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cozycastle changed their profile photo
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cozycastle joined the community
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RatToken joined the community
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Since the last update, I've noticed in two missions (terror and Cruiser) that the enemy and friendlies will only move every other turn. This is a major bug, as it makes the missions very easy, as you can move about freely in the turns when you know the enemy won't move.
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Rohan Gurram joined the community
- Last week
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Hi, thanks for the reply 1. I'm playing Ironman. Will there be a save somewhere I can extract, or will it be long overwritten? 2. Ironman again! It was the snow level, with the Skiddoos and gas tanks etc. I've tried it on a different flat roof (a shop, in the urban level) and it worked fine. Fusion grenade in both instances, although in in the Urban level it was from a Grenadier's launcher. If there's a way of pulling off an 'active' save if it occurs again, I'll do that - please point me towards any instructions. Loving the game btw. I know it's the 'same old same old' with some new stuff, but it feels *just right*. That last urban level was when I was on the cusp of losing North America - it was a badly equipped, second-string squad in the original 8-man chopper and it ended up with just one survivor against 4 or 5 elites & robots, desperately trying not to get shot, surviving getting shot (twice), scrounging weapons and ammo from the bodies of the of other 7 and somehow winning the level and saving the game (for now). It's just brilliant. Cheers! Charlie
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Thoughts so far on Xen2 (from a long time player)
Ninothree replied to ooey's topic in Xenonauts-2 General Discussion
If the aliens have limited ammo, they all need a back-up melee weapon. It is a fairly cheese tactic to wait till they run dry, but maybe it would make sense against enemies with low strength as they can't carry enough clips to endure a prolonged firefight. Do the aliens ever reload? Waiting for that opportunity is definitely a valid tactic. I tend to rush them before finding out. -
Unconscious follies and looting Reykjavik.
Ninothree replied to Oldsmobile's topic in Xenonauts-2 General Discussion
Ah the old double-tap to make sure the enemy is dead. An alternative would be that your unconscious, lost soldiers come back either as brainwashed Cleaners or as purchasable items on the black market. -
Thanks for the bug report! We'll have to investigate what went wrong here. One thing I want to point out though is it looks like you have one save file that got corrupted. If you delete said save, it will help prevent crashes in the future from happening. I'll bring this up with the rest of the team as well as it looks like the corruption was recent (8/3)
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Description: I had recently completed a mission, instantly got a report for a Cleaner interrogation. Was also expecting a Mantid autopsy/interrogation but nothing happened. I used some points to recruit another supporter. Played time forward. Game crashed after that. What Happened: Can't remember what speed I pushed it to, or if the crash happened precisely as a clicked it, or if it was to do with the tooltip appearing/fixing in place. Don't think I could recreate it as it just happened. My game had updated before I loaded it up. When I loaded it up, I was mid-mission. bug_report_2026-08-06-18h31_st_7.27.3_unhandled_exception.zip
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We've now released v7.27.3 onto the main branches, and the consolidated patch notes can be found below. Gameplay Changes: The Laser Weapons research entry has been updated so the displayed damage multiplier is now 120% rather than 135%, which accurately reflects the pre-upgrade damage values of Laser weapons. The research text has also been updated to better hint at the possibility of future upgrades. Mods now no longer have a "maximum version", as this was causing a lot of false confusion about mods being out of date. Generally speaking our "major version" patches should not break mods - so a mod made in V7 should work in all versions of post-release V7. The game now only generates a warning if we move onto the next major version (e.g. V8). Bugfixes: Fixed a bug preventing users uploading mods to Steam Workshop via the game. Fixed a rare crash that could occur if two squadrons simultaneously intercepted the same UFO and then one successfully shot it down. Fixed a rare crash that could occur when moving items in the Armory. Fixed a rare crash that could occur on UFO interception. Fixed a rare crash that could occur when assigning a soldier to a strike team slot on the Armory screen. Fixed a rare crash that could occur during the AI turn when enemy units were moving. Fixed a rare AI hang related to overwatch fire against mind-controlled units. Fixed a broken sawmill building that was causing a small number of Boreal crash site maps to fail to load. Fixed transparent items like abduction tubes rendering below the shroud in some circumstances. Fixed an issue where sometimes the mission briefing lines would fail to render correctly. Fixed the jungle map stone walls having issues with their colliders.
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Hello there, thanks for the report! 1. We'll need a bug report for this one, this gets reported every few months or so but we haven't found a way to reproduce this on our end so figuring out what's causing the bug is a bit hard. Ideally, a way to reproduce the bug with the save is the best as we'll be able to figure things out right away, if you have a save like this then that'd help us tremendously, if not that's totally okay as this one is a rather niche bug and requires specific steps to reproduce sadly. 2. I'll need a save for this as well, it's possible that the roofs for the building where you threw on top of it were bugged and need fixing (HP too high, or wrong roof type painted, etc). Do note demo charges do more damage to structures than grenades so demo charges will destroy more floor tiles than standard grenades. If on both cases the same grenades were used, this is hinting strongly towards a genuine bug that we'll need to check as it can either be a roof issue or a grenade issue.
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I found out (again) that a missed shot can kill an unconscious soldier or enemy. Then it occurred to me - Why don't the enemy target unconscious soldiers? I was in a battle where a Cleaner was next to an unconscious Xenonaut for several turns, and did not try to unalive the poor guy. Finally, a comrade carried that Xenonaut to safety and revived him. Early in the game, I had a battle where 5 out of 8 low-stat soldiers were dropped unconscious. Luckily, none of them had bleeding wounds. The 3 remaining soldiers fended off Cleaners (excessive numbers) and rescued all 5 unconscious soldiers. It was a slog, but the battle was eventually won. One could abuse this enemy behavior. If a low-health soldier is going to be shot in the next turn, put him in a smoke screen and hope he'll snooze instead of die. Funny unrelated anecdote: I failed my first attempt at the Cleaner base and aborted with no permanent losses. I managed not only to retrieve the MARS wreckage, but also three Cleaner sentry gun wrecks! Reminded me of the old TFTD days where one could repeatedly raid an alien base for loot to sell. Those sonic cannons paid for my Mars vacation.
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Charlie joined the community
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1. Moving to an out-of-sight 'dark' square. Turns out to be a tree, but my unit walks into it and is trapped. Takes about 8 turns of shooting to destroy the tree and be released 2. Throwing grenades onto roofs isn't half as effective as throwing grenades under roofs. A grenade (fusion in this instance) merely caused scorching and one missing tile, whereas a grenade within the building can take the roof off, along with everything else within effective range. Loving it so far.
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Drynt joined the community
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KR Business Brokers joined the community
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Bugfixes: Fixed a rare crash that could occur on UFO interception. Fixed a rare crash that could occur when assigning a soldier to a strike team slot on the Armory screen. Fixed a rare crash that could occur during the AI turn when enemy units were moving. Fixed a rare AI hang related to overwatch fire against mind-controlled units.
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Connect Again Mental Healt changed their profile photo
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Connect Again Mental Healt joined the community
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[v7.26.1 ground combat] Tile bug or normal? Movement TU
Kouki replied to Oldsmobile's topic in Xenonauts-2 Bug Reports
Yeah, those issues come from the same issue as well, so the fix should sort those out as well : Glad to know you're enjoying the game! This version should be relatively stable so there shouldn't be too many bugs to worry about -
defendwise changed their profile photo
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[v7.26.1 ground combat] Tile bug or normal? Movement TU
Oldsmobile replied to Oldsmobile's topic in Xenonauts-2 Bug Reports
Thanks for the reply. I've noticed other door behavior issues, such as a door closing after someone walks through the doorway. Hopefully the fix addresses that too. Not a big deal - I'm loving the game! -
[v7.26.1 ground combat] Tile bug or normal? Movement TU
Kouki replied to Oldsmobile's topic in Xenonauts-2 Bug Reports
Yeah, it would most likely affect cover. We've made a fix for it but it probably won't get deployed to the live build of the game for awhile as the fixes will break a lot of saves. -
Thanks for the bug report! Can you try switching to experimental and then try to load in the ground combat mission (load from the geoscape before combat autosave)
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V7.26.1 - Ground Combat - Next turn doesn't load.
Kouki replied to Othor's topic in Xenonauts-2 Bug Reports
Thanks for taking the time to post a bug report, the f11 saves allows us to repro the bug. We'll look into it and get it fixed -
It looks like there's a corrupted save in your save folder. Deleting it should solve the issue. In Main Menu, click "Save Folder" once that opens, open the folder named "saves" and then delete this save "user__300_manual_save_created_2026-07-01-07h41-293".
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Refubrished Interceptors with 0 hp
Shotcrete replied to KOKON's topic in Xenonauts-2 General Discussion
You just need to read the health indicator. Don't restrict the player, respect the player to make the right decisions. -
I disagree about reaction fire, but I think telefragging would be a good addition.
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1. Has always been in game. 2. Agreed. The UOO missions were great. 3. Agreed. 4. Further to this, I wish we could get a tooltip of items on the floor when hovering over or a square. 5. Tend to agree, though that would affect balance. 6. The tooltips explain this very well. 7. Achievements are always fun.
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I'm loving X2 too. The developers did an excellent job. #4 I agree it's hard to see dropped items on the ground, especially grenades. Even a destroyed Mars is hard to see. (I've aborted a mission before where a soldier carried a Mars wreckage back to the dropship!) It would be nice to have a simplified overhead view of the map showing locations of soldiers, aliens, and items. Ability to throw items would be a welcome addition. #5 Ammo for grenade launchers automatically upgrade when you build alenium and fusion grenades. You can also arm with smoke grenades. edit #3 You can voluntarily do a night mission! I did that a couple of times for fun.
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Othor started following V7.26.1 - Ground Combat - Next turn doesn't load.
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Description: I have a unit mind controlled by an enemy; when I run a unit into the building, the enemy is not found. The game will not finish loading the next turn. What Happened: When ending the turn, the game gets stuck loading the next turn. bug_report_2026-07-25-14h16_gc_7.26.1_user_f11.zip