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Milestone 2.15 STABLE Released!

This is a patch for our recent Milestone 2 update that attempts to address some balance issues, and fix a few bugs.

Balance / Gameplay Changes:

* Soldiers once again only drop their Primary weapon if they Panic.
* VIP should now start under the player's control on the Extract VIP missions.
* Starting funding increased by $500k on all difficulties except Commander.
* Base monthly funding increased by ~10% per region, which increases the post-expenses monthly income by ~20% at the start of the game.
* Monthly funding multipliers for Recruit difficulty have increased from 1.2x to 1.25x, and have decreased from 0.9x to 0.8x for Commander difficulty (so funding remains similar to the current build on Commander).
* Alien weapons recovered from the battlefield now award 1 Alloy each instead of 2 Alloys, and the Alloys awarded from capturing UFOs have been reduced by 20%.
* Scout UFO now awards slightly more Alenium when captured.

Bugfixes:

* Attempted to fix a display bug that could occur if players have two monitors, and have their second display set as their primary monitor in Windows.
* Fixed the UI not updating correctly if you switch a HEVY out of the Primary slot, causing the new weapon to display like it was loaded with HEVY ammo.
* Zombies (and other units that are immune to stun damage) now display a "0" above their heads when they would normally suffer stun damage.

Milestone 2.16 stable released

Bugfixes:

* Fixed a bug where attempting to start a VIP rescue mission would cause the game to crash.
* Fixed a crash where wounded soldiers could incorrectly end up assigned to a dropship and then sent to a mission.
Post edited December 02, 2023 by Atlantico
Xenonauts 2 Monthly Development Update!

Hello everyone - we've reached the end of November, so it's time for our monthly development update. This month has been fairly intense but once again the project has made good progress.

Milestone 2
The biggest news is the official release of Milestone 2, our first major update since the game's Early Access launch. I discussed the many upgrades made in Milestone 2 here so I won't cover them again, but getting everything ready for this release took up most of the month.

Our thanks go out to all the testers who were reporting bugs and giving gameplay feedback on the Experimental branches over the past couple of months, as it has been incredibly valuable!

Broadly speaking, all this testing meant Milestone 2 launched in pretty good shape - but we've already patched a few major bugs and put out a fix for the funding situation being overly restrictive on the easier difficulty settings. We're continuing to monitor stability and balance issues, so please do let us know if you're encountering problems and we'll consider further patches!

Picture

Milestone 3
Although Milestone 2 is barely out the door, we're already hard at work on Milestone 3. This update contains the alien Cruiser UFO, which is crewed by aliens carrying deadly Fusion weapons. If you can successfully capture one of these Cruisers, you can unlock the final interceptor and dropship aircraft, plus another tier of infantry weapons and an upgrade for the MARS that turns it into a hovertank.

We'll also be continuing to work on the alien AI and the air combat, and we're hoping to add various community-requested features into this update too (e.g. the ability to autosell "junk" items after combat). Finally, we're expecting Milestone 3 will have significantly improved loading times compared to earlier versions of the game!

Unity 2022 Upgrade
These faster load times will be happening partly because we're in the process of upgrading from Unity 5.5 to Unity 2022. We've already done the necessary technical work for this, but there's always teething issues with a major engine upgrade, so I expect we'll have to spend a couple more weeks fixing things up before things are fully back to normal.

Players should see faster load times and better performance when this work is complete, along with proper support for multiple monitors and borderless windowed mode etc. It will also make development work more efficient, as the codebase compiles much more quickly etc. Finally, it'll also bring us one step closer to mod tools - as some of the work we'll be doing upgrading our internal editor tools could be re-used to create a more effective mod editor.

I think I'll wrap things up there. If all goes well, we might have an early prototype of Milestone 3 ready for people to play on the Experimental branch by mid-December (if not, it'll be early January). Thanks for reading!
Milestone 2.19 STABLE Released!

This is a stability and minor balance fix that we're pushing out to all players on our default Steam branch.

The consolidated changelog for this update is below, representing all changes from Milestone 2.17 to Milestone 2.19 on our Experimental branch. We will be continuing to patch Milestone 2 to fix any stability issues that people encounter so please continue to report any issues! (we're working on a fix for soldiers getting stuck in the recovering state right now)

Balance / Gameplay Changes:

* Reduced the manufacture times of all aircraft equipment. Reduction is greatest for the starting items (where it is close to 50%).
* Stun Gun is now correctly sellable / transferrable.
* Reload time for Sidewinders and other light missiles in air combat reduced from 6 seconds to 3 seconds.
* Added "Planned Loadout" label when viewing unassigned soldiers, and added a pop-up notification to explain the concept (which is that soldiers only claim items when assigned to a dropship, so unassigned soldiers instead have a "planned" loadout) as this was confusing many players.
This feature exists to minimise busywork for the player - soldiers automatically return all items to the stores when removed from a dropship for any reason (e.g. getting wounded), but still remember their previous loadout and automatically try to re-equip it when reassigned.

Bugfixes:

* Fixed a crash that would occur on the Geoscape if you ended a month with negative cash balance due to upkeep costs.
* Fixed a crash that would occur if you tried to drag a "ghost" item on an unassigned soldier back into the base stores.
* Fixed a crash that could occur at end of turn after manually reloading an Advanced Laser Weapon.
* Fixed a crash that could occur if you failed in an assault against a Landed UFO, then later attacked a Crash Site from the same UFO.
* Fixed a crash caused by players putting ^ characters in soldier names and then attempting to start a tactical mission (this character is no longer permitted in names).
* Fixed the Phantom interceptor not regenerating its own basic armour unless it has an Armour item equipped.
* Fixed several issues with building adjacency bonuses that could occur when building upgrades happened, which caused them to be lower than they should.
* Fixed aircraft losing their firing targets (and therefore refusing to fire missiles) if you clicked on the targeted UFO a second time.
* Fixed Automed Unit regeneration incorrectly occurring after bleeding wounds inflicted damage.
* Fixed soldiers with the combat shield not using the correct animation set if their other hand has a melee weapon or is empty, as opposed to carrying a pistol.
* Fixed fleeing soldiers visually carrying their primary weapon as they run, even though they'd already dropped it.
* Fixed buildings in destroyed bases still costing upkeep.
* Fixed various sections of the text incorrectly displaying in English even when you had a different language enabled.
* Fixed ammo quantity for equipped weapons on the Soldier Equip screen not being shown.
* Fixed the Cleaner Soldier autopsy research report showing the interrogation image instead.
* Fixed the Rescue VIP missions displaying the objective "Make contact with VIP" when the VIP now starts under your control already.
* Fixed various UI issues that could occur if you destroyed a lab / workshop in a base, and tried to go down to 0 scientists or engineers.
* Fixed an issue where manually reloading a weapon with an empty clip in the tactical inventory would give you back the old clip with 0 shots.
* Fixed a minor bug that could cause soldiers who had been hit with several attacks to sustain extra bleeding wounds.
* Fixed stacked containers having an upper container with a destroyed state that could be left hovering in mid-air.
* Fixed the air combat target image for each interceptor not always updating correctly at the start of the battle.
* Fixed a minor issue in the tutorial where the Soldier Equip screen was interactable even though it shouldn't be.
* Fixed a number of visual issues with walls / props in the underground military base tileset that would occur when those assets were partially in the shroud.
Xenonauts 2 Monthly Development Update!
Hello everyone - this month's update covers both December and January, as I was out of the office over new year. We've all returned refreshed from our Christmas break and we hope you all had a good festive season too!

Milestone 3
The biggest piece of news is that Milestone 3 is out on our Experimental branches for testing, with the goal of releasing the final version of Milestone 3 onto the default Steam / GOG / Epic branches on February 19th.

There's an extensive changelog for Milestone 3 which we'll post here when the update is out, although you can go to our official forums to check out the testing patch notes.

This new build ticks off a number of content items on our roadmap: the Cruiser UFO, both alien and human Fusion Weapons, the third interceptor and dropship aircraft, plus the ARES (an upgraded hovering version of the MARS).

We're currently hotfixing the game on a daily basis to remove crashes and AI hangs encountered by our community, and we'll be focusing on smoothing out the game balance once the worst of the bugs are dealt with.

Unity 2022 - Load Times & Borderless Fullscreen
The biggest single task we've completed over the past couple of months has been upgrading to Unity 2022, which Milestone 3 now runs on. This has been quite disruptive, but worthwhile -- the update has enabled us to reduce load times by ~30% across all parts of the game, and we're hoping to further improve that to a ~50% reduction in the coming months.

The game now also properly supports Borderless Fullscreen mode, allowing you to freely Alt-Tab without issues (something a LOT of people in the community had been requesting). Players should encounter fewer issues with multi-monitor setups than before too.

The upgrade should also help speed up development somewhat. I won't bore you with the technical details, but code compiles much faster in 2022 relative to our older version and there's much more powerful debug tools available, so we'll collectively be spending a lot less time twiddling our thumbs while we wait to test our work.

AI Upgrades
The other major task we've been working on is AI improvements. The AI now has access to more information about the battlefield around it, and it's making much more sensible decisions in combat about where to position its units and how to attack.

However, we're still keeping a close eye on the AI because further tweaks or bugfixes may be required - even minor issues in the AI settings can cause AI units to do bizarre things in certain situations. But the good news is that these issues should now be easy to fix, and it's just a case of testing the game enough to find them all.

Specific AI improvements have been also made to the civilians (who were famously suicidal in older builds) and for melee aliens like Reapers, which had been struggling to attack effectively.

New Assets
The new content I already mentioned has been added for Milestone 3, and we've been adding lots of new maps to the game as well as a significant number of new 3D models for various soldier weapons that had previously been using placeholders. The research art for the new research projects is also largely complete and should be finished by the 19th.

Conclusion
Overall, it's been a productive couple of months for the team despite the disruption of the Christmas holidays. The Unity 2022 upgrade and the AI upgrades were both large tasks so it's nice to have them done, and I think Milestone 3 is going to be another significant upgrade for the game - once testing has ironed out all the kinks.

Thanks for reading, and please let us know if you encounter any bugs or issues when playing on the Experimental branch!
Milestone 3 Update Released! (v3.0.8)

Our Milestone 3 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 2 is still available (instructions on how to do so here).

This initial version of Milestone 3 is a "development" build with additional logging that causes slower performance and occasional flashes of red debug text while you play. We'll switch back to a normal "release" build without this extra logging by the end of the week.

We've decided to do this because we want to ensure anyone suffering technical issues from our upgrade to Unity 2022 can easily provide us the information to fix them - we'll be watching the forums / discord / Steam forums carefully for feedback and bug reports, so please let us know if you encounter any bugs or other problems!

As we've made a LOT of changes to the game in this update, I'll start by highlighting the most important improvements here with a little developer commentary.

KEY CHANGES:

New Content:

Additional content is always nice, and Milestone 3 contains the new Cruiser UFO which unlocks a lot of new technology for the player to play with! Although is still not possible to complete the campaign (that will be Milestone 5 as there's two more UFOs yet to come), the playable time for the campaign has been extended significantly.

The playable time for the campaign has been extended to 260 days (up from 180 days in Milestone 2), during which time the Cruiser UFO will begin to spawn. This contains or unlocks several new pieces of content:

• Cruiser UFO (with two interior layout variants)
• Alien Fusion Weapons
• Xenonaut Fusion Weapons
• The Gemini interceptor
• The Pegasus dropship
• The ARES (an improved version of the MARS)

Unity 2022:
Players have been requesting two major improvements that we were struggling to deliver on our outdated version of Unity - faster load times, and proper support for borderless windowed mode. We therefore upgraded to Unity 2022 so we could give you those things in Milestone 3!

Borderless Fullscreen mode should now be properly supported in the settings menu. The monitor resolution settings are now handled natively by Unity rather than through our own code so please report any strange behaviour as a bug so we can look into it (particularly if you have multiple monitors or some kind of unusual hardware setup).

Load times should now be reduced by about 30% across all sections of the game, we're hoping to reduce this by another 10%-20% in Milestone 4 (
NOTE: this won't be apparent for the next few days, as all the extra debug logging from a "developer" build cancels out the improved loading speed).

The tactical mission briefing is now also shown on the loading screen, rather than at the start of the mission, which gets you into the action faster once the load is complete!

AI Improvements:
Many players found the primitive AI in earlier versions of the game a bit immersion-breaking or easy to exploit. We've made significant AI upgrades in Milestone 3 that mean enemies should be more intelligent and civilians should be less suicidal. We're continuing to work on this, but personally I think a major improvement is already visible.

We've upgraded the general decision-making of the AI, and also addressing various specific issues including:

• Civilians are now much less suicidal.
• Melee units (especially Reapers) should make better decisions.
• AI units will no longer just stand in fire / smoke until they die or pass out.
• The AI will now open doors even if the tile on the other side is blocked by another unit, allowing them to shoot at Xenonauts camping doors.
• Cleaner reinforcements will now act more aggressively on most maps, and move quickly towards your dropship / extraction area.

Bleeding Wound Healing & Bleeding Aliens:
Community feedback suggested it was unfair that aliens did not suffer bleeding wounds like Xenonauts did - so now they do (although Sebillians heal them immediately). We've also added a heal chance to all Bleeding Wounds, so they're no longer a guaranteed death sentence if there's no Medikit nearby.

Aliens now suffer Bleeding Wounds when they take damage in the same way that Xenonauts do. However, each Bleeding Wound now has a 25% chance of healing and disappearing after it inflicts damage at the end of the turn.

Unconscious units will now also continue to suffer damage from any bleeding wounds they suffered while conscious, and may die as a result.

Usability Improvements:
Although Milestone 3 was focused on adding new content, we also added a couple of usability features that were frequently requested by the community to make soldier management and item management easier.

Pre-Mission Soldier Equip / Arrangement - we've added a button on the pre-mission Soldier Equip screen that allows easy access to the screen where you can set the positions of your soldiers within the dropship, allowing you to easily switch back and forth between these screens prior to launching a dropship.

"Sell Junk Items" button - we've also added a button on the base stores screen that will set all "junk" items (e.g. items that are not used in research / engineering projects) to sell at maximum quantity. We're likely to expand this system in future.

Abduction missions:
Abduction missions have been updated to address player concerns. They are now explained better, and no longer end immediately when the timer expires - but the Panic gain or reduction of the mission is now tied to the number of freed civilians, so the result should feel less arbitrary (now the civilian AI is improved, you're also expected to protect the civilians and you will get reduced rewards if they die).

• Abduction missions no longer end immediately when the timer expires and the abduction tubes disappear; the mission will now continue until all alien forces are eliminated (effectively these are now deathmatch missions with an additional time-limited objective).
• The timer on abduction tubes has been reduced by 2 turns (from 8 turns to 6 turns).
• There's now a teleport animation when the tubes disappear.
• You still gain Alien Alloys for each abduction tube you disable, but the Panic increase or reduction from the mission depends on how many of the 10 civilians you rescue:
o If you don't attempt the mission at all, you get +20 local panic
o +2 panic for each civilian remaining in an abduction tube when the timer runs out and the tubes teleport away
o -2 panic for each civilian freed from an abduction tube that survives the mission
o +0 panic for a civilian freed from the tube who is killed before the end of the mission

Data Raid missions:
These are the missions where you have to capture Data Sticks from the Cleaner office. Relatively minor changes here, just some UI improvements and a tweak to the objectives that means if a soldier carrying Data Sticks is killed you don't necessarily have to send another soldier to recover the Data Sticks from their body if you don't want to (this was mostly done for reasons of lore consistency).

• Victory is triggered off the number of computers you have interacted with (i.e. sabotaged), rather than how many Data Sticks you have brought back to the dropship.
• We've added a new UI element for this mission that shows how many Data Stick items are being carried by each soldier.
• The objectives now show how many turns remaining until the enemy reinforcements start appearing.
• Enemy reinforcements timer reduced by 1 turn, unless the mission is encountered in month 1.

Extract VIP missions:
The changes made to the Extract VIP mission have all been around player convenience; making it more obvious where you need to go and when the enemy reinforcements will be arriving, etc.

• At the start of the mission, the camera shows the empty dropship you are trying to reach before panning to the starting positions of your soldiers.
• The VIP is now automatically added to your team at the start of the mission (rather than the player having to click on them).
• The VIP now has 50 TU rather than 40 TU.
• Enemy reinforcements timer reduced by 1 turn (from 9 to 8)
• The objectives now show how many turns remaining until enemy reinforcements start appearing.

Soldier Rescue missions:
Not all players understood that you were expected to leave 3 free slots in your dropship on this mission so you had space to pick up the 3 soldiers that needed to be rescued. To make this more obvious, we've added placeholder soldiers in the dropship that fill these slots (this also means you can view their stats prior to the mission).

• Added "ghost" soldiers to the dropship when launching towards the Soldier Rescue mission.
• Updated the logic about which soldiers are recovered if the player does not leave those 3 free slots in their dropship. The game will now always pick living soldiers over dead soldiers (irrespective of their origin), and will prefer your existing soldiers to those you are supposedly trying to rescue.

Eliminate VIP mission:
• On Eliminate VIP missions, the camera will now pan to the VIP and show a message reading "VIP Sighted" when you see the target. It will also show a "VIP Eliminated" or "VIP Stunned" message at the appropriate points.
• The objectives now show how many turns remaining until enemy reinforcements start appearing.
Post edited February 19, 2024 by Atlantico
(Update 3.0.8 cont.)

MINOR BALANCE CHANGES:

Soldier Progression:
We found that soldiers were becoming too strong too quickly in previous builds and this problem was just getting worse as we extended the length of the campaign. We've therefore taken several steps to slow down soldier progression a little:

• Starting values for soldier attributes are now capped at 65 (previously 70)
• Starting soldiers are now Privates rather than Corporals.
• Reduced the speed at which soldiers gain combat experience to about 60% of the previous level.
• The training speed of the Training Room has been halved (both the starting value and the gain from completing Interrogation projects).
• However, 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.

Strategic Layer Balancing:
• Duration of crash sites reduced from 72 hours to 32 hours.
• 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.
• 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 it happened and had a damaged squad).
• Reduced the number of Cleaners in the Cleaner Base to make it a bit more manageable if you manage to unlock it early.
• Wraith Destroyers now contain 1 fewer enemy.
• Increased Alloys gained from Observers, Abductors and Cruiser UFOs by 50%.
• Increased Alenium / Alloys gained from Alien Base missions by roughly 100%.
• 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.
• Construction time of Radar Array reduced from 20 days to 15 days.
• Training Center building increased in cost from $250k to $350k.
• Doubled the duration of Corpse Analysis II engineering projects.

Tactical Combat balancing:
• It is no longer possible to see doors opening or closing under the fog of war, as this made the position of alien units very obvious. These doors will now only visually update when one of your units sees them.
• Sectons now trigger their Psionic Triangulation accuracy bonus from being near Psyons, not by being near other Sectons. However, if the Psyon is killed (and no other Psyon is nearby) the Secton will now immediately panic and lose all remaining TU.
• Using a healing item will no longer trigger enemy reaction fire.
• Medikit weight increased to 25 (from 15).
• Reaper Zombies now have 70HP (up from 40HP).
• Mentarch can no longer crouch or be suppressed.
• Slight Accuracy reduction on MARS Cannon weapons.
• Alien melee weapons can no longer gib units through overdamage.
• Enabled reaction fire on the various alien melee weapons (mantids, sebillians, reapers, mentarch, zombies).

Air Combat balancing:
• 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.
• Reduced construction cost of missiles / torpedoes by 20%
• Reduced upkeep for Angel from $100k to $75k per month
• Reduced upkeep for Phantom from $150k to $120k per month
• 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.
• Destroyer UFO increased to 200HP (from 175).
• Fighter UFO turn rate increased by 50%.
• Fighter Cannon armour destruction increased to 2-5 (from 0-3).
• Abductor UFO increased to 275HP (from 250).
• Abductor Cannon range increased by 10%, armour destruction increased from 1-3 to 3-5, and reload time reduced from 0.75 sec to 0.5 sec. Projectile speed slowed down by 33%.
• Alien Interceptor Missiles armour destruction increased to 3-7 (from 0-4).

MINOR GAMEPLAY / CONTENT CHANGES:
• Added a number of new maps for Terror Sites / ATLAS Base / Cleaner Data Raid / Convoy Ambush / Rescue VIP missions.
• Added new 3D models for the Cleaner Accelerated Rifle, Accelerated Shotgun, Accelerated LMG, Alloy Shield, Stun Gun and Stun Baton.
• Added new 2D inventory tile art for the melee knife and the HEVY Smoke Rounds.
• Added Fusion weapons to the game. For any Kickstarter backers who saw the old incarnation of these weapons, we've updated the designs of the Shotgun and LMG and also given each weapon a unique ammo battery design.
• Added proper melee animations for the Mantid and Sebillian units.
• Units now play an injury sound and injury animation when struck with a stun weapon that does not inflict damage.
• Soldiers should now hide their carried weapon when performing their ladder climb animation.
• It is now possible to use any combination of uppercase and lowercase letters in soldier / aircraft / base names.
• Moved a check that was preventing a player launching an empty dropship from the Launch Aircraft screen to the pre-mission Soldier Equip screen instead (i.e. after you've had a chance to fill the dropship with soldiers).
• Stopping chance 0% objects are no longer highlighted on the fire path.
• Added a basic sort order system to the soldier loadout profiles.
• Units that can crush terrain now do not crush an open double door when they pass through it (most noticable inside UFOs and in Alien Base missions).
• The MARS now shows a custom "cannot interact" cursor when hovering over a mission objective item (like a computer desk) that soldiers can interact with but vehicles cannot.
• Double clicking an empty slot on the Soldier Equip screen will bring up the soldier assignment menu directly, so you don't need to select the slot and click the button any more.
• Clicking a weapon in the soldier inventory on the Soldier Equip screen will select it in the Armory, allowing you to add more ammo quickly (let us know if this ends up being annoying).
• Set the large rock mesas in the Polar and Desert maps to be significantly tougher, and added proper destruction states to the Polar one.
• 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.
• 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.
• Added tooltip description text to the Stalker Armour and Exosuit Armour.
• 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.
Post edited February 19, 2024 by Atlantico
(Update 3.0.8 cont.)

BUGFIXES:
• Fixed a crash that could occur if you tried to run a building upgrade project when having a large number of buildings (most commonly occurred with the Gauss Battery Upgrade project).
• Fixed a bug where the text on UFO information pop-ups was not being displayed for users playing in Chinese / Japanese / Korean.
• Fixed a bug where Unassigned soldiers are not showing certain items on their paperdoll image on the Soldier Equip screen (jetpacks, MARS weapons, etc).
• Fixed soldiers sometimes not being removed from the dropship even when reduced to below 50% HP.
• Fixed a bug where the Autofill Dropship button on the Soldier Equip screen could bypass the dropship vehicle limit.
• Fixed reloading a weapon in the tactical inventory not playing the reload sound.
• Fixed the tactical camera getting 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).
• Fixed a bug where Senty Guns were incorrectly showing on the Soldier Equip screen in secondary bases (they should only appear before Base Defence missions, as that's the only time they can be used).
• Fixed a bug where the soldier paperdoll could get blurred if a certain combination of items were equipped.
• Fixed a bug where the soldier portrait could disappear on the dropship soldier arrangement screen.
• Fixed the Autofill Drosphip button not appearing immediately if you used RMB to unassign a soldier from a full dropship.
• Fixed the bug where grenades could get stuck displaying a 0% hit chance.
• Fixed a bug where units could stand in mid-air at the top of a ladder.
• Fixed a bug where you could place two soldiers into the same destination tile if one of them was using a jetpack.
• Fixed a bug where unconscious units could not be revived with a medikit,
• Fixed a bug where the shoot/move preview hit calculations was not accurately updating the value for Wraith Cloaking Field based on the new soldier location being previewed.
• Fixed a bug where TU values could end up with a decimal point after a Berserk action.
• Fixed a bug where suppressing an enemy unit with reaction fire would not stop them finishing their planned movement.
• Fixed a bug where crouching during the pre-battle deployment phase on cerrtain missions cost TU, and did not refund it if you stood up.
• Fixed a bug where the crouch keyboard shortcut ("C") did not work during the pre-battle deployment phase.
• Fixed a bug where the combat shield was not disappearing after being destroyed.
• Fixed a bug where certain weapons could not be picked up from the ground after being dropped.
• Fixed certain objective items (mostly the computer desks) being incorrectly rotated in some situations.
• Fixed the Bleeding Wounds counter being displayed vertically if the unit has more than 10 Bleeding Wounds.
• Fixed the open door mouse cursor remaining active on the menu if you press Esc while hovering over a door.
• Fixed a visual issue where the green deployment area tiles could sometimes remain after the end of the deployment phase.
• Fixed throwing a grenade / flare onto the roof of a building causing windows on the floor below to shatter.
• Fixed some visual issues with the restaurant sign in the Western Town terror maps.
• Fixed a number of bugs with the Ultimate Power achievement (bring all Colonels to a mission).
• Fixed a few types of aliens not correctly showing the red obstruction shading when they are hidden behind an object.
• Fixed a minor issue with fire paths where shooting round corners was more permissive if you were shooting through an adjacent unit.
• Fixed a typo in the Electroshock Pistol name.
• Removed some incorrect tooltips from the Mod Manager panel.
Milestone 3.0.9 Released!

This is a small update with a couple of important changes that has been released straight onto the default Steam branch,

A larger bugfix update will also be released onto our Experimental branch for testing later today.

Changelog:
* As there do not appear to be significant new bugs or stability issues arising from our Unity 2022 upgrade, we've compiled this update as a normal "release" build rather than a "development" build with extra debug logging. This should substantially increase load speeds and will remove the red text that sometimes flashes up in the bottom left of the screen.
* Fixed a bug that could cause crashes during certain ground missions that was linked to broken translation strings (e.g. playing in Spanish and trying to recover a Data Stick on the Cleaner Data Raid mission).
Milestone 3.3.0 Released!
We've now released our Milestone 3.3.0 patch onto the normal Steam branch, fixing several stability issues that existed in 3.0.9 (these were mostly minor side-effects from our recent Unity 2022 upgrade).

We'll be releasing another small patch containing further bugfixes onto the Experimental branch in the next few days, so please continue to report any bugs you encounter!

Balance Changes & Gameplay Updates:
* Added the soldier nationality flag to the tactical UI.
* Actuator module now weighs 5 (rather than 12), and grants +20 Strength (rather than +25 Str). This makes it slightly better at increasing carrying capacity, and helps avoid the situation where soldiers near the 100 Strength cap would get little or no net carrying capacity increase from equipping it.
* Added an additional five waves of UFOs after the game content ends, so players have more time to experiment with their new equipment if they want (unfortunately this change may only take effect for new campaigns created since this update).
* The "ghost" soldiers that are added to your squad on the Soldier Rescue mission will now fill empty slots in your dropship if possible, rather than always going in slots 7-9 (which removed any soldiers already in those slots).
* The extraction region for the dropships is now a bit more generous - it includes the side doorways etc, rather than only counting the interior of the cargo hold.
* Stalker Armour tooltip now displays the "cloaking field" effect with hyperlink that explains what it does.

Bugfixes:
* Fixed an immediate lockup some players were getting when booting up the game.
* Fixed doors being opened under the shroud incorrectly being visible again.
* Fixed an issue where equipment on dead Xenonauts was not being recovered from alien bases (and the Cleaner HQ), even if you won the mission.
* Fixed the conversation not triggering when you see The General for the first time in the ATLAS Base mission.
* Fixed players being able to assign wounded soldiers to the dropship via the assignment menu that is generated when double-clicking an empty dropship slot.
* Fixed players being able to bypass the dropship vehicle limit using the same assignment menu mentioned above.
* Fixed the green deployment tiles still being present if you loaded a save game from Turn 1 in a mission that has a deployment phase.
* Fixed the heal animation from the automed unit (and possibly also Sebillian regeneration) being incorrectly offset.
* Fixed text rows displaying much smaller / larger than intended when clicking and dragging them (e.g. in the engineering queue, or a soldier in the dropship soldier list) unless you were playing on a 1080p screen.
* Fixed a crash that could occur when a patrolling dropship is ordered to go to a mission site.
* Fixed an AI hang that can occur if a unit is blocked by a Xenonaut standing behind a door.
* Fixed an issue where unassigning a soldier with heavy armour from the dropship could allow you to double-press the * * Heavy Armour button, and get the soldier into a broken state.
* Fixed some Cleaner missions sometimes spawning after the Cleaner HQ had been destroyed.
* Fixed certain sloped roof tiles incorrectly being destroyed.
* Fixed the Servitor sometimes playing a movement sound that does not end.
* Fixed the base icon not being removed from the Geoscape if the base is destroyed by aliens.
* Fixed the data raid objective text being broken in Spanish.
* Fixed a desert map not containing reinforcement move nodes.
* Fixed a dockyard map where aliens can spawn inside the UFO hull.
* Fixed a dockyard map where a ladder had been placed at the incorect height.
* Fixed some pillars that were blocking movement in Western Town maps.
* Fixed a minor issue with the Abductor UFO hull hitbox in tactical missions, as it could sometimes block shots that did not appear to be passing anywhere near the UFO.
* (Hopefully) fixed the bug where ground tiles around the UFO were sometimes revealed from the shroud on night missions, right from the very start of the mission.
* (Hopefully) fixed an issue where players would be unable to zoom the Geoscape / Air Combat camera using the mousewheel if they also had a touchscreen peripheral plugged in.
Milestone 3.6.0 STABLE Released!
We've now released our Milestone 3.6.0 patch onto our standard Steam branches, which fixes several stability and gameplay issues that existed in 3.3.0.

Although our primary focus is working on the next major update (Milestone 4) we will continue to fix and patch Milestone 3, so please do report any bugs or issues you encounter.

Balance Changes & Gameplay Updates:
* Mentarch can now be suppressed again. However, it now has 80 Bravery instead of 50 Bravery so it is harder to suppress than it was in Milestone 2.
* Added correct white silhouette images for the MARS vehicle weapons (used in the unit minitabs at the top of the tactical UI).
* Wraith autopsy research project no longer incorrectly awards $100k on completion.
* Fixed soldiers being unable to crouch if another soldier was already moving.
* Updated the code so that if you press the Crouch button when a soldier is moving, they will try to crouch at the end of their move. We've now capped this to one attempted crouch action, so pressing the button multiple times will no longer waste TU by queueing up crouch / uncrouch actions.

Bugfixes:
* Fixed the entire screen permanently going black when a unit fires a weapon in the tactical combat for some players. This bug was linked to the "camera shake" setting, and some users had disabled that setting as a workaround - if so, you should now be able to re-enable it.
* Fixed a crash that could occur when quickly switching between the aircraft screen and another strategy screen.
* Fixed a crash if you try to launch an aircraft that is already airborne (it now correctly redirects to the new destination).
* Fixed an AI hang that could occur during the enemy turn in the tactical combat.
* Fixed the exterior walls of the office on the Cleaner Data Raid missions displaying black on some systems.
* Fixed the player being able to hire more engineers / scientists than their workshop / lab capacity should allow if you have excess lab capacity free at a secondary base.
* Fixed the heal animation not displaying properly.
* Fixed the soldier portraits on the Soldier Equip screen sometimes disappearing.
* Fixed the aircraft transfer duration repeating a second time after completion, taking twice as long as intended.
* Fixed an issue when completing an engineering project on the 5th or 6th base, which would take you to the workshop screen for the 4th base instead.
* Fixed a bug where unassigned soldiers could display the incorrect armour name in the armour dropdown - e.g. be visually equipped with the Warden Armour, but the dropdown would read Tactical Armour.
* Fixed being unable to disable the air combat Afterburners / Retreat buttons during the initial aircraft deployment phase.
* Fixed movement / turning not being interrupted when sighting an enemy if you were doing it as part of a grenade throw action (it worked fine when firing a weapon).
* Fixed the visual flicker that would occur after finishing an air combat battle as the cities briefly appeared on the map and then hid themselves.
* Fixed the Cleaner HQ mission sometimes not revealing immediately when you reach 100% on the progress tracker.
* Fixed the soldier minitabs at the top of the tactical UI not showing the number of USB sticks on the tile of an unconscious soldier (like it does for dead soldiers).
* Fixed a Boreal log pile that had a graphical glitch with one of the logs.
Milestone 3.8.0 STABLE Released!
We've now released our Milestone 3.8.0 patch onto our standard Steam branches, which fixes several more stability and gameplay issues.

Although our primary focus is now working on the next major update (Milestone 4) we will continue to fix and patch Milestone 3, so please do report any bugs or issues you encounter.

Gameplay Changes:
* Selling an aircraft now returns any equipped items on that aircraft to the base stores, rather than just deleting them.
* Secton eyes now glow when Psionic Triangulation is active.
* Fixed large amounts of text not appearing correctly in Chinese languages.
* Fixed a large number of text lines being vertically misaligned in non-English languages.

Bugfixes:
* Fixed a situation where players could interrupt alien reaction fire, causing them to gain control of the alien unit that had been trying to attack them.
* Fixed another way in which the blast doors in the ATLAS base mission could get out of sync, and appear visually open when actually being closed (or vice versa).
* Fixed planned soldier loadouts (on unassigned soldiers) not reflecting changes to soldier stats that will be caused by equipped items.
* Fixed double-clicking on a soldier in the list on the Soldier Equip screen not allowing you to replace them with a different soldier.
* Fixed the "custom" button on the campaign settings menu remaining selected if you change back to a different difficulty setting.
* Fixed some display issues users could experience if using multiple monitors while mirroring one of them to different screen.
* Attempted to fix panning the camera in the air combat being broken if users were using mouse and keyboard while also having a touchscreen or touch peripheral plugged in.
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...)
Post edited July 01, 2024 by Atlantico
(update 4.12.0 continued...)

GAMEPLAY / CONTENT CHANGES:

Strategy:
- General: Added a new "bug reporter" tool which you can access by pressing F11. This will create a .zip file which contains all recent logs and saves, and can easily be attached to any bug report on the Discord or our forums to ensure we have all the information we need to find the issue.
- General: Added a small checkbox on the tactical mission loading screen that sets the game to auto-launch into the tactical combat once loading is complete (rather than waiting for you to press Begin Mission). The checkbox setting is persistent between missions.
- General: Added a significant number of new sound effects to various parts of the strategy layer.
- General: Added art for the Probe UFO and Nanofabrication research projects.
- General: Added a black background to the strategy UI that will be revealed if people play on ultra-ultra-widescreen monitors (i.e. anything more than 21:9 aspect ratio).
- Geoscape: Funding Report expanded to show the "base funding" value for each region, plus the funding modifier driven by the Panic level in that region. Any missions / research projects that increase monthly funding now list values as increases in terms of base funding (the amount you'll actually get at month end varies based on the Panic in each region).
- Geoscape: After completing a Corpse Analysis engineering project which unlocks further engineering projects, the popup now offers to take you to the Engineering screen rather than the Research screen.
- Geoscape: Added a kill count for each soldier on the post-mission debrief screen (each kill shown as an alien skull)
- Base: Added the building tooltip to the constructable buildings list.
- Base: The Training Rate value now shows decimals where appropriate, as each Interrogation increases the rate by 0.5.
- Base Stores: Alien Psi-Amp, Alien Grenades and Alien Advanced Grenades are now marked as Junk item for sale purposes.
- Research: Fixed the Xenopedia entry for the Scout UFO incorrectly reporting it was Evasive.
- Aircraft: The generic soldier icons on the dropship soldier arrangement screen have now been replaced by soldier role icons, which should make it much easier to tell your soldiers apart.
- Aircraft: Increased the size of the aircraft hardpoint equipment menu so you can see more available items at once.
- Aircraft: When viewing a dropship, the soldier list now increases in size as the dropship capacity increases (rather than a scrollbar being added).
- Aircraft: The "Choose Aircraft Name" panel now has a cancel button, and can be closed by pressing Esc.
- Aircraft: Updated the tooltip on button confirming aircraft relocation.
- Soldier Equip: Injured soldiers and wounded soldiers now use different colours, making the two states easier to distinguish between.
- Soldier Equip: Right-clicking a soldier in the Unassigned soldier list will now automatically assign them to an available slot in the dropship (i.e. the inverse of the right-click fast unassignment you can do on the list of soldiers assigned to a dropship).
- Soldier Equip: Updated the tooltip on the Select Soldier button shown on empty dropship slots.
- Soldier Equip: Fixed the Vanguard (Exosuit) light / heavy armour paperdoll variants not being consistently positioned.
- Soldier Equip: The "War Machine" achievement now unlocks from equipping the Vanguard Battlesuit rather than the Colossus.
- Soldier Equip: When players attempt a second mission without the dropship first returning to base, surviving soldiers receive equipment using the round robin method (assuming there is not enough to go around). Previously the first soldier would take all items set in their loadout, then the second would take all the items in their loadout, etc - which would cause problems if there wasn't enough items to go around (e.g. the first soldier would be issued mulitiple ammo magazines, but the last soldier wouldn't even get one to load into their weapon).
- Soldier Equip: Several updates to make soldier planned loadouts (i.e. the loadouts of soldiers that aren't in the dropship) more intuitive and useful:
— A pop-up message is now generated if you assign new soldiers to the dropship and the base stores does not have enough items to fill their planned loadout (which leads to soldiers not having some items equipped).
— Item quantities on the Soldier Equip screen now display as "X / Y" where X is the number currently in the base stores, and Y is the total number you own (including any equipped on your soldiers).
— You can now drag items into planned loadouts even if the base stores contains 0 of those items.

Air Combat:
- The first interceptor is now automatically selected when you begin a battle.
- The rotation arc for UFO weapons that are capable of rotating is now displayed.
- Hovering over either Evasive Roll button now displays a "ghost" plane that shows where the interceptor will end up.
- Different UFOs / aircraft may now have different cooldowns for evasive roll.
- The sizes of UFOs in the air combat has been updated to improve their relative scale.

Tactical Combat:
- Almost 40 new maps have been added to the game (~30x Harvester Crash Site maps, 5x Alien Base maps, 1x Cleaner Base map, 1x Cleaner Data Raid)
- Further improvements have been made to the AI. Additionally, armed civilians should no longer be interested in going inside UFOs.
- Disabled various doors from autoclosing (UFO doors, alien base doors, blast doors in Xenonaut / Cleaner bases) as a temporary fix for the issue where the visual open / closed state of doors gets out of sync with their actual open / closed state.
- Cover objects with walkable floor tiles on top (shipping containers, caravans, buses, etc) are now linked in terms of destruction, which means destroying the object will remove the walkable tiles. Units stood on these tiles will fall to the ground.
- The Toggle Roof button is now functional and the visual behaviour of roofs has changed. Now roofs are shown by default, and will hide automatically when a soldier gains vision over any tile inside the building (previously roofs would always be hidden if you had the camera at level 1). After clicking the Toggle Roof button, the roof visibility will be forced on.
- Updated the way mouse targeting works when units are on top of objects that you cannot go inside (e.g. cliffs, shipping containers) so that you don't have to move the camera up to their level to click on them.
- Updated the camera behaviour when enemy reinforcements arrive - it now scrolls through any newly spawned enemy units.
- Updated the camera behaviour at end of turn when bleeding wounds, regeneration or the Automed Unit is being used the camera will now scroll through all affected units in turn and show any healing or damage effects.
- When in grenade / medikit targeting mode, the game will no longer preview the portrait / stats of other soldiers when you hover over their minitabs at the top of the screen (because doing this cancelled the grenade / medikit use).
- Soldiers marked as "done" for the turn in the tactical combat now have a green tick below their minitab.
- The minimum hit chance required for units to perform overwatch is now 10% and soldiers will not fire their weapons at targets beyond the maximum range of their weapon (which would inflict reduced damage).
- Improved the auto-pathing when using a melee / heal item on a target several tiles away, so it correctly finds the shortest path and doesn't get confused by intervening walls.
- Improved the path prediction code to prevent situations where the move path would show soldiers being able to move a shorter distance than they were actually able to.
- Abduction tubes now play the teleport animation and teleport sound when they disappear midway through an Abduction mission due to the timer expiring.
- Climbing a ladder now plays footstep sounds.
- Melee attacks now occur more quickly after the player clicks the attack button.
- Sped up Mentarch firing animation.
- The Valkyrie dropship now has side doors which automatically open as units pass through them (this does not cost TU). As they have windows, they do not block vision - but they do stop alien reaction fire hitting soldiers still inside the dropship!
- Stopped open Xenonaut Base / ATLAS Base blast doors triggering the shut door icon, which blocks other click commands.
- All walls within the Abductor UFO are now destructible.
- Optimised the cabbage fields in the Farm maps
- Various small visual updates:
— Updated 3d models for the basic Secton and Wraith aliens, and new models for the human Fusion Pistol, Fusion Shotgun and Fusion Sniper Rifle.
— Updated environment art for the command room in the ATLAS Base mission, adding a proper command table and wall screens that better resemble those on the main menu artwork.
— Updated the art on the Fusion Charge so it glows fusion green rather than plasma blue.
— Slightly updated the Gauss Shotgun art so it's easier to differentiate at a glance from the Gauss Rifle.
— Retextured all the various roller doors in the game, and removed all the static roller doors in the Western Town and replaced them with roller doors that can be opened.
— Fixed z-fighting issues with some of the ATLAS base corridor tiles and the fog of war shader.
— Fixed some alignment issues for the wall corner tiles in the Xenonaut Base / ATLAS Base map
— Fixed a visual issue on one of the Western Town petrol station buildings

(continued...)
(update 4.12.0 continued...)

BUGFIXES:

Strategy:
- Geoscape: Fixed the mission information UI incorrectly displaying some dummy information if you have built a Quantum Array.
- Geoscape: Fixed an issue where redirecting an aircraft in flight would not spawn the multi-select box if you clicked a target in close proximity to another possible target.
- Geoscape: Fixed some issues to do with the UFO take-off process that should help avoid the situation where a UFO spends days flying around the map while repeatedly taking off and landing.
- Geoscape: Aircraft icon no longer disappears if aircraft circumnavigates the map more than once in a single direction
- Geoscape: Fixed clicking-and-holding to move map while in base construction mode acting placing the base when you release the mouse.
- Geoscape: Fixed the nightshadow not extending all the way to the bottom of the map.
- Geoscape: Destroyed Xenonaut bases no longer prevent the player building another base nearby.
- Research: Fixed in-progress research projects not showing a duration if the remaining time was between 23 and 24 hours.
- Base Stores: Fixed pressing Esc on the Transfer Items screen not returning to the Geoscape like it does on other strategy UI screens.
- Soldiers: Fixed there being spots in the Soldier list where the mouse scrollwheel would not allow you to scroll the list.
- Soldier Equip: Guardian "Heavy Armour" module now correctly remembers whether it was enabled or disabled when changing armour (like the heavy armour modules for other armours do).
- Soldier Equip: Fixed wounded soldiers in the dropship visually having no armour while travelling back to base.
- Soldier Equip: Fixed the flicker that would occur in the bottom left list before you access the screen for the first time.
- Soldier Equip: Fixed this screen starting with the the Equipment tab selected in the Armory, not the Weapons tab.
- Soldier Equip: Fixed custom loadout names not having a maximum length (now limited to 20 characters).
- Soldier Equip: Fixed players being unable to save loadout changes if all they changed was toggling the Heavy Armour toggle on / off.
- Aircraft: Fixed the soldier HP bar that is shown on hover on the Dropship soldier arrangement screen showing inconsistent values when you switch between soldiers.
- Aircraft: Fixed the inverted keybinds when scrolling through different aircraft.
- Aircraft: Fixed a bug where the topbar would be hidden if you built a new base and then went directly to the Aircraft screen.
- Misc: Fixed a few strings that were not being correctly translated.

Air Combat:
- Fixed a crash in the air combat that could occur if you accidentally right-clicked on one of the Evasive Roll buttons.
- Fixed the air combat maps sometimes containing aircraft deployment regions that don't disappear when the battle begins.
- Fixed the Air Superiority achievement not unlocking correctly if you were using air combat autoresolve.

Tactical Combat:
- Fixed grenades sometimes not inflicting any damage on terrain when they hit the middle of a large object (such as a clump of trees).
- Fixed an issue where the you would get vision into the UFO at the start of the turn if the door had started open, even though it then automatically closed itself.
- Fixed the Western Town restaurant interior walls appearing black on some systems.
- Fixed the adjacent cover system not correctly disallowing other adjacent cover of similar stopping value.
- Fixed unconscious civilians / local forces being treated as dead in the mission debrief.
- Fixed unconscious soldiers with bleeding wounds not taking bleed damage.
- Prevented the player from healing an unconscious unit if there is another unit stood on their tile, as that would lead to two units occupying the same tile.
- Fixed another example of soldiers being able to occupy the same tile and get stuck inside each other.
- Fixed an AI issue with Reapers preventing them from attacking in some circumstances.
- Wraith active camo ability is no longer reset to being active when loading a saved game.
- Secton Psionic Triangulation glowing eyes can no longer be seen in the shroud in some circumstances.
- Secton Psionic triangulation no longer incorrectly triggers off other Sectons in some circumstances.
- Fixed Psyon Mesmerize incorrectly triggering if a shot misses, hits an explosive object and kills the Psyon.
- Fixed some mission types not generating autosaves on the first turn.
- Fixed an AI hang that could occur when an alien unit capable of crushing walls encounters a unit on the other side of the wall
- Fixed an issue where zooming in / out using the keyboard keys could be too fast if you held down the keys.
- Fixed some ladders on some of the new Polar maps not being climbable.
- Fixed the unpathable cliffs on the Polar extraction / ambush maps.
- Fixed some misaligned road tiles in one of the Cleaner Data Raid missions.
- Fixed several issues with the Ambush mission trucks having incorrect loot amounts in certain maps.
- Fixed the large 4x2 oiltank not being correctly removed when destroyed.
- Fixed being able to see dead bodies inside the crashed UFO in the shroud before the UFO itself becomes visible.
- Fixed the abduction tubes on Abduction missions being visible in the shroud.
- Fixed TU reserve mode being left enabled on a weapon after a panicking soldier drops it
- Fixed TU reserve mode being visually disabled after enemy overwatch occurs
- Fixed an issue where a teleporter doesn't trigger due to enemy reaction fire occuring as a unit steps onto a teleporter, but the camera still moved up to the higher level as if it had.
- Fixed an issue where recovering the body of a dead soldier wouldn't also recover the equipped armour on that body (this only applies on lower difficulty settings where armour is not destroyed on death).
- Fixed the Cleaner reinforcements coming one turn too early for the linked conversation on the Cleaner Data Raid missions.
- Fixed an issue where the three "On Mission" soldiers would get permanently stuck in the dropship after returning to base if you flew to a Soldier Extraction mission site, then aborted the mission and returned to base.
- Fixed the camera panning from the dropship objective to the spawn position of your squad on VIP extraction missions also incorrectly happening after loading a save game.
- Fixed instances where units suffering TU penalties due to insufficient carrying capacity would also have their weapon TU fire costs reduced.
- Fixed pressing Esc while hovering over an enemy in tactical combat not opening the game menu.
- Fixed missions incorrectly ending immediately when spawned enemies still remain alive (e.g. Reapers spawned from Zombies).
- Fixed some flickering on the Cruiser UFO's hull dropshadow.
- Fixed an issue with the landed Abductor hull that allowed you to see through the hull and reveal the interior from certain angles.
- Fixed zombified civilians / local forces soldiers not using the zombie animations.
- Fixed the damaged particles on the yellow power generators displaying strange visual effects when targeted.
- Fixed abduction tubes continuing to play their humming sound even if they had teleported away due to the mission timer expiring.
- Fixed freed civilians on Abduction missions not being counted in the post-mission Debrief line about surviving civilians.
- Fixed VIPs being given flares in night missions.
- Fixed the teleport animation being visually stretched.

(end of patch notes for v4.12.0)

Milestone 4.12.1 Released!

This is a small update for our recent Milestone 4 Stable release, which fixes a few small bugs that were mostly caused by an export error in our translation files.

Fixes & Changes:
- Fixed non-English languages suffering from any text longer than a couple of paragraphs being abruptly cut short.
- Fixed a crash when trying to access the Soldier Equip screen when playing in French.
- The Reaper Alpha now drops normal Reaper corpses that can be used in the Reaper Corpse Analysis proejcts.
- Fixed the "soldier done" green tick in the UI to use filtering, so it looks less pixelated if you're not playing on a 1080p screen.

Milestone 4.12.2 Released!

This is a very small update for our recent Milestone 4 Stable release which fixes another crash, and adds some more research text.

Fixes & Changes:
- Fixed a crash that could occur when trying to commence certain Terror Site missions (due to a corrupted dishwasher tile that appeared in certain maps).
- Added research text to the Harvester UFO Xenopedia project.
Post edited July 01, 2024 by Atlantico
Milestone 4.16 STABLE Released!

We've released an update for Milestone 4 that addresses several balance issues users have been reporting, as well as fixing a number of bugs. Although we're now focused on Milestone 5, we'll continue to investigate and fix any serious bugs players encounter in Milestone 4 - so please do report any issues you experience!

The consolidated changelog from versions 4.13 to 4.16 can be found below. As always, a big thanks to everyone on our Experimental branches that helped test these builds before gneral release!

Balance / Gameplay Changes:

Strategy:
* Added research text for the Ultradense Alloys and Biosurvey Array research projects.
* The player's base funding now passively increases by roughly ~$120,000 per month, split across the six funding regions. This should help ease the mid-to-late game funding issues (unfortunately this change may only take effect in new campaigns).
* Reinforced Shield now unlocks properly from Ultradense Alloys.

Tactical Combat:
* We've removed grenades from all types of Wraith except Wraith Leaders and Wraith Officers to reduce enemy grenade spam. In Milestone 5 we'll add a small chance that standard Wraiths can also spawn with a grenade so the player will still have to consider the possibility, but recent AI upgrades coupled with every Wraith having a grenade had made them much more dangerous than intended.
* Guardian armour now offers 15 Armour, and +15 more with heavy armour (previously it was 12, with +12).
* Exosuit armour now offers 25 Armour and +25 with heavy armour (previously 25, and +18).
* Colossus armour now offers 40 Armour (previously 30), and when upgraded it has 70 Armour (previously 60).
* Significantly reduced maximum miss deviation on the HEVY Launcher.
* Stun Gun now gets +6% hit chance for each tile closer than max range (previously +4.5%)
* Electroshock Pistol now does 40 EMP damge (up from 35), and Electroshock Rifle does 50 EMP damge (up from 40).
* Electoshock Grenade EMP damage reduced to 45 (from 50)
* Updated Electroshock Pistol / Rifle so they have broadly the same accuracy and fire modes as a standard Pistol or Rifle (this is a slight buff), but their range remains as before (i.e. shorter than a standard pistol / rifle).
Cleaner SMG range reduced to 16 tiles (previously 20).
* Increased Armour Destruction on Reaper melee attacks to 15 (from 5).
* Sentinel Module now has a 360-degree vision arc (and the item tooltip reflects this).
* Added a death sound for the Servitors so they no longer scream like humans.
* The crosshair / crosshair text now always draws on top of any text displaying the stopping chance of intervening objects along a shot path.

Bugfixes:

Strategy:
* Fixed an issue where moving items in the soldier inventory could lead to "ghost" temporary duplicate items being created, which could cause crashes if interacted with.
* Fixed aircraft once again not regenerating inbuilt armour unless they had extra armour equipped.
* Fixed replacing a weapon on the soldier equip screen not also updating the ammo clips if the weapon in question was an upgraded Laser.
* Fixed the game incorrectly showing the "quicksave completed" popup if you quicksaved with another pop-up open (as that will prevent the quicksave being made).
* Fixed the Fusion Lance engineering project not being cancellable.

Air Combat:
* Fixed multi-shot UFO weapons in the air combat (e.g. on Cruisers) continuing to fire the remainder of the burst even if you pause the game, or destroy the UFO.

Tactical Combat:
* Fixed a hang on the AI turn that could hardlock the entire game.
* Fixed occasional crash linked to firing the HEVY Launcher.
* Fixed grenade throw mode sometimes getting stuck displaying a 0% hit chance.
* Fixed Secton eyes always glowing purple when the unit is moving, even if Psionic Triangulation is not active.
* Fixed an AI bug that could sometimes cause AI units to move to a good attacking position and then just not fire their weapon.
* Fixed an issue with the Harvester UFO on Dockyard maps where certain interior tiles could end up not being walkable (these were shipping containers by incompletely deleted by the UFO when it spawned).
* Fixed a number of gameplay issues in the Tropical maps - e.g. there were a number of vegetation items in our newer maps that wouldn't remove properly if destroyed, and it was also possible for units to walk on the swamp water tiles if they were damage.
* Fixed a bug where the player was not being given notifications when alien units suffered a morale break and panicked, fled or berserked if they were not directly in the vision cone of a Xenonaut soldier. This "fixes" a bug where suppressed Sectons were still performing overwatch fire - what is actually happening here is that they're suffering a morale break after the death of a nearby Psyon and are berserking, but the game wasn't giving a notification.

*** continued ***

Milestone 4.18 STABLE Released!

We've now released another stability patch for Milestone 4 that fixes several crashes / hangs, with more fixes planned for next week. If you encounter further issues, please continue to report them and we'll do our best to get them fixed.

We've also been collecting player feedback since our balance patch last week, and it seems the general opinion is that the game is remains a little too hard - with the most common issues being that aliens feel too accurate, and a few specific missions (such as early Psyon / Wraith terror sites) being too difficult. We'll be releasing another balance patch to address this soon - but these changes will be felt more on the lower difficulty settings, as we believe Commander difficulty should remain a challenging experience.

Changes / Bugfixes:

* Fixed the issue in the tutorial where the Cleaners were sometimes not reaching their intended positions, causing the tutorial to fail.
* Fixed a crash that could occur due to enemy overwatch fire.
* Fixed an AI hang that could occur during enemy overwatch fire.
* Fixed an AI hang that could occur during the AI turn during enemy movement.
* Fixed a crash that could sometimes occur on the Geoscape when transferring items / staff / aircraft between bases.
* Another attempt to fix the reinforced shield engineering project not unlocking correctly (from Ultradense Alloys).
* Fixed an instance where grenades would sometimes not explode when thrown, which would happen if the soldier rolled a miss and they scattered into an invalid location.
* Fixed some flickering walls on one of the Cleaner Data Raid maps.
* Fixed some issues with demolition grenades not showing their fire tiles correctly when targeting fences.
* Added updated translation files for most non-English languages.
Post edited July 24, 2024 by Atlantico
Xenonauts 2 Monthly Development Update!

Hello everyone - with July finished, it's time for us to give our monthly developer update on what we've all been working on here at Goldhawk.

Milestone 4
Although we released Milestone 4 last month, we've continued to patch it with bugfixes and balance updates. As many players found the game too punishing, we've been making the lower difficulty settings a bit more forgiving. Thanks to everyone who has given us feedback, and we'll continue to monitor it while we work on Milestone 5.

Fixing bugs has also been relatively time-consuming this month. With many new players coming from both Tacticon and the recent Steam sale, we've received a lot more bug reports than normal and we've made fixing them our priority. Some of these were obscure stability bugs, but many were small gameplay issues - e.g. we've fixed a bug where soldiers could lose 1 or 2 TU when their rotation was interrupted by spotting an enemy. Continuing to iron out these sort of small annoyances should improve the experience for everyone.

Unfortunately, a large influx of new players combined with Milestone 4 being overly difficult and having some stability issues when first released means our Recent Reviews on Steam aren't as positive as they were previously. If you are enjoying the game and haven't left a review, please think about doing so - and if you've left a negative review, just know we're working hard on improving the game and we hope you'll give Xenonauts 2 another shot once it leaves Early Access!

Air Combat UI
One of the parts of the game we're working on for Milestone 5 is the air combat, with a particular focus on the visuals. This month we've done some initial work concepting the final UI style for the air combat, and even though we're still exploring the visuals we thought we'd share a concept with you -- please don't read too much into the information on the screen, it's all WIP!

-Air combat image-

The other area of the air combat that we'll be working on for Milestone 5 is the air combat section of the tutorial, as a lot of players bounce off the interception minigame because the game currently doesn't even explain the controls. Hopefully a better tutorial and improved visuals will allow more users to enjoy that section of the game.

It's probably also worth mentioning that the Geoscape UI is also not yet final (which is why it still looks so similar to the first Xenonauts), and we'll be tackling that once the Air Combat is done.

Rescue Civilians
Another system we implemented in Milestone 5 this month was the ability to order civilians off the battlefield, as many members of our community have been requesting this since our Early Access launch. The system is simple - soldiers can order adjacent civilians to evacuate with a right-click, which causes the civilian to run back towards the player's dropship where they can flee off the map edge.

By default civilians will skulk around the map and avoid enemies, but once they have been ordered to evacuate they will simply sprint as quickly as possible towards their evacuation zone. Make sure you have cleared a path for them if you want them to live!

Game Editor
The final major system we've been working on this month is our internal game editor. Our Unity 2022 update means we've now got access to much more powerful plugins, which means we can replace our creaky old game editor with something that has better performance and more functionality.

Why are we mentioning this? Not only will this allow us to work faster, but the game editor is also going to serve as the foundation for our future mod tools. Once the work on our internal tools is complete we'll hopefully have taken a significant step towards having a working community mod editor.

That's everything for this dev diary. Thanks for reading, and we'll see you next month!

***continued***

Milestone 4.21 STABLE Released!

We've now released another stability fix for Milestone 4 that fixes several more bugs and balance issues (mostly related to enemy accuracy being too high). We'll continue to collect player feedback and bug reports and tweak / fix things as necessary while we work on Milestone 5.

Balance / Gameplay Changes:
* Units now only rotate when suffering damage during the enemy turn. This avoids situations where soldiers lack the TU needed to complete their planned move after taking damage from enemy overwatch fire, as they need to turn back to face the direction they want to travel.
* Accuracy values for all aliens has been reduced by roughly 10% overall, and enemy Accuracy modifiers have been reduced to 0.8x on Recruit difficulty (from 0.85x), and increased to 1.3x on Commander (from 1.2x). Overall, this means enemies have roughly the same Accuracy on Commander difficulty, roughly 10% less Accuracy on Soldier and Veteran, and 15%-20% less Accuracy on Recruit difficulty.
* Wraith Accuracy has been reduced by a little more than the other aliens, as their base Accuracy was so high.
* Secton Psionic Triangulation ability now grants +30 Accuracy when active (previously +50).
* Automed Module now heals +5HP a turn (previously +25HP). It is therefore still excellent for healing Bleeding
Wounds without spending TU, but a few Medikits are now required if you want to heal badly wounded soldiers quickly.
* Cleaner Accelerated Rifle is no longer slightly more accurate than the human equivalent.
* One Cyberdrone has been removed from the early Psyon terror sites / retaliation missions (so you now face 1 Cyberdrone on Recruit / Soldier, 2 on Veteran, and 3 on Commander.
* Transfer item quantities are now preserved when you switch the destination base on the Transfer Items screen.

Bugfixes:
* If the game cannot write to the save directory, it should now display an error screen instructing you how to set a new save path rather than just crashing.
* Fixed a bug where soldiers could lose a few TU after having their movement interrupted when spotting an enemy (they were being charged for the full planned rotation, but only rotate as far as was necessary to spot the alien).
* Fixed a bug where soldiers and equipment were incorrectly being recovered after losing a mission (which could cause soldiers to survive the battle despite their corpses being outside the dropship / recovery area).
* Fixed an issue where soldiers on roofs / higher levels could often not find a valid move path if they were being ordered to move more than 10 tiles.
* Fixed a bug where the Combat Shield would sometimes not disappear visually when destroyed.
* Fixed the Servitor playing a human injury sound.
* Fixed the Servitor's body not disappearing when destroyed.
* Fixed an issue where tooltips would spawn more quickly than they should in some situations (which could be quite annoying).
* Fixed interceptor evasive roll travelling further than intended if time was set to pass at 2x speed.
* Fixed a UI issue where it was possible to unintentionally transfer soldiers back to their own base.
* Fixed a bug where you could sometimes be unable to rotate the camera after loading a save.
* Fixed an issue on one of the Dockyard maps where there were some missing concrete walls on the water edge tiles.
* Fixed a purple error texture on the damaged state of some of the sandbags in the ATLAS Base map.
* Made the abduction tubes slightly shorter, so they fit within the shroud of a single tile.
Post edited August 10, 2024 by Atlantico