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empirestatelegal joined the community
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maybe one of its parents was a praetorian drone
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Advanced medkit doesn't have a sound effect tied to using it.
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There is a hull part on top of the Advanced Cyberdrone that has this see-through red striped effect.
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Several Nines joined the community
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Description Some tooltip strings appear outdated or simply incorrect. I've presented steps to access the tooltip, the tooltip's text, the expected behavior and the actual behavior for each. What Happened Main Menu -> Load Game -> Reset Saved Seed "Regenerating the seed is not available in Ironman mode." Expected - checkbox does not appear when an Ironman game is selected. Actual - checkbox appears and functions when an Ironman game is selected. Additional Nitpick - save file names appear as "Iron Man" rather than "Ironman" Geoscape -> Any Supporter Icon "There are five supporters per region, and recruiting all of them unlocks a powerful region bonus." Expected - five supporter icons per region and an unlock criteria of (n/5) Actual - four supporter icons per region and an unlock criteria of (n/4) Soldiers -> Dismiss Soldiers "Dismissed Soldiers will return to the recruitment pool, where they will remain and can be re-hired until the pool refreshes at the end of the month." Expected - a recruitment pool refresh each month Actual - recruitment pool stays static until "Identify Recruits" Strategic Operation is used
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[QoL Suggestion] Highlight tops of doors
SoftwareSimian replied to LeftyRighty's topic in Xenonauts-2 General Discussion
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When exactly will this patch (7.19.0) be released?
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Full Release 7.19.0 Released! (Experimental)
Ivan11 replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
When exactly will this patch (7.19.0) be released? -
[QoL Suggestion] Highlight tops of doors
Skitso replied to LeftyRighty's topic in Xenonauts-2 General Discussion
ATLAS base blast doors are seen from both sides. I wonder if that's a bug actually, but what if all the doors worked like that? -
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mrpe4ka joined the community
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Bellisa Jewellery joined the community
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Nice one, that's a very clear bug report. Until Chris & co are able to dig into this, if you want to keep playing your campaign, you may be able to work around it by reloading an older save. If you revert back to the most recent geoscape save (often there's a pre-combat autosave generated prior to each mission) you may get a different map or otherwise bump the game into a slightly different state, where you don't run into this issue again.
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bug_report_2026-04-10-20h01_gc_7.18.7_unhandled_exception_0.zipcrash_info.htmlcrash_info.json
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If it happened again recently after a clean install, share your latest log files. Worth checking My Documents/My Games/Xenonauts 2/BugReports to see if it generated an unhandled exception crash report. You can attach all the logs, save files & unhandled exception bug report zip (if one was generated) to your post by dragging-and-dropping while making a post to attach them.
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I have uninstalled and reinstalled 3 times. The last 2 times I followed your instructions exactly - including rebooting my computer. The game crashed right after pushing F5 to quicksave.
- Yesterday
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[QoL Suggestion] Highlight tops of doors
fusion-waffle replied to LeftyRighty's topic in Xenonauts-2 General Discussion
The full luxury model QoL enhancement could be to render doors using an obstruction shader, similar to how partially or completely obstructed units (friendly & alien) are rendered. But those obstruction shaders seem a bit fiddly to make work reliably & unclear if that'd be going against the grain of a lot of structural assumptions of how the game handles LOS & rendering for doors if they're rigidly handled in a terrain-y way not a unit-y way. -
Description UI/new player experience - crash site tactical mission dialog doesn't explain what player action the OP delegation cost corresponds to. What Happened A decent fraction of new players are confused/surprised the first time they encounter the OP cost for manually clearing the 3rd crash site for a UFO, after the UFO delegation mechanic engages. I'm speculating, here's a few possible causes: after previously having shot down a few UFOs & being taught by the game that they can do crash site missions without paying any OP cost, they assume the game mechanic will stay the same throughout a campaign they clicked through the explanatory popup about delegation without reading it they saw the earlier explanatory popup about UFO delegation, read it, but then when the crash site dialog appears, they don't understand exactly which choice will have the OP cost something else If the crash site dialog was adjusted to explain the mechanic in a self-contained way, so it was clearer which player action the OP cost corresponded to, the number of new players being confused by cases 2 & cases 3 could perhaps be reduced. From memory of how the v7.x crash site dialog works: the OP cost is labelled as a "delegation cost" the "delegation cost" does not have an explanatory tooltip, so a confused new player cannot mouse-over for a refresher of the rules. the crash site dialog doesn't make it clear visually which player action the "delegation cost" will apply to I don't have a screenshot of the current state v7.18.x crash site dialog to refer to as an example (recently finished a fun ironman run), I'm doing this from memory & so apologies if I'm mis-remembering how it currently works! Here's some screenshots illustrating it (captured by loading an older campaign from a couple of weeks ago into the latest stable version v7.18.7): "Delegation" keyword only used in the "delegation cost" item, not repeated in the labels on the buttons, nor in the explanatory tooltips for "launch combat team" or "collect bounty" If a player is trying to reason out the mechanics by reading everything on this window & all the tooltips, they may reason that by collecting the bounty they are delegating to the local government, so this option will incur the -75 OP! From discussion board posts, there's definitely a few players who ended up in the category & understood the exact opposite mechanic. Suggestions: Append "(-75 OP)" to the "LAUNCH COMBAT TEAM" button label add explanatory tooltip to delegation cost consider rewording things so keywords are used repeatedly or mentioned in explanations
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SoftwareSimian started following [QoL Suggestion] Highlight tops of doors
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[QoL Suggestion] Highlight tops of doors
SoftwareSimian replied to LeftyRighty's topic in Xenonauts-2 General Discussion
I like it. -
Workshop Workbench joined the community
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mclang started following Can you please add an option to increase the font size ?
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Can you please add an option to increase the font size ?
mclang replied to Hoper's topic in Xenonauts-2 General Discussion
Hello from Steam Deck player. I'm not sure if I should have created new thread instead of necroing this old one, but here goes anyways: I play mainly using Steam Deck b/c of life situations and X2 works otherwise pretty well except that the texts e.g on tooltips are pretty hard to read even when contrast is set to max. Using lower resolution is not good option on Deck, so I wonder is config option for text size coming, or is there a file I could edit manually to increase only the base text side leaving headers and UI elements alone? I already searched for mods also but the one I found on Nexus was set hidden due to incompatibility :/ -
Danaur joined the community
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Finelawoffices joined the community
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Yet another Laser vs Accel discussion.
Vojevoda replied to LynneJJW's topic in Xenonauts-2 General Discussion
I opened on Androns with demo packs at every opportunity. But it felt like it made no impact. Amount of shots required to down one Andron with Acc weapons seemed to be the same. Hard to tell for sure, since there is no damage numbers on Commander. I think it is all about kinetic resistance Androns have. Played one mission with lasers. No Androns this time. Went through Cyberdrones like hot knife through butter though. -
Yet another Laser vs Accel discussion.
fusion-waffle replied to LynneJJW's topic in Xenonauts-2 General Discussion
I like the laser pistols. Pistols take fewer resources to produce than the other guns. Quite a few of the armoured enemies like to move to close range - androns cannot be suppressed and will stomp close & servitor seem to love trying to do point blank bursts. When soldiers end up close to armoured enemies, the pistols have high hit chances and can be fired multiple times per turn due to the low TU cost, with each hit destroying armour. After the investment in pistols I usually get 2-3 laser machine guns, which I use as medium range anti-armour. Then laser shotguns as time & resources allow. There's usually a lot of free accelerated rifles to loot from cleaners, so upgrading them to laser is less attractive, given the cost. Another way to manage could be with demo packs to destroy armour before firing. If the assaults have been training their strength they can often carry a demo pack or two in addition to their traditional assortment of flashbangs and smoke grenades & maybe some of the stronger shield bearers & assorted riflefolk can carry one as well. -
wotton joined the community
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Yet another Laser vs Accel discussion.
Vojevoda replied to LynneJJW's topic in Xenonauts-2 General Discussion
Wait till you reach Androns. I made a mistake on this play-trough on not researching Lasers for too long. Focused on Air superiority. And Accelerated weapons worked perfectly fine. Right till the moment Androns showed up. I had to do two missions back to back against them on Commander. And what a mistake that was. Kinetic weapons barely scratch these bastards. Lost a lot of good men. Most of my roster is in infirmary. Finished mission yesterday completely exhausted. Seems like I`m having a little breathing room after those two mission to start producing lasers. Hoping no Terror site pops up for a little longer. Not to mention, there are later damage upgrades for lasers making them even more valuable. And upgrad for passive recharge. On previous play-trough researched them too late. That was also a mistake.