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Xenonauts 2 News

Milestone 5.8.1 Released!

This is a small hotfix for the 5.8.0 update released earlier today to fix a potential gameplay issue, plus some research updates.

[h3]Changes:[/h3]
  • Fixed a potential issue that could cause various game objects to unlock too early.
  • Updated the strategic operations "Daily Increase" text to be more descriptive.
  • Added artwork for the Interrogation: Eternal research project.
  • Updated the text for the Interrogation: Eternal research project, and the Endgame intro conversations.

Amazing XCOM style strategy game from Manor Lords label is now better than ever

There are two camps when it comes to XCOM: those who prefer the modern games from Firaxis, and those who long for the '90s charm of the original X-COM releases by MicroProse. If you're of the latter - we do not acknowledge fence-sitters - Xenonauts 2 is something that should be on your radar, especially with the chunky new update.


Read the rest of the story...


RELATED LINKS:

XCOM rival Xenonauts 2 is 30% off right now, and equally as tense

XCOM spiritual successor Xenonauts 2 introduces more enemies and armor

This classic XCOM like has just had its biggest Steam update yet

Amazing XCOM style strategy game from Manor Lords label is now better than ever

There are two camps when it comes to XCOM: those who prefer the modern games from Firaxis, and those who long for the '90s charm of the original X-COM releases by MicroProse. If you're of the latter - we do not acknowledge fence-sitters - Xenonauts 2 is something that should be on your radar, especially with the chunky new update.


Read the rest of the story...


RELATED LINKS:

XCOM rival Xenonauts 2 is 30% off right now, and equally as tense

XCOM spiritual successor Xenonauts 2 introduces more enemies and armor

This classic XCOM like has just had its biggest Steam update yet

Milestone 5.8.0 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 contains a number of changes that will break existing campaigns, so existing saves from 5.7.0 will not load in 5.8.0. However, if you'd like to continue your existing playthrough, version 5.7.0 is still available to play on the Experimental Legacy branch.

[h3]Key Changes:[/h3]
  • Mind Control: several alien units (Psyon Officer, Psyon Leader, Eternal) are now capable of psionically Mind Controlling your troops. The chance of success is based on the Psi-Strength of the alien and the Bravery and Morale of the defending soldier, with the attack being more difficult with greater distance. The attack always occurs in the alien turn, and if successful then the aliens will immediately take control of your soldier - however, the soldier will only be able to attack during the next alien turn, after which they are immediately returned to Xenonaut control (so you only lose them for one turn).
  • Strategic Operations Daily Increase: the value of strategic operations now increases with time if you do not use them (then resets to normal after use). For example, the Raise Funds operation normally grants +$500,000, but this now increases by +$10,000 for each day since it was last used.
  • Supporter Protection Level: each Supporter now has a "protection level", which changes every 10 days. There's a 50% chance this is just a normal value, but there's a 25% chance for the Supporter to have High or Low protection level. High protection makes recruiting / eliminating that Supporter 30% more expensive, and Low protection makes recruiting / eliminating them 30% cheaper.
  • Quickload and Continue Campaign now resets the game random seed like the Load Game menu does (if you were testing the randomness of shots using Quickload and were always getting the same result, this bug was why).

[h3]Gameplay Changes - Strategy:[/h3]
  • The UFO Delegation system has been disabled until Milestone 6, as I think releasing it without the "Extended Mode" for people who really want to do lots of crash sites would be a mistake. However, we'll continue to balance the game assuming players will complete two crash sites of each UFO type (doing more will make the game quite a lot easier).
  • Revised a significant number of plot-related research text and character conversations, which should hopefully explain the narrative better.
  • Added three new research projects:
    • You begin the game with "The Cleaners" in progress, and this project explains a little about the Cleaners prior to the ATLAS Base mission.
    • "Autopsy: The General" is granted if you kill rather than capture the General in ATLAS Base. Both this and "Interrogation: The General" now grant some Operation Points on completion (the interrogation awards more).
    • "Quantum Waveform Analysis" is unlocked after ATLAS Base, and explains why the aliens are trying to be subtle at the start of the game but then move to outright invasion a few months later.
  • Added more Construction / Terror UFO missions to the timeline (i.e. UFO missions that spawn alien bases or terror sites if not shot down).
  • Interrogations and Corpse Analysis projects now both grant +10% damage bonus (for a total bonus of +20% damage), rather than +20% on Corpse Analysis and +15% on Interrogations (for a total of +35% damage).
  • Early Game Rebalance:
    • Phase 1 now lasts three months instead of two, with the third month including Destroyer UFOs and the Cleaner Base.
    • Infiltrators now only spawn on day 5 (along with a pop-up explaining that Doomsday is rising as a result). The Supporters that become infiltrators are now randomised, although it is still always one per region.
    • Reduced the starting quantity and daily gain of Operation Points due to the campaign now being longer.
    • Various Cleaner missions now grant Operation Points as a reward for side objectives (e.g. capturing Cleaner Data) rather than Doomsday Reduction.
    • A few research projects have been delayed slightly, such as Aerial Warfare now only triggering once you've shot down a Probe UFO.
    • Lots of minor changes.
  • Added new artwork for the Supporter Information UI panel, and new biome preview art for the UOO-1 missions, and Operation Endgame.
  • Added unique sounds for each of the strategic operations.
  • Africa now has an Elite Funding supporter.
  • Fusion Autorifle engineering project no longer requires the Gauss Autorifle to start.

[h3]Gameplay Changes - Air Combat:[/h3]
  • Xenonaut aircraft no longer consume fuel when fighting in the air combat - this mechanic rarely came into play, and when it did it mostly seemed to frustrate people (or cause confusion by making autoresolve to fail unexpectedly).
  • Using Afterburners in the Air Combat now correctly blocks that aircraft from firing weapons. However, you now can use evasive roll while using afterburners (tooltips have been updated accordingly).

[h3]Gameplay Changes - Tactical:[/h3]
  • All explosion damage now falls off linearly from 100% (explosion tile) to 50% (outer edge of explosion).
  • Units no longer turn to face their attacker if damaged by a friendly unit (which stops overwatch friendly fire costing you TU by rotating your soldiers).
  • We've thinned out the number of spawn points around the dropship on Terror maps.
  • Capturing the command room in an alien base now reveals the entire map. This now correctly triggers automatically at the start of each turn, rather than needing the player to move / rotate a soldier before it updates.
  • Balance Changes:
    • In addition to Mind Control, Eternals now also have the Mesmerise ability (3x per turn), Regeneration and Active Camo.
    • Increased the Accuracy penalty from wearing heavy armour from -3 to -5 for most armour types (and -2 to -3 for Warden)
    • Knife reduced from 8 weight to 6 weight, base accuracy increased from 60 to 65. 
    • Alien Symbiote Launcher now does 35 damage (increased from 20), but only causes 3 Armour Destruction (down from 15).
    • Alien poison grenades now do Chemical rather than Thermal damage, and do 15 damage (previously 25)
  • Added brief character conversations to the start of both various tactical missions
  • The Eternal Archon on Operation Endgame part 2 now has a unique model with a custom helmet.
  • Fixed a number of spawning issues with the alien reinforcement gateways on the UOO-1 Sabotage mission.
  • The underground military base tileset now has pillars on the rock wall corners, which means they now block vision. This should helpfully clear up some of the line-of-sight issues in the ATLAS Base and the Cleaner Base missions.
  • The UFO Scout landed variant no longer has a low-res texture compared to other UFOs.

[h3]Bugfixes:[/h3]
  • Fixed a crash that could occur if the HEVY caused enemy units to fall onto a ground tile that was also destroyed.
  • Fixed an AI hang that could occur if a Biter spawned on top of another enemy unit.
  • Fixed the bug where doors would visually get out of sync with their actual state, and look open when actually closed (or vice versa).
  • Fixed soldiers being able to run inside solid UFO hulls if the movement started before the UFO hull was revealed from the shroud.
  • Fixed the Orbital Bombardment timer not visually updating after the UOO-1 Sabotage mission delayed the bombardment.
  • Fixed the typewriter sound sometimes not stopping after using Esc to exit the Phase screen early.
  • Fixed enemy HP labels being revealed if you move any unit in the deployment phase of the Cleaner Base mission.
  • Fixed an issue where destroyed roofs would sometimes appear not to be destroyed after loading a saved game.
  • Fixed the empty spaces between platforms on the UOO-1 Sabotage mission becoming walkable if caught in a nearby explosion.
  • Fixed drag-and-drop reloading being broken for the Colossus.
  • Fixed the dynamic mission briefing text (e.g. text that displays turn limits) being broken when shown on the loading screen.
  • Fixed Sebillian regeneration being visible in the fog of war.
  • Fixed units being able to run off the map if certain cliff tiles were placed on the edge of the playable area.
  • Fixed aircraft not showing the evasive roll animation in air combat.
  • Fixed the star skybox not always displaying correctly on the UOO-1 Sabotage mission, and made it a little less contrasty.
  • Fixed weapon shots and move paths etc rendering under the shroud in certain areas of the UOO-1 Sabotage mission (again, this was a skybox interaction).
  • Fixed units being able to activate alien / cleaner consoles through solid walls.
  • Fixed spacebar selecting the next soldier not working for several seconds after pressing C to crouch a soldier.
  • Fixed the Alien Magnetic LMG not using the correct artwork.
  • Fixed red text flashing up when right-clicking equipment on the Soldier Equip screen.
  • Fixed a bug where the Large / Small body size hit chance modifiers were only causing a tiny effect.



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!