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Xenonauts 2 News

Milestone 4.4.0 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 Updates:[/h3]
  • The Colossus Armour and Exosuit armour have been swapped around in the tech tree, and their stats and construction cost have been updated accordingly. There is now also an upgrade project for the Colossus unlocked from the Harvester UFO which allows you to improve their armour, which keeps them semi-relevant into the endgame (although the Exosuit is much better general-purpose armour).
  • We've moved the Global Panic caused by a UFO finishing it's mission successfully onto the anomalies, which means that UFOs gradually inflict Global Panic as they fly around generating anomalies rather than it all happening at once at the end of the mission.
  • Made several changes to the way Cleaner reinforcements work on the Data Raid / Eliminate VIP missions to discourage people spawn camping the reinforcements:
    • Enemy reinforcements now spawn with 50% Time Units, instead of zero Time Units.
    • Cleaner reinforcements now escalate more quickly, with subsequent waves of reinforcements coming 3 turns after the first reinforcements and having twice as many enemies.
    • Mission briefings should now specify accurate values for what turn the reinforcements arrive, and the "enemy reinforcements have arrived" dialogue conversations should now trigger on the correct turns.
  • The first Destroyer to spawn on the Geoscape now always contains Sebillians.
  • Returned the interceptor power generation values to what they were in Milestone 3 (10 for Angel, 13 for Phantom, 15 for Gemini).
  • ARES now has 100 HP rather than 1200 HP, as I made a typo in the last build.
  • When in grenade / medikit targeting mode, the game will no longer preview the portrait / stats of other soldiers when you hover over their minitabs at the top of the screen (because doing this cancelled the grenade / medikit use).
  • Updated the art on the Fusion Charge so it glows fusion green rather than plasma blue.
  • Slight damage increase (~10%) on the Combat Knife and Energy Knife.
  • Panic reduction for winning a Terror Site reduced to -10 local Panic from -20 local Panic.
  • Alien Psi-Amp is now marked as Junk on the stores screen.
  • Briefcase of Money item now has an image, and is a 4x3 inventory item that weighs 10.
  • Added some new sounds for construction of a base on the Geoscape, and for demolishing base structures.

[h3]Bugfixes:[/h3]
  • Fixed a crash that could occur when you tried to throw a grenade with a Colossus soldier.
  • Fixed a crash that could occur if you destroyed a shipping container with a unit on top of it.
  • Fixed selling a dropship causing the player to lose all items equipped on soldiers assigned to that dropship.
  • Fixed an issue with the Laser: Recharge project not correctly upgrading the ammo in the planned loadouts of Unassigned soldiers.
  • Fixed the "Eternal Interrogation" research project unlocking after you completed the Alien Leader interrogation, even if you had not captured an Eternal.
  • Fixed soldiers that already died of bleeding wounds continuing to take damage and trigger info toasts at the start of each round.
  • Fixed players being unable to save loadout changes if all they changed was toggling the Heavy Armour toggle on / off.
  • Fixed the Shielded Plating aircraft armour item incorrectly using the Alloy Plating item art.
  • Fixed abduction tubes continuing to play their humming sound even if they had teleported away due to the mission timer expiring.
  • Fixed freed civilians on Abduction missions not being counted in the post-mission Debrief line about surviving civilians.
  • Fixed some broken floor tiles on the ATLAS Base 3 map.
  • Fixed the Harvester UFO hull dropshadow darkness being inconsistent between the landed and crashed variants.
  • Fixed there being no sound played when you demolished a building that was under construction.

Milestone 4.3.0 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 Updates:[/h3]
  • Stunned aliens will no longer suffer damage from bleeding wounds (as it's not possible to heal their bleeding wounds).
  • The new Heavy Mentarch, Heavy Servitor and Heavy Cyberdrone enemy variants that appear late in the campaign are now palette swapped to look more distinctive from the standard versions, and are also now tougher and equipped with stronger weapons.
  • ARES now has 100HP instead of 80HP. This means it has the same base HP value as the MARS, but it has stronger armour so it is tougher overall.
  • Basic Androns are now green rather than blue, matching their autopsy artwork.
  • Right-clicking on interactive parts of the UI will now trigger a click sound in the same way left-clicking does.
  • Added some new Andron "jump down" animations, in case they spawn above ground level.

[h3]Bugfixes:[/h3]
  • Fixed a crash that could occur after a Xenonaut was killed by overwatch fire.
  • Fixed Reapers being unable to attack.
  • Fixed the Colossus armour animation issues that were causing it to disappear into the floor when attempting to walk in some circumstances.
  • Fixed grenades sometimes not inflicting any damage on terrain when they hit the middle of a large object (such as a clump of trees).
  • Fixed being unable to transfer Sentry Guns to a base that doesn't have any Living Capacity (they should only require Storeroom Capacity).
  • Fixed the "Passive Aircraft Regeneration Item" debug item appearing in the aircraft equipment lists if you sell an aircraft.
  • Fixed the teleport animation being visually stretched.

Milestone 4.2.0 Released! (Experimental)

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

[h3]Gameplay Updates:[/h3]
  • Added a small checkbox on the tactical mission loading screen that sets the game to auto-launch into the tactical combat once loading is complete (rather than waiting for you to press Begin Mission). The checkbox setting is persistent between missions.
  • Equipping armour or changing soldier role on the Soldier Equip screen now plays a sound.
  • Made the melee hit chance breakdown more descriptive by labelling the Attacker Reflexes and Defender Reflexes separately.

[h3]Bugfixes:[/h3]
  • Attempted fix for certain players being unable to place their first base on the Geoscape.
  • Fixed a crash that could occur when an Andron crushed certain walls.
  • Fixed soldier count in dropship not increasing when using right-click to assign soldiers to dropships on the Soldier Equip screen.
  • Fixed the Xenopedia entry for the Scout UFO incorrectly reporting it was Evasive.
  • Fixed the Exosuit light / heavy armour variants not being consistently positioned on the Soldier Equip screen.
  • Fixed a "close" sound playing when you pressed the button to start a new campaign.

Milestone 4.1.0 Released! (Experimental)

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

[h3]Gameplay Updates:[/h3]
  • Added extra logging to help us try and fix the issue where people are unable to place the initial base, as we're still trying to diagnose why this is affecting some people.
  • Right-clicking a soldier in the Unassigned soldier list on the Soldier Equip screen will now automatically assign them to an available slot in the dropship (this is the inverse of the fast right-click unassignment you can do when viewing the list of assigned soldiers).
  • There's now a sound effect when soldiers change armour or equip the jetpack / heavy armour modules on the Soldier Equip screen.
  • Updated inventory pick up / drop sounds for the HEVY, Stun Baton and Combat Knife.
  • Improved the path prediction code to prevent situations where the move path would show soldiers being able to move a shorter distance than they were actually able to.
  • Updated the text on the Crash Report panel shown when you start the game up after a crash (previously it was incorrectly showing text from the Bug Report panel, which is similar but not the same).
  • The Bug Report / Crash Report panels now limit the size of Unity crash logs in the zip files to a sensible size.

[h3]Bugfixes:[/h3]
  • Fixed the AI overwatch hang linked to Wraiths.
  • Fixed a crash that could occur when arranging soldiers in the dropship prior to the Rescue Soldiers mission.
  • Fixed a crash that could occur when attempting to dismiss soldiers.
  • Fixed the Energy Knife not appearing in the Armory, but appearing in the base stores as a transferrable item (this also fixes a crash on the Stores screen due to transferring an infinite quantity item).
  • Fixed Phantom / Gemini integrated aircraft armour not repairing (unless you also had an additional armour item equipped on the aircraft).
  • Fixed an issue with the landed Abductor hull that allowed you to see through the hull and reveal the interior from certain angles.
  • Fixed some incorrect information being displayed in the bottom right Hit Chance element for melee attacks.
  • Alien Grenades and Alien Advanced Grenades are now marked as Junk item for sale purposes.
  • Updated the Aerial Warfare research project text to reflect missiles / torpedoes are now free, rather than needing to be constructed.
  • Fixed a typo in the Cleaner Agent interrogation text.
  • Fixed a visual issue on one of the Western Town petrol station buildings.

Xenonauts 2 is ON SALE NOW!

Xenonauts 2 is 30% off until June 11th.

https://store.steampowered.com/app/538030/Xenonauts_2/


Combat against alien forces spans the globe, requiring strategic management of multiple bases and resources. You must adapt to a variety of tactical scenarios, ensuring your forces can recuperate and rearm between engagements. Every decision impacts the outcome due to the game's complex simulation dynamics.
  • Global Operations: Manage bases worldwide, from Alaska to Southeast Asia.
  • Resource Management: Balance time, money, and materials to equip and maintain your bases and troops.
  • Research and Development: Explore over a hundred projects to enhance your capabilities, integrating alien technology into your arsenal.
  • Dynamic Combat: Engage in diverse battlefields using customized vehicles and weaponry, each choice affecting your tactical effectiveness and resource recovery.
  • Strategic Deployment: Optimize base locations and configurations for detection, rapid response, and research, taking into account logistical challenges like fuel ranges.

In Xenonauts 2, your tactical acumen is crucial as you command air and ground units against a sophisticated alien threat. Strategic management of resources, careful planning, and effective deployment are key to surviving encounters with an advanced enemy that adapts and responds to your tactics.
  • Tactical Combat: Manage positioning, ammunition, and cover on both air and ground levels.
  • Strategic Planning: Coordinate global bases and deploy forces effectively against UFOs and alien troops.
  • Real-time Battles:Direct fighter jets in air skirmishes and ground troops in varied missions.
  • Adaptive Enemy: Aliens actively seek, ambush, and outmaneuver your forces.
  • Troop Development: Surviving soldiers gain experience, becoming more capable in future battles.

https://store.steampowered.com/app/538030/Xenonauts_2/