Milestone 4 Released! (v4.12.0) Our Milestone 4 update to Xenonauts 2 has now officially been released! This update will break existing saved games, but if you want to keep playing your existing campaigns please switch to our Legacy branches where Milestone 3 is still available (
instructions on how to do so here).
We will be monitoring bug reports closely over the next couple of weeks, and we'll investigate and hotfix any issues raised by the community - so please do report any bugs you encounter!
Developer Commentary & Key Changes This update is a big one - it adds a new UFO, a new alien race, a new suit of Xenonaut soldier armour, many new maps, and probably the largest update to the game balance since the game released. It is still not yet possible to complete the campaign (that's planned for Milestone 5), but the game now contains every UFO type except for the Battleship!
Please let us know what you think about the game balance in Milestone 4 in the dedicated
Milestone 4 Balance & Feedback thread, as we'll be considering community feedback while we work on Milestone 5!
Harvester UFO The Harvester is the sixth largest of the seven UFO types that can create Crash Sites, with only the Battleship (which is arriving in Milestone 5) being larger and more powerful. It is primarily a transport craft that replaces the Abductor UFO on most mission types, but in addition to the normal beam weapons it also fires homing missiles similar to those used by the Observer UFO.
In the tactical combat it has two interior variants and can hold a sizeable crew of well-equipped elite aliens.
Picture of Harvester UFO Androns Androns are robotic alien soldiers with a lot of Armour but average Hit Points that accompany Wraith crews on Terror Sites and on Abductor-class UFOs and above. Although they are extremely tough, they are vulnerable to EMP damage or anything that can break their armour.
Androns were in some of the (pre-Early Access) Kickstarter builds of Xenonauts 2, but their original models / animations didn't look particularly good and they had integrated arm-cannon weapons that were difficult for players to identify. We're much happier with the updated models and animations, and since the new Androns carry weapons in the conventional manner it's now much easier to spot which ones have deadly Fusion weapons!
Picture of Andron Colossus Battlesuit The Colossus Battlesuit was originally intended to be the "ultimate" Xenonaut soldier armour, but we subsequently decided it would be better to swap it with the Exosuit (which has now been renamed the Vanguard Battlesuit). The hulking Colossus is therefore the first (and most primitive) iteration of battlesuit technology, offering excellent protection but suffering from several major limitations that do not affect the more advanced Vanguard.
In gameplay terms, the Colossus offers very high Armour and grants the user 100 Strength, but reduces the wearer's Vision Range by -3 tiles and their Reflexes by -20. It is also only able to wield Machine Gun-type weapons, and cannot use grenades or equip modules.
When the Vanguard becomes available, the Colossus can be upgraded in the Workshop to further improve its Armour. The idea is that a handful of Colossus suits could remain viable in the final stage of the game, where they can be used as specialised heavy assault units.
Game Rebalance
We've completely rebalanced the strategy layer and the UFO crews for Milestone 4 to address community feedback.
There were frequent complaints that Milestone 3 was too stingy with funding once you got past the midpoint of the campaign, making it difficult to build the advanced interceptors required to defend the world. This should now be fixed, and funding is now once again linked to regional Panic - but most events that affect Panic (both positively and negatively) now also have a small global effect on Panic. This means Panic will not rise so quickly in undefended regions if you are doing a good job of protecting other parts of the world.
We've also smoothed out the difficulty curve for both the air combat and the tactical combat, as there were several spots where it could feel rather unfair. To maintain the challenge in the later stages of the campaign, we've rebalanced the alien mission crews and added more powerful "heavy" variants of several existing units like the Mentarch, Servitor and Cyberdrone.
You can see from the full changelogs below that we've changed a LOT of things - in general, we think Milestone 4 should be a better balanced and more enjoyable player experience than previous version of the game were!
Picture of Colossus Battlesuit (continued...) (update 4.12.0 continued...) BALANCE CHANGES: Strategy: - Added Harvester UFO.
- Added Colossus Battlesuit soldier armour. This offers excellent protection, 100 Strength, and the ability to smash through walls like a vehicle. However, it also reduces the wearer's Reflexes and Vision Range, and can only wield certain weapons.
- Added Sentinel Module, which grants soldiers 180-degree vision cones.
- Added Reinforced Shield, which is the final upgrade for the Combat Shield and Assault Shield.
- Added Energy Knife weapon, which is an upgraded version of the Combat Knife.
- Added new Corpse Analysis engineering projects for the Servitor, Cyberdrone and Andron enemies.
50% of your funding is now modified by the Panic score in local regions, and shooting down UFOs now grants a small global Panic reduction in addition to the larger local Panic reduction. This restores the link between funding and managing Panic levels, but ensures you do not need to immediately rush interceptor coverage across the whole globe on higher difficulty settings.
- The invasion has been tweaked so that the player needs to run fewer missions in the first couple of months of the campaign. The appearance of Scout UFOs and Destroyer UFOs has been moved forward slightly, and the Cleaner Base is discovered a little later. This means the time spent using each tech tier of equipment is spread more evenly.
Base structures are now more expensive in general, and the Medical Center and Training Room are now much more expensive.
- Aircraft now take longer to build and are more expensive, and have reduced fuel range on the Geoscape. However, their equipment is cheaper (see below) and they now refund 50% of their construction cost when sold.
Aircraft equipment is no longer individually constructed in the workshop. Starting equipment and weapons are unlimited quantity, and these can be globally upgraded to higher tiers via engineering projects.
- Two additional placeholder plot objectives added to the campaign: capture an alien officer, and capture an alien leader. These will be replaced in Milestone 5, but for now they just increase monthly funding when completed.
- You no longer pay upkeep costs on aircraft that are still under construction, or queued in the engineering project list.
Air Combat: - We've tweaked the stats of several UFOs downwards to account for the fact they appear a little earlier in the game.
- Hunter-Killer missiles on the Observer and Abductor now inflict less damage, and are slightly less maneuverable.
- The difficulty modifier (set on the Campaign Settings) was previously broken, but will now correctly increase / decrease the damage inflicted by UFO weapons.
- Fixed a bug where the autoresolved air combat was previously still using the UFO HP / Armour modifiers based on the number of interceptors used (making UFOs easier if you had 1 plane, and harder if you had 3).
Tactical Combat: - Added new Andron alien units, plus more powerful variants of existing units in the later stages of the campaign (Heavy Mentarch, Heavy Servitor, Heavy Cyberdrone, and Reaper Alpha).
- Melee weapons no longer have a 100% hit chance against aliens. The base hit chance of melee weapons is about 60%, and this is increased or decreased based on the difference between the attacker's Reflexes and defender's Reflexes (so the hit chance against inanimate objects remains 100%). Additionally, performing melee attacks on hostile targets now grants progress points towards increasing Reflexes.
- You can no longer heal enemy units, as this allowed players to get into several potential crash situations. As they cannot be healed, unconscious aliens no longer suffer damage from any Bleeding Wounds they have prior to being stunned.
- The civilian / local forces turn now occurs before the alien turn, which means it's now possible for the local forces to heroically save your troops from being killed by aliens.
- Stunned Xenonaut soldiers equipped with an Automed Unit will now automatically revive themselves when it triggers at end of turn.
- MARS and other robotic units no longer suffer Accuracy reduction due to injury.
- ARES now has 100HP instead of 80HP. This means it has the same base HP value as the MARS, but it has stronger armour which makes it tougher overall.
Various updates made to the alien invasion: - The aliens in each UFOs / ground missions have been updated to improve consistency. There are now three main alien races (Psyons, Sebillians, Wraiths) with different supporting units for each species - although in Alien Base missions you can encounter enemies of any type.
- Abduction missions now contain Cleaners as well as aliens until the Cleaner HQ is destroyed. The number of aliens is reduced if Cleaners are present, but overall the missions get slightly easier once the Cleaner HQ is destroyed.
- The aliens in the Cleaner HQ mission no longer have Plasma weapons unless it's past day 120, as this was unlocking the corresponding tech earlier than expected.
Various updates made to weapons and armour: - Stalker Armour cloaking field defensive bonus reduced from -2 Accuracy to -1.5 Accuracy per tile.
- Non-sniper weapons now generate a bit more of their hit chance from proximity, meaning they have a higher hit chance at close range (generally about +10%) but a lower hit chance at long range.
- Pistol - range reduced from 12 tiles to 10 tiles but short range bonus increased from 2.25% to 4%, and accuracy multiplier reduced by 5% on each fire mode. Overall this makes the pistol more deadly, but at the cost of 2 tiles of range.
- Shotgun - range reduced from 10 tiles to 9 tiles but short range bonus increased from 6.25% per tile to 7.5% per tile. - Slight nerf to firing costs, which have increased to 30% and 43% (from 28% and 40%).
- Rifle – increased short range bonus by 0.5% per tile for 20 tiles, decreased Accuracy multiplier by 5% on each fire mode.
- Machineguns – significantly buffed as they no longer lose Accuracy after the soldier has moved for the first time each turn. Same changes to short range bonus vs Accuracy multiplier as the Rifle.
- Sniper Rifle – this weapon has not changed.
- HEVY Launcher – this weapon has been significantly buffed. It is now an arc-fire weapon rather than a direct-fire weapon and now has a maximum range of 25 tiles, which makes it significantly stronger (unless you're indoors where the ceiling limits the range). The scattering on missed shots has been updated to ensure they don't always catch the target in the blast area, but it's still much more likely to happen than when it was a direct-fire weapon.
- Combat Knife – increased damage by 10%, and reduced its weight so it is no longer heavier than the pistol.
- Stun Gun – reduced the suppression to 15 (from 23)
Various updates made to specific aliens: - Androns have been added to the game. These formidable robotic alien soldiers have very high armour but relatively low HP, cannot be suppressed, and appear as support units for Wraiths on Terror missions and inside larger UFOs.
- Wraith "Cloaking Field" ability now reduces the shooter's Accuracy, rather than inflicting a flat penalty on overall Hit Chance. This means Hit Chance gained from proximity is unaffected by Cloaking Field, and weapons with a naturally low hit chance per shot (e.g. machineguns) are no longer disproportionately affected compared to single-shot weapon types.
- Wraith HP values have been reduced by 20%.
- Sebillian Time Units increased to 75 (from 60), and Reflexes increased to 50 (from 25).
- Psyon Officers and Psyon Leaders are now equipped with a Psi-Amp weapon, which acts like a Plasma Pistol Pistol but completely ignores armour. We'll likely expand this in Milestone 5 so Bravery or Morale offer some kind of defence against it.
Various updates made to specific missions, generally to improve the rewards offered or make time limits a bit less punishing: - Alien Base missions are now always treated as night missions.
- The spawn regions on Ambush missions have been reduced by 3 tiles, so you can't spawn quite as close to the Cleaner convoy.
- The soldiers you are rescuing in the Rescue Soldier missions are now each also carrying a Briefcase of Money item (value: $50,000).
- All Abduction missions now have a base duration of 7 turns (the first mission previously had 6, all others had 8)
- Eliminate VIP missions now have 2 turns longer before enemy reinforcements arrive, and they now give a $200k rewards for victory.
- VIP Extraction missions now have 1 turn longer before enemy reinforcements arrive, and have 1 fewer enemy. They also now give a $200k reward for victory.
- Cleaner Base mission now awards 50 Alloys and 50 Alenium on completion.
- Cleaner 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 (this is to discourage people from spawn camping them).
(continued...)