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Xenonauts 2 News

Xenonauts 2 Monthly Development Update!

Hello everyone - hope you all had a great Christmas and a happy new year. January is now over, so it's time for an update on what we worked on!

[h2]Milestone 5[/h2]
Work is continuing on Milestone 5 over on our Experimental branch. This month we released three stability hotfixes for Milestone 5, and we've spent the last three weeks working on a major gameplay update. Our initial plan was to release this a couple of weeks ago, but some of the changes we're making break existing campaigns and we wanted to avoid doing that more than once. We've therefore rolled the changes into one big patch which should be coming out on the Experimental branch in the next few days.

Our goal is to lock down Milestone 5 so the translators can begin work translating all the new text later this month, which will allow us to plan the final public release of Milestone 5.

[h2]Mind Control[/h2]
The first new addition is the alien psionic ability Mind Control, which has been granted to Psyon Officers, Psyon Leaders, and Eternals. This formula takes into account the psionic strength of the alien versus the Bravery and Morale of the defending soldier, with greater distance making the attack easier to defend against. This should make alien Eternals a bit more intimidating than before, as they have very high psi-strength!

As we've experimented with several iterations of Mind Control since our original Kickstarter, for clarity -- the older alien "Mind War" ability has been removed, and the Psyon Mesmerise ability no longer has a chance to Mind Control the attacker on a critical fail. The new Mind Control ability is the only way the aliens can take control of your soldiers.

[h2]Strategic Operations / Supporters[/h2]
We've also expanded the Strategic Operations and Supporters systems to address feedback about the choices becoming predictable after a few hours of play. Strategic Operations now become more effective each day they are not used - for example, the Raise Funds operation usually grants $500,000, but this increases by $10,000 for each day the operation is not used (once used, the value resets back to the default value).

Supporters have also been tweaked slightly. Each supporter now has a "protection level" value that controls how expensive it is to interact with them - if they have high protection the cost of recruiting / eliminating them is increased by 30%, whereas if they have low protection then the cost is reduced by 30%. This value changes every 10 days, with supporters having a 50% chance of being in a normal state and 25% each for high / low protection.

The purpose of these changes is to make these systems less static. Instead of just waiting until you have 150 Operations Points so you can recruit a new Supporter, the player might now want to evaluate which Supporters are lightly protected and which Strategic Operations look good value.

[h2]Writing[/h2]
Over the past week or two I've been working on the plot-related writing, which has become a bit disjointed since the introduction of the plot-related missions and the Phase system in Milestone 5. We have added several new early-game research projects to ensure that the player is better informed about why the aliens are acting the way they are with regards to the invasion (mostly better explaining the limits within which they are operating), and also who the Cleaners are and why they acting the way they do.

Later in the game, I've added research text to the various projects related to UOO-1 and we've also added little intro conversations to those missions as well. I'm currently working on the research text and intro conversations for Phase 5 and Operation ENDGAME, which are the last remaining placeholder research reports in the game. I'm hoping to have that completed this week.

[h2]Early Game Rebalance[/h2]
Finally, we spent a fair bit of time this month fixing some of the balance issues reported by people in the feedback threads we provided, so thanks to anyone who contributed to those whether on Steam, Discord or our official forums. One of the most common pieces of feedback was that the early game (i.e. Phase 1) felt too compressed, so we have extended this by an additional month (up to three months) and moved the Cleaner Base mission forward from early Phase 2 to the end of Phase 1.

We'll be doing another pass on game balance after we release the next beta patch, as it's quite likely that the additions from earlier in the post will affect the balance. Please keep the feedback coming and we'll do our best to improve the gameplay as we finish up Milestone 5 for general release!

That's it for this month - I'll write another update next month!

Milestone 5.7.0 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!

I would not recommend starting a new campaign playthrough on this update, as I'll be releasing a more significant balance update later this week that will require starting a new campaign to see the changes. If you're thinking about starting a new playthrough, probably best just to wait for that one!

[h2]Bugfixes:[/h2]
  • Fixed another example of the 90% loading hang / crash bug, again linked to specific jungle maps.
  • Fixed another example of the AI turn hang, this time related to Symbiotes spawning on tiles with other units.
  • If you hover over a soldier minitab at the top of the tactical UI, pressing C to crouch will now correctly cause the selected soldier to crouch (not the one you're hovering over).

[h2]Gameplay Changes - Strategy:[/h2]
  • Soviet Union region bonus is now a -25% Upkeep reduction (down from -30%)
  • North America region bonus is now +10 Soldier Starting Experience (up from +5)
  • Failing a terror site now causes -35 Panic, not -20 Panic

[h2]Gameplay Changes - Tactical:[/h2]
  • Wraith cloaking is now inactive by default, and activates if the Wraith takes damage. The defence bonus per tile has increased to 3 per tile (from 1.5 per tile). This should make Wraiths a bit easier to deal with - but more importantly, it should now be possible to distinguish between different ranks of Wraith on the battlefield.
  • The Cyberdrone weapon is once again a direct-fire weapon rather than an arc weapon, which means it will lose accuracy if fired through smoke. The weapon is also now not capable of performing reaction fire.
  • All thrown grenades now have -2 tiles of range.
  • Smoke grenades of all types now generate a substantially larger cloud of smoke.
  • Fixed Cleaners attacking civilians on the Rescue Soldiers mission.
  • Added updated movement sounds and attack sounds for the Symbiote.

Milestone 5.6.1 Released! (Experimental)

This is a small hotfix for the 5.6.0 update released yesterday, fixing an important gameplay issue and a couple of other minor issues.

[h2]Changes:[/h2]
  • Fixed being unable to transfer aircraft between bases.
  • Exploding vehicle damage is no longer subject to damage randomisation, so exploding vehicles should now inflict a maximum of 50 damage on anyone in the blast radius.
  • On Abduction missions, the "Eliminate all hostile combatants" objective line is now marked as complete (with a green tick) if you eliminate all enemy units before the mission ends.

Milestone 5.6.0 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!

This update is another stability fix for Milestone 5 that hopefully fixes most of the remaining stability problems. Although we will continue to fix any bugs reported by the community, our plan is to start reviewing all the player feedback and begin making balance changes in the next hotfix.

Please note that this update contains a number of fixes for tactical maps. Geoscape saves from 5.5.0 and earlier should work fine, but some tactical saves from 5.5.0 will not load correctly. If you're having this problem, please load an earlier Geoscape save!

[h2]Gameplay Changes:[/h2]
  • The Command Points UI in the bottom right of the Geoscape is now hidden until the Strategic Operations are unlocked after the ATLAS Base mission is completed.
  • The Operations Points cost for doing additional crash sites once that UFO type has been delegated now functions correctly (previously it wasn't actually deducting the cost).
  • The Doomsday Counter should now warn you when you go over 100 and give you until the end of the day to fix it, rather than instantly ending the game (the warning previously wasn't triggering if the passive increase at the end of the day took you above 100).
  • Living Quarters now consume power as intended.
  • Evacuating civilians will no longer path through fire and poison gas.
  • Added corpse artwork for the Symbiote, so they no longer use the dead Cleaner artwork.
  • The UOO Bridge Assault mission objective timer (defend the mainframe for X turns) is no longer modified by campaign settings, as people who wanted to effectively remove mission timers by using the +99 turns setting were being forced to defend the objective for over 100 turns.
  • Slightly increased the range of dropships to ensure they can reach anywhere in the world, as there were a few places you could put your base where it was not possible to reach certain missions.
  • The roofs on the Desert construction site buildings should now be properly destructible.
  • The strategic operations button cooldown overlay has now been inverted; it's shown fully greyed out when first activated and the grey overlay shrinks towards the bottom as the cooldown decreases.

[h2]Bugfixes:[/h2]
  • Fixed an AI hang that could occur when heavy alien units tried to crush a wall and discovered an enemy unit stood directly behind it, preventing them from being able to complete their move.
  • Fixed another example of the 90% loading freeze on tactical missions, this one related to certain Tropical maps.
  • Fixed a crash that would occur if you cancelled the Reduce Panic strategic operation while choosing which region to target.
  • Fixed a crash that could occur during the AI turn if an explosion went partially beyond the playable area.
  • Fixed a crash that could occur when dragging items on top of other items in a soldier's backpack.
  • Fixed a crash that could occur if a UFO destroyed an undefended Xenonaut base that had soldiers / personnel / items midway through being transferred to it.
  • Fixed an issue where the Phase 5 timeline (which contains Battleship UFOs) would not trigger correctly if you completed the UOO Bridge Assault mission at a certain time. This fix will unfortunately not help anyone who is already in this situation.
  • Fixed the walkable tiles on top of shipping containers and certain vehicles being destroyed by grenades, which could cause units to fall inside the shipping containers and get stuck.
  • Hopefully fixed the issue where enemy reinforcements would sometimes be invisible.
  • Fixed the spawn locations on ENDGAME part 2 so units can no longer spawn inside objects.
  • Fixed the UOO Sabotage and UOO Bridge Assault missions not showing the post-mission debrief screen.
  • Fixed the move+shoot preview calculating TU costs slightly wrong on Soldier or Recruit difficulty if soldier rotation was part of the shot.
  • Fixed the Harvester UFO triggering the "capture" victory condition before the upper bridge level had been cleared.
  • Fixed units with jetpacks being able to fly out the top of the upper level rooms on the larger alien base maps.
  • Fixed the Advanced Fusion Rifle project incorrectly producing basic Fusion Rifles.
  • Fixed achievements for completing the campaign not triggering.
  • Fixed "Ultimate Power" achievement unlocking if a single Colonel was present on the team, rather than requiring all soldiers present to be Colonels.
  • Fixed dead civilians incorrectly still showing the "evacuate" hover cursor.
  • Fixed the VIP minitab in the tactical UI not showing the HP and TU bars.
  • Fixed the Alien Symbiote Launcher weapon incorrectly being called the "Alien Symbiote Clip" in the base stores, and not being marked as junk.
  • Fixed the dockyard water edge tiles being destructible, and turning into walkable tiles when destroyed.
  • Fixed one of the alien consoles not visually disappearing when destroyed.
  • Fixed the roofs of the Boreal buildings.
  • Fixed the crashed Observer UFO hull not having a drop shadow.
  • Fixed the corner tiles in the alien base hangar rooms not revealing from the shroud.
  • Fixed an incorrectly rotated floor tile in the Destroyer UFO.
  • Hopefully fixed the issue that was causing certain user bug reports to contain only a single file.
  • We've removed the parked Scout UFO from the UOO Sabotage mission, as it was just causing confusion and also caused some gameplay problems.
  • Fixed the Geoscape timers on the left of the UI going offscreen on non-1080p screens.
  • Fixed the North American region displaying Infiltration rather than Panic on hover.
  • Fixed the Rush Replace button always displaying the cost as $30,000.
  • Fixed typos in the Fusion Weapon Upgrade project.
  • The MARS / ARES "Plasma Cannon" is now correctly called the "Fusion Cannon", and should have green rather than blue artwork and should fire green projectiles.

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