Xenonauts 2 cover
Xenonauts 2 screenshot
Genre: Simulator, Strategy, Turn-based strategy (TBS), Indie

Xenonauts 2

Milestone 2 Update Released!

Our first major Early Access update to Xenonauts 2 has now officially been released - please be aware that this update breaks existing save games, but if you want to keep playing your existing campaigns please switch to our Legacy branches where you can keep playing Milestone 1 (instructions on how to do so here.)

We're going to be watching the 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 (the full changelog is further down).

Key Changes:



Cleaner / Early Mission Rework:
A lot of players mentioned that the pacing in Milestone 1 felt off. Many people liked the addition of the Cleaners, but felt they were barely involved in the game. They didn't feel threatening, and their whole storyline could be completed in as little as two or three missions. This contributed to an overall feeling of being rushed through the game content.

We've extended the playable time to 200 days by adding additional content to the beginning of the game. Most of this is related to the Cleaners, with a number of extra tactical missions and mission types being added to make the most of the unique opportunities provided by having an alien-aligned human faction in the game.

The storyline of the game has been rewritten to reflect this. We've returned the player to being a silent protaganist, and introduced The General (the predecessor of the Commander) as antagonistic character that appears in the tutorial and the first mission. The early game now has a little more narrative than it did previously, and it's worth replaying the tutorial if you're interested in the lore.

The entirely new mission types include Rescue Soldiers, Convoy Ambush and Rescue VIP, but in general we've created a larger pool of Cleaner missions (with more map variants) that can be randomly chosen. You'll now spend more time fighting the Cleaners, and there should be enough variety that it does not become boring or repetitive!

Panic & Funding Rebalance:
On harder difficulty settings, Milestone 1 had an issue where the player was forced to spend a large amount of their income building new bases and aircraft right from the very beginning of the game - otherwise Panic would rapidly get out of control, either causing you to lose the game directly or causing your funding to drop significantly. There was therefore only one "correct" way to play the strategy layer, which made the game less fun.

We've made several changes that give players more initial flexibility. Panic now drops by 10% per region at the end of each month, and funding is now no longer affected by Panic level (provided you haven't lost the region). Of course, expanding early is still a very strong strategy - but you can now experiment with other options too. 

Probe UFO:
As the "Cleaner phase" at the start of the game is now quite a lot longer, we had to push back the point where the Scout UFO began to spawn. This meant we needed to add a new UFO to the early game that didn't produce crash sites or unlock too much advanced technology. 

The new unmanned Probe UFO appears in the very early stages of the game. This small UFO does not create crash sites, but instead creates wreckage that awards a small amount of Alloys when shot down. Because it is relatively weak, we also use it as an early-game escort craft once larger UFOs start to appear.

Aircraft Payload System & Air Combat:
In Xenonauts 2 we want the aircraft equipment loadouts to be more varied and flexible than they were in Xenonauts 1, giving the player more space to customise their aircraft to fight in different ways.

Interceptors no longer have fixed weapon slots that can only take particular types of weapons. Instead, they can now carry a much wider variety of weapons and equipment - but they have to respect a total Payload limit (i.e. equipment weight).

There's also been a significant amount of balancing work done on the air combat itself, making the difficulty curve of the invasion fairer and making the air combat battles themselves more engaging.

"Heavy" Soldier Armour Variants:
One of the less cool things in Milestone 1 was that you could research advanced new armour types and then discover that many of your soldiers just weren't strong enough to use it (the Guardian was the worst offender here). Conversely, stronger soldiers had little opportunity to carry heavier armour beyond equipping the armour plate module (which filled backpack space).

Each type of soldier armour in the game now has a "heavy" variant that is enabled by a checkbox. This provides extra armour, but also adds extra weight (and usually reduces Accuracy slightly). This gives the player more choice when equipping their soldiers, and allowed us to consolidate the starting Tactical Suit / Defender Armour into a single item.

Civilian AI Improvements:
Players frequently complained about how incredibly dumb / suicidal the civilians were in Milestone 1, so we decided to fix this.

We fixed several bugs that were interfering with the AI (which should make all AI units a bit more effective) and then we worked on the civilian AI specifically, to make them behave in a more realistic manner. This work also lays the foundations for upgrades to the alien AI in Milestone 3.

CHANGELOG - Gameplay Changes:


Economy: 
  • Cash can now go negative on the strategy layer due to upkeep / wage costs. If you have negative funds after receiving your monthly income for two consecutive months, you lose the game.
  • Funding is no longer dependent on Panic level (unless the region is actually lost).
  • The starting base has one less Hangar and one less Angel interceptor.
  • Aircraft are slightly more expensive to build, and you now have to pay for their equipment items indvidually.
  • Cost for constructing new bases has been reduced from $750k to $500k.
  • Soldier cost increased from $10k to $20k.
  • Upkeep on base structures and aircraft increased by 50%.
  • Upkeep costs for upgraded buildings (e.g. Alenium Generators) reduced to match those of their basic equivalent.
  • Slightly updated the construction cost and sell prices of all manufactured soldier weapons. Shotguns and Rifles are now slightly cheaper, Gauss weapons are more expensive, and Lasers & Gauss weapons have higher starting sale prices.
Alien Invasion: 

  • Panic now falls by 10% of the current total in each region at the end of the month.
  • Shooting down a UFO now reduces Panic by -1, rather than -2.
  • The Cleaner Base no longer continually spawns Panic-raising anomalies on the Geoscape until destroyed. Instead, the Cleaners generate regular tactical missions on the Geoscape that will raise Panic if you do not complete them (these stop when the Cleaner Base is destroyed).
  • Most alien activity now occurs a couple of weeks later than it did in Milestone 1, as this makes space for the extra Cleaner missions. There's a couple of extra early-game research projects to fill this space.
  • The new Probe UFO is the first type of UFO to spawn. It is unmanned and so does not generate crash sites, and is weak enough that even a basic Angel can take it down relatively easily. Because the player only starts with one Angel and missiles / torpedoes now need to be researched, Scout UFOs are quite a lot more dangerous than they were in Milestone 1.
Air Combat:

  • All aircraft equipment now has to be built individually for your aircraft, rather than being unlocked as a global upgrade.
  • Most weapon damage values have been changed to take into account the new slot system on the interceptors.
  • Updated the stats on most UFOs and updated their weapon loadouts, including adding a new "hunter-killer missile" weapon to some types of UFO. 
  • Missiles and Torpedoes are no longer starting items and need to be researched.
  • Added two new equippable items for aircraft - Armour and Fuel Pods.
  • The UFO health balancing system that would occur based on the number of aircraft in your squadron has now been disabled, as it seemed too easy to exploit.
  • Damage dealt by UFOs is now modified by the difficulty setting, ranging from 80% of normal on Recruit to 120% of normal on Commander.
  • The autoresolve damage of certain weapons is now reduced against targets that can evasive roll, as the autoresolve formula could generate some strange results where powerful but easily dodged weapons were involved.
  • All UFOs now use a dynamic battlefield in the air combat, where it moves based on the position of the main UFO. This prevents them flying off the map entirely.
  • When an interceptor runs out of fuel and chooses to retreat from combat, it now does the updated Retreat action where it escapes after 3 seconds (rather than the old retreat action where they need to fly to the edge of the map).
Heavy Armour: 

  • All soldier armours now have a "Heavy Armour" checkbox that increases the protection offered at the cost of additional weight and a small Accuracy reduction.
  • Defender Armour has been removed, as it is now the heavy variant of the starting Tactical Armour.
  • Armour Plate modules have been removed, as this new system makes them redundant.
Tech Tree:

  • Added a number of new projects related to the new content in this patch.
  • All research projects should now have research text, and various existing projects have been edited to reflect the updated story.
  • Autopsies are no longer autocomplete missions, and can be researched after completing Xenobiology.
  • Completing an autopsy research unlocks "Corpse Analysis" engineering projects for that alien species. This consumes corpses to provide a 10% and eventually a 20% damage bonus against that type of alien.
  • Assault Shield upgrade project has been moved earlier in the tech tree, and now unlocks at a similar time to Guardian armour.
Weapons & Equipment:

  • Modules can now be moved around inside the backpack, and dropped / picked up from the ground in battle.
  • Ammo loaded into weapons now has weight. We have therefore also reduced the weight of all weapons by roughly the weight of their default ammo clip.
  • Rebreather module added as a starting item. This makes units smoke immune.
  • Stun Baton is now a starting item.
  • Stun Baton and Combat Knife are now 3x1 items rather than 3x2.
  • Machinegun ammo is now 2x1 rather than 1x1.
  • Machineguns now require 51% TU to fire the 3-round burst, not 50%.
  • HEVY now uses %-based fire modes, like all other weapon types.
  • HEVY has been reduced in weight.
  • HEVY grenades no longer inflict reduced damage if they miss the target and detonate beyond the maximum range of the gun.
  • HEVY Smoke Rounds no longer destroy enemy armour.
  • Added unique artwork for the HEVY Alenium / Fusion grenades.
  • Added unique artwork for all the different Gauss weapon ammo magazines
Tactical Combat:

  • Civilian AI has been updated to make them less suicidal.
  • Crouching now provides a 10% Accuracy bonus, but only 10% defensive bonus (down from 20%).
  • Units have their Accuracy reduced by 0.25% for each 1% of missing Health. This also includes soldiers who are sent into battle not fully healed!
  • Stun Damage now heals more quickly (the greater of 25% of current Stun HP, or 5 HP).
  • On Xenonaut Base Defence missions, the player is now given vision on all alien units after 10 turns.
  • Time Units costs for fire modes now have a minimum of 1 Time Unit, as hugely overloaded soldiers were able to fire their weapons an unlimited number of times.
  • Time Units are no longer refunded if an overweight soldier drops an item to reduce their TU penalty, as this permitted an exploit where units could use multiple 51%+ TU actions per turn. However, overweight TU penalties are only applied when you close the inventory screen so you're free to shuffle items about as long as the weight is at acceptable limits when you close the screen.
  • Fleeing units now drop their Secondary weapon in addition to their Primary.
  • Berserking will now always choose a random inanimate object as a target if no alien is nearby, and the soldier may recieve some bonus TU that allows them to fire more than normal if they berserk.
  • Laser weapons now have significantly reduced recoil compared to kinetic weapons for flavour reasons.
  • Grenades now always damage shields if the unit carring the shield is in the blast radius.
  • Shields will offer protection from grenade damage, but only if they're facing towards the tile where the grenade exploded.
  • Jetpack move costs have been increased slightly, which means soldiers will now only use the jetpack if they cannot walk the path instead.
  • Increased the damage multiplier required to gib units with a normal attack from 2x their maximum health to 2.5x their max health.
  • Accuracy of Rifle burst fire modes has been increased from 40 to 45.
Tactical Aliens:

  • Secton Psionic Triangulation now triggers when Sectons are near Psyons, rather than near other Sectons. This means they're less deadly if you encounter them in a group in early missions but equally threatening once Psyons start appearing.
  • All Cleaner units have lost -5 Accuracy and -10 Time Units, as their stats were similar (and occasionally stronger) than those of the aliens.
  • Reapers now have 70TU (from 60) and 75 Reflexes (from 50).
  • Sebillian Bravery increased to 70 (from 50).
  • Wraith Strength reduced to 55 (from 60) and Bravery increased to 60 (from 50).
  • Servitor weapon has been reduced from 70 Suppression to 30 Suppression.
  • Increased alien HP to counterbalance the corpse analysis damage increase. Early-game aliens have no increase, mid-game aliens get +10% HP, and late-game aliens get +20% HP.

Usability / Visual Changes:


Strategy:

  • The icon for the Skyhawk dropship has been updated so it doesn't look like it is flying backwards.
  • Mission briefings now accurately display the turn limits / reinforcement timers for timed missions, even when this value is modified by the difficulty setting.
  • If you have multiple soldiers selected on the Soldier screen, clicking either the Loadout dropdown or Role dropdown will attempt to assign the new value to all selected soldiers.
  • The soldier portrait is now shown on hover on the Soldier screen soldier list.
  • On the Soldier Equip screen, if you drag an item out of a slot and drop it into empty space, it now disappears and returns to the base stores rather than snapping back to its previous location.
  • The "Items Arrived" popup will now split the list by base if items simultaneously arrive at multiple bases.
  • The Damage value for weapons on their tooltip is now modified by the ammo loaded (e.g. the HEVY shows 0 damage if loaded with smoke rounds).
  • The equipment selection menus on the Aircraft screen have been updated so they size themselves dynamically, which means they can display more weapons without having issues.
  • The "Commence Research" button on the Research screen is now visually disabled if you have no research available.
  • There's now a +5 Turn mission timer option for people who wanted more than +3 but less than +99.
Tactical Soldier Inventory:

  • You can now scroll through soldiers using the left / right arrows, or by pressing the number hotkeys.
  • Scrolling past a vehicle without an inventory (e.g. MARS) now simply skips past it, rather than closing the inventory screen.
  • Added a "Reset Item Moves" button that resets all item moves and refunds all TU spent.
  • Added a new line that shows the current TU of the soldier.
  • Improved the way items stack when dropped on the ground (usually by a dead combatant).
Tactical:

  • Added a 3D model for a military officer. One variant of this is used for The General in the ATLAS Base mission, while another is used for the Cleaner Leaders on VIP Elimination missions.
  • Units will now automatically path to the intended location if using a melee weapon or placing C4 from more than one tile away.
  • Updated the Combat Shield animations so it is held straight (especially when crouching).
  • Updated the human Pistol animations, making it more obvious that the unit is armed with a pistol rather than being unarmed.
  • Move paths for jetpack-equipped soldiers now display properly.
  • Fixed various issues with the TU reserve system (which can be accessed by right-clicking the various weapon fire modes).
  • The orange TU reserve overlay is now shown on the soldier minitabs at the top of the screen when TU are being reserved by a soldier.
  • Combat Shields now play an appropriate impact sound if hit by enemy fire, and a destruction sound if destroyed. They also play a spark visuel effect if they absorb all the damage, rather than a blood splatter.
  • C4 now shows its blast radius once laid if you hover over the detonator, and will display a "Are you sure?" popup if you try to detonate it with a unit in the blast radius.
  • Using Tab or Next Soldier to cycle through your soldiers now works correctly with soldier number 10 (who was previously being placed last).
  • The combat camera zoom now switches between five preset distances, and the alt+scrollwheel zoom shortcut should now work correctly.
  • The 3D models of dropped items are now placed within the tile to look like they are laying on the ground. Weapons in the hands of dead bodies are now also hidden (as those weapons are being shown as an item on the ground).
  • Throwing a grenade through a window now shatters it.
  • Healing stun damage with a medikit now displays "Stun: -X" rather than "Stun: X", as some people thought the medikit was causing stun damage.
  • Fixed several visual issues with the Alenium Generator objects in the Xenonaut Base defence missions.

Bugfixes:


Strategy / General:

  • Fixed a cursor offset bug that could occur if you tried to switch Xenonauts 2 between multiple monitors with different screen resolutions.
  • Fixed various issues with the following achievements: First Contact, Counterfire, Unfriendly Fire, Welcome To Earth, Future Warfare.
  • Fixed surviving soldiers being labelled as "Wounded" rather than "Survived", and not showing a recovery time.
  • Fixed a bug where you could go overcapacity when hiring scientists / engineers if you had space free at a different base.
  • Fixed various visual issues with the hair / jaw of certain soldiers and the collars of certain types of armour.
  • Removed the "do you want to save?" popup on quit if the player is playing Iron Man mode.
  • Fixed an incorrect error message when trying to build the Gauss Blaster without completing Accelerated Cannon first.
  • Fixed the visual highlight when hovering over the names of unassigned wounded soldiers.
  • If you get the "You have some empty slots in the dropship!" message when trying to launch a dropship, clicking the Assign Soldiers button now leaves you on the assignment screen so you can do the assignment (previously it incorrectly used Auto-Fill and launched the dropship).
  • Time estimates for research / engineering projects that are not in progress should now always be consistent, as previously they could change by up to an hour (depending if you were closer to the start or end of the current hour).
  • Fixed a typo on the Xenonaut base defence mission briefing.
Tactical Combat:

  • Fixed smoke and suppression damage incorrectly passing through undamaged solid walls or closed doors.
  • Fixed Combat Shields not functioning correctly or displaying correctly if picked up off the ground.
  • Fixed the Secton glowing eyes that indicate Psionic Triangulation being active not triggering correctly.
  • Fixed aliens and humans being revealed if they are stunned when the player does not have line of sight on them.
  • Fixed dead soldiers sometimes surviving even when the player has a 0% survival chance.
  • Fixed moving items around the inventory incorrectly not deducting TU in some cases.
  • Fixed units being able to shoot themselves when using Ctrl+Shift to preview move & shoot actions.
  • Fixed various issues that would occur when you pick up and drop corpse items, as sometimes the game was not properly reflecting the new location of the body (both visually and mechanically).
  • Fixed units not playing their death animation correctly if they are stunned, then revived, then stunned / killed again.
  • Fixed fleeing units dropping their weapons but their 3D model not updating to show they are now unarmed.
  • Fixed revived units still visually holding the weapon they were carrying when they were stunned, despite them being unarmed and the gun being on the floor.
  • Fixed HEVY soldiers incorrectly using 1-handed weapon animations if they switch to a pistol and then back to the HEVY.
  • Fixed the 3D models of items on the ground not being removed if an explosion destroys those items.
  • Fixed a misleading error message about uncrouching.
  • Fixed blood puddles not correctly hiding when you changed camera level.
  • Fixed camera incorrectly snapping to an alien the player cannot see going through a teleporter.
  • Fixed an issue where an unloaded weapon would display 0/0 ammo, rather than 0/X.
  • Fixed melee weapons causing the target to play their injury sound twice.
  • Fixed the player gaining 50 Alenium simply by visiting an Alien Base and aborting the mission.
  • Fixed hitbox issues with the main door on some of the larger UFOs (from Observer up).
  • Fixed an issue with the Observer UFO sometimes having invisible terrain objects near its front door.
  • Fixed destroyed doors in the Alien Base maps still showing the open / close door icon.
  • Fixed the Electroshock Rifle having the incorrect silhouette in the minitabs at the top of the screen.
  • Fixed melee attacks not causing units to rotate to face the attacker.
  • Fixed AI units that are able to crush objects by walking through them absolutely trashing the interior of their UFO / base as they patrol around.
  • Fixed teleporters triggering if you do not deliberately end your move on them.
  • Fixed the Flares not appearing for a soldier if you Tab to them after having a vehicle selected.
  • Camera Rotate buttons are no longer reversed, and now show the correct keyboard shortcut keybinds on the tooltip.
  • Fixed the click hitbox on the "Visible Enemy" head icons being too large.
  • Fixed there being a floating walkable tile in the air next to the caravans on the Desert maps.
  • The radar and other large props in the Xenonaut base (like base defence turrets) can no longer be walked inside once they'd taken enough damage.
  • Pressing C when a unit is in motion will correctly queue up a crouch icon (as if you clicked the Crouch button).
  • Fixed the generators in the Xenonaut base defence Generator Room not allowing units to path through them once destroyed.
  • Fixed the human Combat Shield jetpack animations so the shield doesn't clip through the body at a 90-degree angle when in flight.
  • Fixed an issue where the Cyberdrone frontal shield was not correctly being destroyed by explosives.
  • Fixed some issues with the dockyard warehouse rollerdoor being able to get into a broken state once opened.
  • Fixed the petrol station columns still being 100% blocking in their destroyed states.
  • Park trellises no longer block vision, as they're clearly transparent.
  • Fixed smoke tiles being visually duplicated (so looking much thicker) after loading a saved game.

Well done for reading all the way through!

Nominate Xenonauts 2 for the Steam Awards

With the start of the Autumn Sale, nominations for this year's Steam Awards are underway. We'd like to ask for your support by nominating Xenonauts 2 for the Best Game You Suck At Award.



There's no joy like overcoming a challenge, even if it means wearing out your quickload key. There's no feeling like watching your highest-ranking officers blown to pieces during an Ironman run. Xenonauts 2 isn't for the faint of heart, and that's part of the fun. We're about to release the Milestone 2 update that includes several brand new types of tactical missions, a new UFO type, and many more changes and updates to improve the game.

We wouldn't be here if it weren't for you, the community, supporting our game throughout the development of Xenonauts 2. We are incredibly grateful for your support, and we know there will be a lot of competition for this award, so your nomination would mean the world to us. Please check the nominate button that's part of this post if you would like to consider us for the Best Game You Suck At award for the 2023 Steam Awards.

Thank you,

The Goldhawk Interactive team

Milestone 2.13 Released! (Experimental)

This update is also only accessible by switching to our Experimental branches (instructions on how to do so here).

One last little patch for Milestone 2 before it launches early next week.  Unlike normal, this is NOT AN EXPERIMENTAL BUILD - this is a "release" build without extra logging and normal performance, as I thought we should probably give that a quick test prior to release!

Balance / Gameplay Changes:



  • If player has negative funds after their monthly report, added a warning that you will lose the game if it happens for a second consecutive month.
  • Accuracy of Rifle burst fire modes has been increased from 40 to 45.
  • Servitor weapon has been reduced from 70 Suppression to 30 Suppression.
  • Reduced the cost of the Radar Upgrade (to Quantum Arrays) from $1m to $500k.
  • Increased sell price of captured Cleaner Leaders from $20,000 to $50,000.
  • Increased the damage multiplier required to gib units with a normal attack from 2x their maximum health to 2.5x their max health.

Bugfixes:



  • Fixed an issue where some of the Cleaner missions would spawn at the wrong time (although this would only happen if you'd still not beaten the Cleaner base after 4+ months).
  • Fixed an issue where grenades could show 100% hit chance but always miss if you happened to be doing an angled throw through a window.
  • Fixed the "Insuffient Payload Capacity" error popup displaying behind the aircraft equipment images, rather than on top of them.
  • Fixed some shelves on certain dockyard maps preventing you walking into tiles, making doors inaccessible.
  • Attempted fix for another instance of the "grenades always showing 0% chance to hit" bug.

Nominate Xenonauts 2 for the Steam Awards

With the start of the Autumn Sale, nominations for this year's Steam Awards are underway. We'd like to ask for your support by nominating Xenonauts 2 for the Best Game You Suck At Award.



There's no joy like overcoming a challenge, even if it means wearing out your quickload key. There's no feeling like watching your highest-ranking officers blown to pieces during an Ironman run. Xenonauts 2 isn't for the faint of heart, and that's part of the fun. We're about to release the Milestone 2 update that includes several brand new types of tactical missions, a new UFO type, and many more changes and updates to improve the game.

We wouldn't be here if it weren't for you, the community, supporting our game throughout the development of Xenonauts 2. We are incredibly grateful for your support, and we know there will be a lot of competition for this award, so your nomination would mean the world to us. Please check the nominate button that's part of this post if you would like to consider us for the Best Game You Suck At award for the 2023 Steam Awards.

Thank you,

The Goldhawk Interactive team

Milestone 2.12 Experimental Released!

This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

We're hoping this is the final experimental build of Milestone 2, and unless people find significant numbers of bugs then we'll release it onto the public branches in the next few days. So please make sure you report any issues you encounter!

Balance / Gameplay Changes:



  • Added research art for the captured General interrogation project.
  • Fixed torpedoes incorrectly being able to turn fast enough to hit evasive roll UFOs.
  • The random Cleaner missions on the Geoscape are now split up into two groups, so instead of randomly picking one of four mission types each time it now picks from two groups of two possible missions. This ensures you'll never get the same Cleaner mission twice in a row.
  • Updated the Xenopedia projects for aircraft to show their Payload (the new name for Weight Capacity), and for Armour to show their light and heavy armour variant values.
  • HEVY loaded ammo image slot in the tactical UI is now displayed larger and more clearly.
  • Removed the outdated Defender Armour starting Xenopedia project, and updated the text on the Tactical Armour starting Xenopedia project.
  • The Psionic Triangulation ability for Sectons is now shown on the Psyon Xenopedia project (as it now only triggers when near Psyons).

Bugfixes:



  • Injured / wounded soldiers no longer always show "5 days" until recovery after battle.
  • Fixed players being unable to move multiple soldiers simulataneously, which has involved reverting the improved camera tracking when units change height level as part of a move (this will return in Milestone 3 once we've fixed the issues).
  • Fixed base structures displaying their construction time with lots of extra zeros.
  • Fixed recovering soldiers displaying their healing time with lots of extra zeros.
  • Fixed the objective lines in the bottom left sometimes displaying two copies of the same line.
  • Fixed the new Probe UFO being called the Mimic in some places.
  • Fixed an issue in the tutorial where you were expected to hold Ctrl to force fire at some crates, but the game was requiring a Ctrl press followed by a click instead.
  • Fixed various visual issues on the new ATLAS Base map.
  • Fixed some floating crates in the Boreal VIP Extraction map.
  • Fixed there being a floating walkable tile in the air next to the caravans on the Desert maps.
  • The radar and other large props in the Xenonaut base (like base defence turrets) can no longer be walked inside once they'd taken enough damage.

Milestone 2.11 Released! (Experimental)

This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

We're planning to release Milestone 2 onto the standard Steam branches for everyone next week. If all goes well this may be the final Experimental build for Milestone 2, so please give it a test and let us know if you encounter any issues! This update breaks save games so if you want to keep playing 2.10, please do so on the Experimental Legacy branch.

Gameplay Changes:



  • Convoy Ambush and Extract VIP tactical missions now support all potential biomes, rather than always using a fixed map. We've therefore added 12 new maps to the game to allow this.
  • Added research text to the Mantid Interrogation and the Wraith Interrogation. This means all research projects now have research text (although I need to do a quick second pass on a handful more before I call this work totally done).
  • The game now displays "Game Loss" as a failure effect on the initial ATLAS Base Reclaim mission.
  • You can no longer access the VIP's inventory on the VIP rescue missions.
  • Revised some of the objective text lines (that appear in the bottom left of the Geoscape) to reflect changes to the research tree.
  • Aircraft screen now has tooltips for the Weight Capacity and Hardpoint Capacity.
  • Beards should no longer disappear when you equip the heavy armour on soldiers.

Balance Changes:



  • Reapers now have 70TU (from 60) and 75 Reflexes (from 50).
  • Sebillian Bravery increased to 70 (from 50).
  • Wraith Strength reduced to 55 (from 60) and Bravery increased to 60 (from 50).

Bugfixes:



  • Fixed an issue where soldiers that have been removed from dropship (due to injury or being MIA on a mission) are added back in with a broken loadout (this could cause crashes in some circumstances).
  • Fixed an issue where the game would fail to boot for people using the save game folder directory override.
  • Fixed some Landed UFOs never taking off again.
  • Fixed the Ammo Recharge upgrade for the Lasers leaving them with no ammo.
  • Fixed an issue where a soldier caught in multiple simultaneous explosions (e.g. several vehicles chain-exploding) would sometimes only suffer damage from one of them.
  • Fixed surviving soldiers being labelled as "Wounded" rather than "Survived", and not showing a recovery time.
  • Fixed smoke tiles being visually duplicated (so looking much thicker) after loading a saved game.
  • Fixed the sorted column header still being selected on the Soldier screen when you leave the screen and re-enter.
  • Fixed the mods panel buttons all generating unnecessary popups.
  • Updated the weight icon on the Aircraft loadout screen to be correct.
  • Fixed some issues with the dockyard warehouse rollerdoor being able to get into a broken state once opened.
  • Fixed the petrol station columns still being 100% blocking in their destroyed states.
  • Fixed a typo on the Xenonaut base defence mission briefing.
  • Time estimates for research / engineering projects that are not in progress should now always be consistent, as previously they could change by up to an hour (depending if you were closer to the start or end of the current hour).

Milestone 2.10 Experimental Released!

This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

Although we'll likely be releasing a few hotfixes this week and adding in the final pieces of art and research text, we're hoping this is the last major update for Milestone 2 before we release it onto the main Steam branches.

Research Tree Update:



  • Cleaner Agent Autopsy (new artwork)
  • Cleaner Soldier Interrogation (text finalised)
  • Cleaner Agent Interrogation (text finalised)
  • Sebillian Interrogation (text finalised)
  • Psyon Interrogation (text finalised)
  • Reaper Interrogation (text first draft)

Balance / Gameplay Changes:



  • The UFO health balancing system that would occur based on the number of aircraft in your squadron has now been disabled, as it seems too easy to exploit. Let us know if that causes any major spikes in the air combat difficulty!
  • If you have multiple soldiers selected on the Soldier screen, clicking either the Loadout dropdown or Role dropdown will attempt to assign the new value to all selected soldiers.
  • Updated the aircraft weapon tooltips, and fixed most of those tooltips incorrectly displaying 0 for the weapon's Ammo Capacity.
  • Cleaner Agent Interrogation now correctly unlocks when you capture a Cleaner Agent (previously it was unlocking off the Cleaner Soldiers).

Bugfixes:



  • Fixed a crash that could occur at the end of a tactical mission.
  • Fixed a crash that could occur after completing the Rescue Soldiers tactical mission.
  • Fixed a crash that would occur on the Eliminate VIP missions due to the VIP not spawning correctly.
  • Hopefully fixed the issue where grenades / medikits would show 0% hit chance and become unusable (this would occur after using the move-shoot preview mode).
  • Fixed a bug where the new autoresolve weapon damage balancing was also being applied in manual air combat, which caused certain alien weapons to inflict enormously reduced damage on your interceptors.
  • Fixed an issue where the Cyberdrone frontal shield was not correctly suffering Armour Destruction.
  • Attempted another fix for shooting through adjacent crouched friendly soldiers sometimes hitting the crouched soldier (which it should not do).
  • Fixed a bug where you could go overcapacity when hiring scientists / engineers if you had free space of the appropriate type at a different base.
  • Added a bit more logging to try and catch the rare crash that sometimes occurs when exiting the Soldier Equip screen.

Milestone 2.09 Experimental Released!

This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

This build breaks save games, so you'll need to start a new campaign. If anyone wants to continue your current campaign, I've switched 2.08d to the Experimental Legacy branch and you can switch over if you want to keep playing that version.

Gameplay & Balance Changes:


Strategy:

  • Updates to the research tree:

    • Split out the Cleaner Interrogation research into seperate Cleaner Agent and Cleaner Soldier interrogation projects
    • Cleaner Agent Interrogation has new artwork / text
    • Cleaner Soldier Interrogation has new artwork / text
    • Xenobiology has updated artwork / text
    • General Interrogation has updated text
    • Probe UFO has updated text
    • Fighter UFO has updated artwork
    • Fusion Explosives has updated text

  • Minor styling updates to the Aircraft screen on the new UI elements added in Milestone 2 (Weight / Hardpoints)
  • Cash can now go negative on the strategy layer due to upkeep / wage costs
  • Reduced weight of the Stun Gun battery to match that of pistol ammo
  • Added unique artwork for all the different Gauss weapon ammo magazines
  • Advanced LMG weapons now have 2x1 ammo magazines, like the basic LMG does
  • Added the art for the HEVY Alenium Rounds
  • Phantom equipment slots now placed along the bottom of the screen (to match the Angel)

Air Combat:

  • The damage inflicted by UFO weapons in air combat (both manual and autoresolve) is now modified by the difficulty setting, ranging from 80% of normal on Recruit up to 120% of normal on Commander.
  • When autoresolving air combat, certain weapons now inflict reduced damage against targets that can do an evasive roll manuever. For players this mostly affects Torpedoes, which have zero autoresolve strength against enemies that can roll. However most alien weapons that can be dodged using evasive roll also now do reduced damage in the autoresolve calculation.
  • Updated the UFO Hunter Killer missiles to have a visually larger projectile

Tactical Combat:

  • We've made some AI updates to make civilians less suicidal
  • Secton Psionic Triangulation now triggers off nearby Psyons, not other nearby Sectons. This makes the first mission vs aliens less dangerous.
  • Added some additional map variants for the Cleaner Data Raid mission, and also added some internal randomision to the building on those maps.
  • Rescue Soldiers mission now draws from the entire pool of Raid maps, not one single Polar map.
  • If you don't have enough space in the dropship to rescue the soldiers in Rescue Soldier missions, the game is now a bit smarter about who it recovers:
  • Firstly, rescued soldiers can now fit into slots in the dropship vacated by KIA soldiers who failed their post-battle survival roll
  • If there's still not enough space to bring back the rescued soldiers, the game will now always prefer living soldiers (so if you want to recover one soldier in particular, you can shoot the others).
  • Fixed some tall props that incorrectly had 30% Stopping Chance, which should have been 50%
  • Updated Abduction Tubes to be worth 2 Alloys (from 0), and updated the briefing accordingly.
  • Camera Rotate buttons are no longer reversed, and now show the correct keyboard shortcut keybinds on the tooltip
  • Fixed the click hitbox on the "Visible Enemy" head icons being too large.
  • Pressing C when a unit is in motion will correctly queue up a crouch icon (as if you clicked the Crouch button)
  • The orange TU reserve overlay is now shown on the soldier minitabs at the top of the screen when TU are being reserved by a soldier.
  • Updated the human Pistol animations, making it more obvious that the unit is armed with a pistol

Bugfixes:



  • Fixed a Geoscape crash linked to upgrading items in the workshop
  • Fixed jetpack 3d models not displaying in tactical combat
  • Fixed the Exosuit heavy armour variant looking like Tactical Armour in combat
  • Fixed The General displaying like a civilian in the first mission
  • Fixed hair clipping through helmets for Unassigned soldiers
  • Fixed some UFO walls on certain variants of the Destroyer / Observer / Abductor being indestructible
  • Fixed aliens spawning within UFO walls on some of the new Dockyard crashsite maps
  • Fixed some wall tiles being invisible in the Xenonaut base defence Medical Room
  • Fixed the generators in the Xenonaut base defence Generator Room not allowing units to path through them once destroyed
  • Fixed some missing shelf ends on the dockyard VIP Elimination missions
  • Fixed you getting duplicate soldier hotkey numbers if you already had soldiers assigned to keys 7-9 when you go on the Soldier Rescue mission
  • Fixed the human Combat Shield jetpack animations so the shield doesn't clip through the body at a 90-degree angle when in flight
  • Fixed the combat shield clipping through the ground if dropped on the floor

Milestone 2.08d Released! (Experimental)

Another very small hotfix for 2.08 to address a crash bug some players were encountering.

Bugfixes:


  • Fixed the game crashing on after a tactical mission if a soldier had suffered enough damage to be wounded, but was not killed.
  • Fixed red debug error text flashing up every time a crouching soldier was given a move order.

Xenonauts 2 October Development Update!

It's time for our regular Xenonauts 2 development update. Here's what the development team has been busy with this month!

Milestone 2


Our main focus this month has been Milestone 2, which is undergoing testing on the Experimental branches. This is now feature complete - we're concentrating on bugfixes and balance changes while we wait for a few more maps / art assets / research texts to be completed. We're expecting to be able to release it onto the default Steam branch a couple of weeks from now, about halfway through November.

Milestone 2 contains a lot of updates, including several new types of tactical mission, a new UFO type, and some significant changes to the early part of the campaign to expand the role of the Cleaners (there's more details about this in our previous development update).

Air Combat Rebalance


One thing worth mentioning in more detail is our rework of the air combat. We've implemented a more freeform equipment system for Xenonaut aircraft and then rebalanced the air combat itself so it rewards skillfully maneuvering your aircraft in a similar way to the original Xenonauts, while also trying to remove a few of the more abusable tactics (e.g. it's no longer possible to continually use evasive roll to circle-strafe around an enemy).

This means the overall balancing pass has touched almost every part of air combat. We've tried to create distinct identities for all the different types of weapons you can fit on your interceptors, make the different UFOs pose different challenges to the player, and added some new UFO weapons and aircraft equipment to increase variety.

Of course, many people prefer to simply autoresolve the air combat - and this is one of the ongoing balance issues we're aware of in Milestone 2. Making the game playable for people who only use autoresolve has led to the air combat being a little too easy for people who use only manual autoresolve, so we're going to be working to fix that over the next week or two.

AI Improvements


We've also started upgrading the AI this month. We begun by focusing on the civilian AI, as they currently don't behave in a very realistic way - as MANY players have noticed! I'm not sure if we'll have a patch ready for Milestone 2, but if not then we should have noticeable improvements in place for Milestone 3.

Additionally, many of the issues we've found with the civilian AI were caused by problems with the general AI model - which means fixing them will make the aliens a bit smarter too!

Loading Times & Unity Upgrade


Another thing we've been actively working on is improving loading times, with the eventual goal of reducing load times by roughly 50%. The good news is that we're making steady progress here, but the bad news is that players are unlikely to see any improvements until Milestone 3.

This month we experimented with stripping some further data out of our saved game format and found this sped up loading times by 25%-30% on our current (very outdated) version of Unity. However, when we tested this change in a more modern version of Unity, we found something interesting: load times were sped up by 25%-30% even if we disabled our change. It turns out recent versions of Unity have optimised that part of their loading process already.

As upgrading Unity will also bring a lot of other improvements to the game (e.g. better performance, proper support for borderless window mode, etc), we're planning to do that as part of our plans for Milestone 3. In the meantime, we're working on multithreading as a way to deliver the remaining ~25% loading time reduction.

Conclusion


Although there's plenty of smaller things I could talk about, I'll end things here. I think we've had a productive month overall, and personally I've particularly enjoyed seeing progress towards fixing some of the largest remaining problems raised by players at launch (slow loading times, bad civilian AI, the air combat needing more work).

As always, thanks for reading - I'll write another post next month!