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Xenonauts 2 News

Xenonauts 2 - January Update

Greetings and apologies for the slight lateness of this update - the team wanted to finish a few things before putting it up.

Public Builds


It's worth discussing why a public build hasn't been released to backers recently. We've been working on a couple of big systems that required a significant campaign rebalance once implemented, as well as some systems that required UI updates. We've also been working on the Cleaner missions that happen right at the start of the game. Anything we put out before that work was finished would have been almost unplayable.

Hopefully the next public build will be coming in about two weeks but will likely need several iterations on the Experimental branch before it represents a better gameplay experience than the most recent V22 build.

Armour Up


The first big change we've been working on is the Armour system. For simplicity, we've now unified the way armour is handled in both the tactical and air combat so Armour is a flat reduction on incoming damage (e.g. 30 damage hitting a target with 10 Armour does 20 damage).

However, there's a wider variety of armour penetration and armour destruction on the various weapons in the tactical combat compared to the first Xenonauts, so the player is now presented with more decisions about the best order to use their attacks. We've added a new grenade that inflicts limited damage on units but is excellent at removing terrain and shredding armour, and we'll be experimenting with armour-piercing ammo for ballistic / Gauss weapons this month too.

Air Supremacy


We've done another balancing pass on air combat, as we've added a new type of weapon - the energy lance.

Previously this weapon type lacked any real individual identity and part of the rationale for the armour changes was to give all four types of weapon their own niche:

Cannons are short-range, high DPS (damage per second) weapons with 40 ammo. They do low damage per shot so armour reduces their damage significantly, but they also shred armour relatively quickly. Cannons will kill most things but require you to get in close and stay there, which can be very dangerous against UFOs with powerful weapons.

Missiles are long-range, high damage weapons, but only have 4 ammo. They do excellent burst damage so are great at destroying unarmoured UFOs (e.g. Fighter UFOs) before they can attack you, and can also quickly kill other types of UFO if another weapon is used to strip the armour off them first.

Torpedoes are long-range weapons with excellent armour destruction, but only have 2 ammo and are slow and easily avoided by agile UFOs. Hitting an armoured UFO with torpedos will quickly strip away its armour and leave it vulnerable to other types of weapon.
Energy lances are medium range weapons with medium DPS and good armour destruction, and 15 shots. They act somewhat like torpedoes, but trade a shorter range and a slower rate of fire for more ammunition, more versatility, and the ability to hit agile UFOs.

In addition to this, there's been two other major changes to the air combat. Firstly, there is now a "deployment phase" at the start of the air combat where you can set your interceptors up anywhere around the edge of the map, allowing you to group them together or split them and approach the UFO from multiple sides. The type of tactics you want to use are likely to vary based on the type of UFO and the fire arcs of its weapons (and whether it has weapons capable of attacking multiple interceptors at once). You don't get to deploy freely if UFOs on an air superiority mission attack you, however!

Secondly, we've reverted the change where interceptors are always built in squadrons of three. We're back to the original system where aircraft are built individually, and our new approach to balancing the air combat is that UFOs gain some additional HP and Armour for each additional interceptor taking part in the battle. It's still advantageous to send more interceptors into battle against a UFO, but this just gives the player more flexibility in their approach - a single well-equipped advanced interceptor can often now be just as effective as a full squadron of three more primitive interceptors (the latter was almost always better in X1). The convenient lore explanation for this is larger squadrons are more easily detected as they approach the UFO, giving it more time to power up its emergency shielding and prepare for combat. While this may not be entirely "realistic", we feel the gameplay benefits are worth it.

Morale Boost


The other significant new mechanic has been the introduction of the tactical combat morale system. This is a similar system to the first Xenonauts but has a few improvements to make it easier to understand and interact with, and hopefully to make the alien psionic abilities feel less random. There's also now a "Focus Mind" button that allows a soldier to spend TU in order to boost their morale, which gives the player a way to defend themselves against potential morale events or psionic attacks if they want.



The problem here is that our current tactical UI design has been straining under the weight of all the new mechanics and UI elements we've added since we implemented it 2-3 years ago, and having to add Armour / Morale bars and this new Focus Mind button has been the final straw. We've therefore been working on the final tactical combat UI design that brings the visuals up to final quality and properly integrates all the new stuff. This is a massive job because it's one of the most important and complex UI elements in the game, but we think we've found a layout that works well - it displays more information than the current UI does and uses less space to do it!

Odds and Ends


In other news, the Cleaner missions at the start of the game are now a pre-set sequence of four missions with some unique mission objectives to mix things up a bit (as opposed to randomly generated missions that filled a meter that eventually revealed the Cleaner base) a few more screens have had a UI facelift, a few more 3D civilian models and alien armour models have been created and are waiting to be rigged, and we've created some stone ruins to add a bit of variety to our jungle maps.

So, a very busy time for the team and thanks once again for sticking with us.

Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.


Xenonauts 2 - New Year Update

Happy New Year and all that! Here's a quick update from the Goldhawk team on work that took place in December - this was a slightly short month owing to team holidays but we're back and on track now.

Morale Boost


The main focus of recent work has been the soldier Morale system which causes soldiers to panic when things go horribly wrong on a mission. We actually planned not to include this in Xenonauts 2 for quite a while, but ultimately we felt the game would be weaker without it and not having it gives us fewer tools when it comes to designing the alien abilities (particularly psionic ones). This system is mostly now implemented but there's still quite a few bugs and edge cases we're working through.

We've made a few improvements relative to the first Xenonauts. The first is that Morale always starts at 100 for every soldier, and the Bravery of a soldier (boosted by the squad commander bonus) reduces the amount of Morale damage taken when something bad happens (a soldier with 0 Bravery takes about 3x the morale damage that soldier with 100 Bravery does). There's now a button that allows you to spend TU in order to gain Morale, and the morale system is a bit more sensible in general. Units are generally only vulnerable to panic if Xenonaut soldiers are dying around them (particularly high-ranking ones) or the unit itself has been wounded, or if there are psionic aliens messing with their heads.

Balancing is still required but overall it should be a little smoother and easier to understand than it was in Xenonauts 1.

Ongoing Art


Work on the updated UI designs and final art assets also continues. We've done an updated layout for the tactical combat UI due to the fact that we added several new features since our current design was done, including the Morale system which now needs to be displayed somewhere.

Our UI artist is working on styling that at the moment, and in the meantime we've finished styling several more of the strategy panels. Work on the 3d models for the human civilians and alien armour variants also continues.

Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.

Xenonauts 2 - November Update

As November draws to a close it's once again time for our monthly update. This month we've mostly been working on turning the experimental builds of V22 into something ready to be released on our main Steam / GOG branches. This has involved a total of 6 hotfixes, which might be a record for us!

New Builds

Anyway, V22 is now out. This is the first major update on our main branches since March (apologies for that) and we think anyone who hasn't been playing on the Experimental branches is in for quite a treat given how much the game has changed since then.

The reception to the V22 Experimental builds overall has been very positive, both in terms of comments and the pattern of play that we're seeing from users. Part of the reason that we released so many hotfixes for V22 was that many of our testers have been playing much further through their campaigns than previously, so they're encountering bugs in areas of the game towards the end that haven't yet been tested (or balanced) properly. A couple of the late-game UFOs had broken teleporters that meant you couldn't actually complete those missions, for example. It's very encouraging to see that people are already able to spend 5+ hours playing a campaign, when we as developers know we've still got a lot of improvements left to make.

Content Additions

There haven't been too many new features added this month, unfortunately: the coders have been busy fixing bugs and Chris has been off for a couple of weeks on paternity leave, so there's not been too much time. Nonetheless, a few pieces of new content have arrived - a couple more research projects have been written up, some new terrain tiles have been added and more destruction states set up on existing tiles, various corpse art for the aliens has been done, and a little bit of new UI art has arrived.

We've done quite a bit of work on 3D characters this month too. Now the Xenonaut models are complete, we're working on the final high-quality 3D models for the local civilians in each map. This is quite a big job as there's probably about 30 different clothing items that need to be modelled and combined in different ways to give us all the variants we need to have realistic-looking locals across the many different biomes in our game, but the progress so far is looking good.

We're also starting to work on the rank / armour variants for various aliens, which we want to look a little more distinctive than they did in Xenonauts 1. We've now finished the Psyons and will be moving onto the Sebillians next.

Spacebar Speedup

The one new code feature we spent some time on this month was trying to make controlling multiple soldiers easier during tactical combat. We've done this by setting up the spacebar to accelerate unit movement - pressing space while a unit is moving causes them to finish their move pretty much instantaneously. Pressing space when a unit isn't moving causes the game to mark that soldier as having finished their turn and automatically select the next nearest soldier that hasn't finished their turn (of course, you can re-select "finished" soldiers manually if you want). Once all the soldiers have been marked as finished, space will end the turn. You can now play through a turn relatively quickly if you want, which can often be useful towards the end of a mission.

With December including the Christmas holidays we'll be having another truncated month, but with V22 done we are hoping we can get some cool new features in for testers in January.

Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.

Xenonauts 2 October Update

With October over, it's once again time for our monthly update.

The big news this month has been the release of Closed Beta V22, which is a fairly significant upgrade on previous builds. This is currently only on our Experimental branch but it should be making its way to the main / default Steam and GOG branches in a week or two when it has had a bit more testing. We've done three hotfixes for this build since it was first released and there is a fourth due out shortly that should iron out the most serious remaining bugs we're aware of.

[h2]Establishing Shots[/h2]

Our priority for V22 has been to improve the opening hour or two of the game, which we've done in several ways. The first is to establish the game setting more clearly right from the start of the game, which we've done by adding a short text intro that is played when you start a new campaign. Some of you may remember that we've set Xenonauts 2 a little before the alien invasion properly begins, with the player first having to deal with the Cleaners and transition from being an intelligence agency into being a military organisation. Of course, we've also put some further lore and explanation in the first Research project popup that the player gets.



[h2]Visual Polish[/h2]

The second thing we've done is to continue to improve the visuals. The new UI graphics for the loading screen and strategy topbar have been added to the game, and all the Xenonauts are now using their final 3D models in the tactical combat. Another cool little detail is that we've added a lot more hairstyles to the 3D models, so now a soldier in the ground combat will change hairstyle and colour to (roughly) match the hair shown in their soldier portrait - something that took a surprisingly long time to implement, but makes your starting squad much more distinguished from one another. The visual updates to the tactical mission environments continue too, with the Polar biome getting some attention this month - we'll be moving onto the fourth Biome (likely the Dock) next month.

[h2]Maps and Missions[/h2]

Thirdly, we've added another dozen maps to the game. There's a lot of Raid missions in the early part of the game, but there was previously only one Raid map per biome. There's now three Raid maps per biome which means there's way more variety in the early missions, something that will improve further once we set up the new mission types in the early game in the next major build. We're currently hoping to get that out before we break for Christmas, so stay tuned.

Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.

Xenonauts 2 - September Update

Welcome to this month's update! A few things have been a tad slow over the past few weeks owing to various team holidays and illness, but we're getting back on track now and ready to share some more progress with you.

As well as doing a number of bugfixes on V21 of the Closed Beta after its release, we have mostly been working on the strategy balancing / air combat and some of the new art assets for the tactical combat.

[h2]Improved Tactical Art[/h2]

We've done a texture pass on the entire Western Town biome now, which is one of the biomes used in Terror Missions. This had some very inconsistent visuals before but it's now looking much neater and more detailed - we're now working on the final damaged / destroyed states for all of these tiles. Next up is the Boreal biome, which has already seen a lot of work done to the sawmill building. Hopefully both biomes will be ready for the release of V22.

We're also in the process of hooking up those final Xenonaut 3D models. They're now all rigged and have the various hair models set up, but we need to do some final code work to ensure that soldiers display the correct ethnicity / hairstyle / hair colour in the tactical missions to match their portraits. Again, hopefully this will be done in time for V22.

[h2]Strategy / Air Combat[/h2]

Next up is balancing the strategy layer. Our main method for doing this is going through multiple passes of the game where every air combat battle is played manually but every tactical encounter is an automatic win. This enables a campaign playthrough to be completed within a couple of hours, rather than an entire day.

During this time we experimented with several ways of making the air combat more interesting - this has led to a few changes.

interceptors are now built in squadrons of three, which all share a single 2x2 Hangar (dropships are built individually and also fill a 2x2 Hangar). Once constructed, these interceptors are controlled as normal, so it's possible to send a squadron out with fewer than three aircraft, or even send out a squadron with a mix of different interceptor types. If an interceptor is shot down, you can either wait for it to be replaced automatically as normal or you can pay a certain amount of cash (plus alloys / alenium in the case of advanced interceptors) to replace it within a few days.

We've decided on this because 1v1 air encounters are much less interesting than 3v3 battles, and also it's easier to balance the air combat if you know the player can always send 3 interceptors to fight a UFO squadron if they want. Additionally, this speeds up the base setup process for the player: in X1, building a base in the early game usually forces the player to construct at least three planes (and possibly more) if you want a mix of capabilities (e.g. you might want 3 Condors and 2 Foxhounds, which is 5 interceptors to build). Under the new system you just build a single squadron initially, or perhaps two if you need an even greater range of air assets.

The second major change is to give the aircraft a wider selection of equipment, but also limit their weight capacity. In X1, if you wanted a plane with heavy torpedoes, you had to build an entire aircraft capable of carrying them. In X2, the starting interceptors are actually capable of carrying heavy torpedoes, but they need to unequip their cannons and light missiles to do so. The advantage of this is that it gives the player more options to react to a changing situation - if alien capital ships start appearing, you can rearm your existing aircraft rather than having to build an entirely new set of interceptors. This all contributes to much greater flexibility on the strategy layer - as aircraft have full potential to be repurposed for multiple roles, you can focus your optimisation efforts on the assets you already have, rather than being forced to go through the slightly tedious process of constructing planes one by one just to get access to new capabilities.

The actual air combat mechanics have seen some additions too - these include rotating weapons with limited travel, which means we can have side-firing weapons or turrets that track your aircraft. The Afterburner ability from X1 has also been added to all the interceptors.

[h2]Other Systems[/h2]

We've also added a couple more systems to the strategy layer.

The first is a solution to the problem of your engineers or scientists sometimes not having anything to do: now any idle engineers or scientists will automatically generate income for the player at a rate high enough to pay their wages, plus a small profit - it's assumed they're helping out with maintenance work you would normally have to pay for, etc. This is a lot like the ability to manufacture and sell items for profit in classic X-Com, except it requires less micromanagement and is a bit more intuitive for new players. The effect of this is just to smooth out the difficulty curve on the strategy layer a bit, as having idle staff could previously be financially crippling.

There's also been some progress on the tactical combat morale system. We need to do a bit more work to get the actual panic / berserk / etc effects working correctly, but there's now a full system in place, as there was in Xenonauts 1 and the original X-Com. This also ties into the Stress system - when we reactivate this, soldiers will suffer Stress based on what has happened to them in combat and their Bravery score rather than just suffering a flat Stress penalty for going on a mission like they did previously.

Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.