "Mesmerise" ability no longer checks against Morale, as it would very rarely succeed in M6. It now checks against Bravery, using a random 100 roll against this formula:[/p]
    • [p](Bravery - 25) x 2.[/p]
    • [p]Effectively this means soldiers have 2% resist chance against Mesmerise for each point of Bravery above 25, and they become entirely immune to Mesmerise at 75 Bravery.[/p]
  • [p]Sebillians and Androns now have 40% resistance against Energy and Kinetic weapons respectively, rather than 50%. We've also fixed a bug where Sebillians were incorrectly set as being resistant to Thermal (i.e. explosive) damage rather than Energy damage.[/p]
  • [p]We've added a semi-placeholder update to the Geoscape UI background, as we need to update the background art to better integrate the region information bars that were added with the supporter system.[/p]
  • [p]The Colossus Automed System now has a placeholder visual appearance change when activated (a couple of the tubes turn green). We'll replace this with something "proper" once the art is done.[/p]
  • [p]Made another tweak to the tactical mission load speeds, as the previous set of fixes weren't giving the expected performance increases. This change should realize more of those load speed improvements.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed a crash that could occur in the tactical combat if certain roof tiles were destroyed.[/p]
  • [p]Fixed various small memory leaks that could potentially cause crashes during extended play sessions.[/p]
  • [p]Fixed another set of places where dynamic text was showing ERROR messages instead of displaying correctly. If you see any of these issues in the English version of 7.5.0 then please do report it, even if it has been reported previously - we think we've fixed all known instances of this error text appearing in the game.[/p]
  • [p]Fixed the tutorial being broken (only in English-language versions of the game so far).[/p]
  • [p]Fixed an issue where soldier actions (especially move+shoot planned actions) would sometimes be interrupted by enemy overwatch that would then not occur.[/p]
  • [p]Fixed the Colossus Automed System incorrectly healing the armour HP rather than the soldier's HP.[/p]
  • [p]Fixed some roof tiles on the Western Town office building not disappearing correctly when destroyed.[/p]
  • [p]Fixed some Boreal sawmill upper level tiles having visual issues.[/p]
  • [p]Fixed a bug where a particular type of internal office wall would move one tile sideways when entering its damaged state.[/p]
  • [p]Fixed a bug where one row of roof tiles might not be correctly hidden when the rest of the roof was hidden.[/p]
  • [p]Fixed zombified civilians being able to "escape" the battlefield if they accidentally wandered onto the mission evac area.[/p]
  • [p]Fixed a minor judder on the Research screen when the scientist character is animating in from the right of the screen.[/p]
  • [p]Fixed the Main Menu mods button having the incorrect toolltip.[/p]

Milestone 7.4.0 Released! (Experimental)

[p]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![/p][p]Gameplay Changes:[/p]
  • [p]Time Unit modifiers (with the exception of weight penalties) now affect weapon TU fire costs. This means that the Vanguard Armour now simply extends the move range of soldiers, rather than permitting them to fire additional shots (as was originally intended). Conversely, the MARS Heavy Armour now only reduces the move range of the vehicle and does not reduce the number of shots it can fire.[/p]
  • [p]Aliens in Terror Sites now start using Fusion weapons at roughly the same time that they appear within UFOs (previously they were getting them later, and some species not at all).[/p]
  • [p]Mantids with the upgraded Symbiote launcher weapon should now be more common in late-game missions, as there was a few mission types where they were mostly using standard Plasma / Fusion weapons instead.[/p]
  • [p]Further improvements have been made to tactical mission load times.[/p]
  • [p]Updated the appearance of the "tutorial notification" UI popups (e.g. how to use doors, etc) so they have proper close button and checkbox art.[/p]
  • [p]The game will now notify the player if a unit is unable to reach the target tile because it is unable to climb (i.e. it's a vehicle, or is using a Shield or Colossus armour).[/p]
  • [p]Some more updates to the non-English translations.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed a memory leak in the tactical combat.[/p]
  • [p]Fixed another crash that could occur in the AI turn of a tactical mission.[/p]
  • [p]Fixed AI units not wanting to open doors if smoke tiles existed in a mission.[/p]
  • [p]Finally fixed the rare bug where combat shields would sometimes not visually disappear when destroyed - this was occuring if the shield was destroyed by overwatch fire in response to the soldier having thrown a grenade.[/p]
  • [p]Fixed the Vanguard armour not actually giving a TU increase.[/p]
  • [p]Fixed Colossus armour incorrectly zeroing out Reflexes rather than halving it.[/p]
  • [p]Fixed the Probe UFO not having the correct visual appearance in the air combat.[/p]
  • [p]Fixed some palm trees not displaying on the lowest camera level.[/p]
  • [p](Hopefully) fixed a number of issues with dynamic text showing error text in non-English languages.[/p]
  • [p]Fixed a bug in the AI's "turn towards danger" calculation.[/p]
  • [p]Fixed some minor issues with roof destruction frill rotation on the Endgame part 1 mission.[/p]
  • [p]Fixed inconsistent naming on the alien Data Cube objects in the UOO Sabotage mission briefing.[/p]

Milestone 7.3.0 Released! (Experimental)

[p]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![/p][p]Gameplay Changes:[/p]
  • [p]Interceptor engine upgrade engineering projects now correctly increase the speed of the aircraft rather than reduce it, as they did in Milestone 6 (these values had not been doubled when all other geoscape speed values were doubled).[/p]
  • [p]Fusion weapons now require Alien Fusion Weapons in addition to Ultradense Alloys to unlock. Updated Alien Fusion Weapons research text to not imply human Fusion Weapon would be unlocked immediately.[/p]
  • [p]The AI should now better plan its move back into cover after taking a shot, leading to fewer cases where it is stranded in the open. Previously it was assigning a certain portion of its TU to attacking and a certain portion to moving to cover, rather than considering both actions together.[/p]
  • [p]The AI should now turn to face expected danger after making a move, which should prevent examples of the AI staring into corners etc after movement. However the code has been updated so the AI will only consider "known" Xenonauts when doing this (so it will not consider soldiers it has never seen, etc).[/p]
  • [p]Tooltips are now correctly showing the TU % costs for fire modes like they did in Milestone 6 (in earlier versions of Milestone 7 they were showing absolute values).[/p]
  • [p]The game now shows the percentage-based heavy armour Accuracy penalty properly in tooltips and on the Accuracy bar.[/p]
  • [p]Updated the non-English languages to include translations for most of the new Milestone 7 text strings.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed a crash that would occur if the game could not locate the directory where saves / settings etc are created.[/p]
  • [p]Fixed a crash on the Geoscape that could occur when a dropship returned to base.[/p]
  • [p]Fixed a crash on the Geoscape that could occur when intercepting a UFO on a Retaliation (base attack) mission.[/p]
  • [p]Fixed a crash on the Geocsape that would occur if the Cleaner Base mission was still present on day 113.[/p]
  • [p]Fixed two crashes that could occur during the AI turn in tactical missions.[/p]
  • [p]Fixed a crash that could occur at end of turn in a tactical mission if you had a Colossus with the Automed Unit.[/p]
  • [p]Fixed an issue where open doors could block shots through them (usually if both shooter and target were adjacent to the door).[/p]
  • [p]Fixed an issue where you could sometimes not go through an open door unless you saved / loaded.[/p]
  • [p]Fixed the soldier portraits not showing in the post-mission debrief.[/p]
  • [p]Fixed an issue where intervening Xenonaut units could actually give a hit bonus to a shot if they had been holding a shield that had been destroyed.[/p]
  • [p]Reduced the height of smoke / poison gas, which should fix the issue where the tops of smoke plumes would render black on underground maps like Alien Base / ATLAS Base etc.[/p]
  • [p]Fixed being able to have two Power Fists equipped on a Colossus.[/p]
  • [p]Fixed suppressed mind-controlled units regaining full TU when mind control ends.[/p]
  • [p]Fixed the "enemy activity" UI indicator not showing if the AI turn was very short.[/p]
  • [p]Fixed some additional places where error text was displaying in the UI where dynamic text was failing to generate properly.[/p]
  • [p]Fixed the "complete Quantum Teleportation research" objective showing before you have the option to actually research it.[/p]
  • [p]Fixed a missing word in the Waveform Analysis research text.[/p]
  • [p]Fixed a Soviet Town building (a small garage) that had messed-up internal textures.[/p]
  • [p]Fixed the Cleaner Base tubes drawing below the shroud.[/p]