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Xenonauts 2 News

Milestone 3.0.8 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!

This is another quick patch for Milestone 3, as it turned out there were a few more bugs in 3.0.7 that needed fixing before it went public:

[h3]Balance Changes & Gameplay Updates:[/h3]
  • Bomber UFO weapons updated. The main cannon now fires faster and destroys armour more quickly, and the secondary weapon now has a much smaller fire arc but can rotate to cover the rear and sides (but not the front) of the UFO. Unescorted Bombers are therefore now weaker against agile planes like the Phantom, but keeping away from the rotating turret can be more challenging if there are escort UFOs present.
  • Doubled the Alenium / Alloys recovered from Alien Base missions, as they were previously very stingy compared to crash sites.
  • Alien missiles in the air combat now have a 0.35x damage against units that can do evasive roll; this means alien Fighters and alien Interceptors are now a bit weaker when autoresolving air combat battles.
  • Added tooltip description text to the Stalker Armour and Exosuit Armour.

[h3]Bugfixes:[/h3]
  • Fixed a crash linked to units being zombified by Reapers.
  • Fixed another case where doors could be opened / closed and their visual state would not update correctly.
  • Resized the Abduction tubes so their tops are no longer visible in the shroud.

Milestone 3.0.7 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!

This is hopefully the final build we'll be putting out before the full release for Milestone 3 next week, so please give it a test and let us know if you experience any major bugs!

[h3]Gameplay & Balance Changes:[/h3]
  • Reduced the number of Cleaners in the Cleaner Base to make it a bit more manageable if you manage to unlock it early.
  • Delayed the first possible alien retaliation mission, as it would frequently spawn in the same wave as the first Destroyer (meaning the player had often just fought a battle when they were attacked).
  • Mentarch can no longer crouch or be suppressed.
  • Reaper Zombies now have 70HP (up from 40HP).
  • Warden Armour now requires 6 Alloys to build (up from 4).
  • Accelerated Weapons now require more Alloys to build, with the most expensive weapons requiring 6 (up from 4).
  • Laser weapons now require more Alloys and Alenium to build, with the most expensive requiring 6 of each (up from 4).
  • Swapped the Alloys and Alenium cost of advanced building upgrades; these generally now require twice as much Alenium as they do Alloys rather than the other way around.
  • Increased Alloys gained from Observers, Abductors and Cruiser UFOs by 50%.
  • Training Center building increased in cost from $250k to $350k.
  • Doubled the duration of Corpse Analysis II engineering projects.
  • Added updated translation files for all supported languages except Japanese and Korean (which will be patched in shortly).
  • Improved the performance for the Farm cabbage fields, as some players were experiencing FPS drops there.
  • Updated the sort order on several items in the soldier armory and in the base stores so things are grouped more sensibly.
  • Abduction tubes and the various Stealth unit shaders (Wraiths / Stealthsuit) no longer draw under the shroud.
  • Security guards in the dockyards now have little hats so they don't look quite so much like Cleaners.

[h3]Bugfixes:[/h3]
  • Fixed a crash that could occur when Ctrl+Shift shot previewing towards a higher level.
  • Fixed another way that doors could get stuck in a state where they visually looked open or closed, while actually being in the opposite state in game terms.
  • Fixed the AI being unable to attack in certain situations due to a bug that could occur when sighting a Xenonaut at certain angles.
  • Fixed the visual flicker that occurred when adding / removing projects from the Engineering queue.
  • Fixed the end of the move path being sunk into certain types of slightly raised floor level.
  • Fixed the active base changing after recruiting new soldiers on the Soldier screen.
  • Fixed the items on the Stores screen not sorting in the correct order the first time you access the screen after loading a save.
  • Fixed the "enemy has died from their wounds" toast displaying "Name:" before the enemy name.
  • Fixed a visual issue on the UFO HP display text line in the air combat.
  • Fixed Mantids with rifles holding their guns like they were pistols.
  • Fixed the plasma / fusion projectiles having a misaligned particle effect.

Milestone 3.0.6 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!

Unfortunately this update breaks saves from earlier than the previous build (3.0.5). We do try to avoid this happening where possible but sadly it is sometimes necessary with Experimental builds!

[h3]Gameplay Changes:[/h3]
  • Updated some of the Abduction missions so now they all correctly give +20 Panic if you fail / ignore them, and the Panic reduction is always based purely on how many civilians you rescue.
  • Slightly reduced the Accuracy on the MARS Cannon weapons, with the cheapest fire mode having a greater Accuracy reduction but also a slight reduction in TU fire cost.
  • You now get a small notification when an AI unit dies from bleeding damage (as it wasn't always obvious what happened).
  • Alien melee weapons can no longer gib units through overdamage.
  • There's now a small animation when soldier pawns switch places in the dropship (on the Aircraft screen), which makes it easier to understand what's happening.

[h3]Bugfixes:[/h3]
  • Fixed some players suffering extremely long load times.
  • Fixed a crash that could occur performing certain movements with a jetpack.
  • Fixed the tutorial not booting up properly.
  • Fixed cancelling a research project causing it to be temporarily duplicated in the project list.
  • Fixed an issue where wounded soldiers (below 50% HP) would be incorrectly classed as injured (above 50% HP), and allowed to remain in the dropship.
  • Fixed several places where shelf tiles were incorrectly blocking movement in the Data Raid office maps, and one place where a parking bay was blocked by an invisible lorry.
  • Fixed the ATLAS Base mission conversation when you spot The General not being triggered correctly.
  • Fixed the tracks on the MARS continuing to spin after it stopped moving.
  • Fixed the MARS sometimes remaining visible after being destroyed.
  • Fixed the deployment zone green tiles sometimes remaining in place for the whole mission instead of disappearing.
  • Fixed Wraiths flickering when running.
  • Fixed occasional white flashes as the soldier portrait images loaded in on the tactical UI.
  • Fixed the Autofill Drosphip button not appearing immediately if you used RMB to unassign a soldier from a full dropship.
  • Fixed the Custom difficulty button on the New Campaign screen not being highlighted when you used custom campaign parameters.
  • Fixed the base navigation menu not updating correctly when you change base.
  • Fixed a typo in the Electroshock Pistol name.
  • Fixed the objective item indicator on the tactical UI soldier minitabs having the incorrect tooltip, and being unable to display double-digit numbers.
  • Fixed the date of death on the Soldier Memorial Screen using the language detected from your operating system location, not the language set in-game.

Milestone 3.0.5 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 Changes:[/h3]
  • Added research text for the Gemini Interceptor and Heavy Fusion Weapons research projects, meaning all research projects should now have research text.
  • Slightly updated the Abduction missions so they work as follows:
    • If you don't attempt the mission at all, you get +20 local panic
    • For each of the 10 civilians trapped in the abduction tubes, you get:
    • +2 panic for each civilian remaining in an abduction tube when the timer runs out and the tubes teleport away
    • -2 panic for each civilian freed from an abduction tube that survives the mission
    • +0 panic for a civilian freed from the tube who is killed before the end of the mission 
  • Soldier Equip screen - double clicking an empty slot will bring up the soldier assignment menu directly, so you don't need to select the slot and click the button any more.
  • Soldier Equip screen - clicking a weapon in the soldier inventory will select it in the Armory, allowing you to add more ammo quickly (let us know if this ends up being annoying).
  • Reduced the completion time of the initial research project, so you can now begin work on the new research immediately after winning the ATLAS Base mission.
  • Fusion lance cost reduced to $300k and 25 alloys / alenium (down from $1m and 40 alloys / alenium).
  • Wraith Destroyers now contain 1 less Wraith and 1 less Servitor, as they previously were a bit too difficult.
  • Set the large rock mesas in the Polar and Desert maps to be significantly tougher, and added proper destruction states to the Polar one.

[h3]Bugfixes:[/h3]
  • Fixed the bug where the screen resolution doesn't change when in borderless fullscreen / exclusive fullscreen mode.
  • Fixed the bug where certain soldier hairs were not displaying correctly on their 3D models, leading to you having a team of bald people.
  • Fixed the occasional post-move delay that would sometimes affect soldiers, briefly blocking further movement / rotation / crouching input.
  • Fixed the soldiers initially not being visible in the dropship if you went to the Arrange Soldiers screen on the pre-launch soldier equipment screen.
  • Fixed not being able to heal unconscious units on the ground.
  • Fixed the Geoscape base icon being smaller in construction mode than it is when actually placed on the Geoscape.
  • Updated the Soldier Equip screen so items in the inventory and in the base armory panel now both have a slight highlight on mouse hover.
  • Pressing Esc when a soldier is moving now correctly interrupts moving, rather than opening the menu.
  • Soldiers no longer show their selection circle when moving.

Milestone 3.0.4 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]Changes:[/h3]
  • Added research text for the Fusion Weapons research project.
  • Cleaner reinforcements will now act more aggressively on most maps, and move quickly towards your dropship / extraction area.
  • The soldiers you can rescue on the Soldier Rescue missions now have +3 to all their base stats, in addition to the +3 to all stats they get for being a Sergeant rather than a Private.
  • Enabled a number of new maps (these were meant to be enabled in Milestone 3, but there was a minor error in the settings we've now corrected).
  • Fixed the character conversations that show at the start of the mission sometimes starting under the loading screen, so several lines have already been written out by the time you get to see them.
  • Fixed aircraft items incorrectly being marked as "junk" on the Stores screen.
  • Fixed a minor issue with fire paths where shooting round corners was more permissive if you were shooting through an adjacent unit.
  • Hopefully fixed an issue where the friendly VIP on the VIP Extraction mission had a rank in Russian (which was an issue with the localisation system).
  • Camera should no longer get stuck at a weird angle if you were halfway through rotating it and something else tried to take control of the camera (sighting an enemy, etc).