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Xenonauts 2 News

Xenonauts 2 Monthly Development Update!

Hello everyone - it's time for our monthly development update on the progress we made in April.

[h2]Gameplay Fixes[/h2]
Over the past month our top priority was releasing hotfixes for Milestone 5 whenever players reported bugs. This ended up being rather time consuming, because it turned out there were quite a lot of crashes related to rare occurrences in some of the new systems - but thankfully, the vast majority of these issues are now fixed (although we'll continue to hotfix any further bugs reported by the community!)

As we're now looking towards the end of our Early Access journey, we also took the opportunity to fix some long-standing visual bugs. The most obvious of these was the bug where the interior walls of restaurant buildings on Terror maps would always appear pure black, along with other minor issues -- for example, dropships / UFOs having ugly solid shadows rather than a soft gradient like on other objects. These should all be fixed in Milestone 6.

[h2]New Content[/h2]
Progress continues on the final cutscene, with the rough sketch for each illustration now complete and sent over to the animation team that will be putting the cinematic together. We've completed another couple of pieces of research art (there's now only a handful remaining), and we've also added brand new models for the Cyberdrone and Heavy Cyberdrone that look better, have proper animations, and make the two variants much easier to tell apart.

Lots of new tiles have been added to the tactical combat, too. We've added the final environmental tiles for the ATLAS Base mission command room, and the Cleaner Base command room (including some updated tiles for the "Cleaner Device"). We've also added a lot of new tiles to the Soviet Town biome and we are in the process of creating our first proper test maps for that new environment, which we're hoping to include in Milestone 6 as an alternative tileset for Terror Site missions.

We've also added a lot of new tiles to the Jungle biome so we can create dedicated Jungle abduction maps - previously this biome lacked the tiles required to make the urban / industrial setting of an abduction map (whereas a jungle wilderness environment worked perfectly well for Crash Sites). The first Jungle abduction map is now complete and we should have all four in place when Milestone 6 launches.

[h2]Defender UFO[/h2]
A new UFO will be arriving in Milestone 6 - the Defender, a dedicated escort fighter that appears some time after basic Fighter UFOs. While less agile than Fighter UFOs, it is tougher and is equipped with a medium-range weapon that can target both Xenonaut interceptors and incoming missiles. As it's an escort craft it doesn't produce crash sites and won't appear in the tactical combat, but it should add a bit more variety to interceptions on the strategic layer.

[h2]Graphics Settings[/h2]
Finally, we've been working on proper graphics settings for the game. There's now sliders that allow players to control brightness / contrast / gamma, and we've evaluated the various quality settings to ensure that only things that actually affect performance are changed - previously the lower graphics settings would disable a lot of things that didn't actually affect performance, but still made the game look worse. We're largely done with this task; all we have remaining is to finish updating the UI with the new options.

That's everything we worked on last month. Thanks for reading, and I'll write another update at the end of this month!

Milestone 5.30.0 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 yet another way where soldiers could suffer a permanent accuracy reduction from being wounded in the tactical combat.
  • Fixed a crash that could occur during the AI turn in tactical missions.
  • Attempted a fix for certain UFO interior walls being invisible in crash sites but still present in gameplay terms, which was caused by Cyberdrones being killed in the UFO crash and exploding before the battle begun (causing them to destroy nearby walls before they had been properly initialised).

Milestone 5.29.0 STABLE Released!

This is another hotfix for Milestone 5 that fixes a couple of gameplay issues. 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]
  • 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 5.29.0 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.