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I am one of the supporters from 2018. Today I finished the game for the first time that I have been waiting for 7 years. I remind you that it was originally supposed to appear in 2018. I will probably come back to it, because I am a fan of XCOM, but not soon. You still have a lot to do. Gameplay summary: I played on soldier level. I eliminated 116 UFO vehicles in 412 days and then in 53 victorious missions I killed 853 aliens and lost only 22 soldiers. (In reality, it was only 7 people, the rest were MARS) Now I have conclusions that I hope you will consider and include in the next versions: - MARS is not a soldier, so it should not be on the list of victims. Fix this, because it is a misunderstanding to place tanks next to the heroes of the mission. Why does the rebuilt MARS get a new number? - a lot more maps are needed, or a better generator. The missions bored me, because the maps were repetitive after some time. Give me a creator or instructions and people will make them themselves if you don't have time. - In the later phase I was unstoppable, especially since I only encountered CYBERDRONE in one or two missions against UFO/terror. That's why I only lost 7 soldiers during the entire game. - The behavior of civilians is absurd. If they are armed I understand that they attack aliens, but why do unarmed people run around pointlessly sometimes even entering a UFO instead of escaping to the xenonaut ship? - Why is a shot down UFO not damaged inside? - Where is the destruction of the surroundings and the damage to the hull after an emergency landing? In the old UFO you could punch a hole in the hull and make an additional entrance. Is it that hard to implement? - Why does destroying the drive as a result of accidental fire in a UFO not cause a large explosion like in the original X-COM? - Why can't you use alien weapons? - Where does the ship that brought the aliens to attack the base disappear to? Maybe the defense of the base should have two phases and in the second we attack the ship? - the attack on the space station was very difficult. Even more difficult than Endgame. Why was there a different number of soldiers? - defending the xenonaut base is too easy to win. All you have to do is divide the base into two parts with an access elevator module connecting them and gather all the defenders there. - I still miss the rocket launchers and more destruction in the area. Towards the end of X-COM I sometimes destroyed a significant part of the map with Stunt Bomb launchers and it was fun. Now the area of destruction even with plasma explosives is pathetic. - Why can't a soldier with a jetpack rise in place to shoot from behind a wall/hedge/building? I like this game and I have almost 200 hours in it and before that I played Xenonauts 1 and I will say this. You still have a lot to do. Especially since what I wrote above does not fundamentally change the rules of the game and would greatly improve immersion.
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- Last week
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Arestuh started following Newest update breaks Debian compatibility and First modding impressions
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We've released another hotfix for some additional stability problems and gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them! Bugfixes: Fixed an issue where UFO crews were not randomising correctly, so you'd keep encountering the same species over and over (usually Sebillians). This behaviour was accidentally introduced a few weeks back in 5.32.0.
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[V5.37.0] Rocks in Operation Endgame Indestructible
Kouki replied to Ataraxia Mechanica's topic in Xenonauts-2 Bug Reports
Thanks for the report, we'll get it fixed -
[m5.27.0 - General] Wraiths can walk on water?
ooey replied to Melee's topic in Xenonauts-2 General Discussion
Yikes! I hope not. -
[V5.37.0] Can't telefrag enemies
Skitso replied to Ataraxia Mechanica's topic in Xenonauts-2 Bug Reports
@Chris yeah, this is no good. This makes cheesing teleports even more effective when you can easily block aliens from attacking you. Telefragging needs to be a thing. Also, consider limiting how many times units can teleport within a single turn or add a TU cost to use a teleport. (Sorry for bloating a bug report) -
[V5.37.0] Can't telefrag enemies
Ataraxia Mechanica replied to Ataraxia Mechanica's topic in Xenonauts-2 Bug Reports
Wait, does this mean aliens also can't teleport onto xenonauts? Then I've been doing teleporter breaching totally wrong all this time, should've stand on it instead. -
[V5.37.0] Can't telefrag enemies
Kouki replied to Ataraxia Mechanica's topic in Xenonauts-2 Bug Reports
Thanks for the report! Yeah - it's different from X1 but this is currently the intended mechanic on teleporters whenever an alien stands on top of it -
Onsite Blinds changed their profile photo
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Ataraxia Mechanica started following [V5.37.0] Can't telefrag enemies
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If you run your soldier onto a teleporter while an enemy is standing on the opposite side of it, the teleport doesn't happen and pathfinder doesn't consider going to the other side valid, unlike in Xenonauts 1 where this instantly kills the enemy. (There's also a bug in X1 where telefragging without line of sight of the other side softlocks the game, but I don't think it receives bugfixes anymore)
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Milestone 5 STABLE Balance & Feedback
gG-Unknown replied to Chris's topic in Xenonauts-2 General Discussion
There is a method implemented, where standard move costs 3 TU then move in wheat field costs 4TU. Also nice thing is that path line changes from green to yellow. I like that, we should see this mechanic more often. Now, use the mechanic for snow: Move on snow cost 4 TU while move on the concrete tile paths costs 3 TU. It could creates some nice situations where soldiers would rather use paths. For compensation slow of movement, add one more turn for timed missions which has snow. Especially abduction type. -
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Milestone 5.37.0 Released! (Experimental)
Chris posted a topic in Xenonauts-2 Releases & Patch Notes
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain! Bugfixes: Fixed an issue where UFO crews were not randomising correctly, so you'd keep encountering the same species over and over (generally Sebillians). -
Always nice to read the updates You do a great job with this.
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[V5.34.0 - Base Defense] Crash on Load
dmastri replied to dmastri's topic in Xenonauts-2 Bug Reports
Thanks for the reply! So after reload it worked fine on the regular branch, so unfortunately was not able to recreate. I see 5.36 dropped today so I'm grabbing that and will keep chugging along. -
Wraiths can teleport but only when stunned
Boppity Bipper replied to Boppity Bipper's topic in Xenonauts-2 Bug Reports
Of course. Real world obligations are taking me away from the game for a month but once I can ill make sure to try again. -
We've released another hotfix for some additional stability problems and gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them! This update contains the fixes from both 5.35.0 Experimental and 5.36.0 Experimental consolidated together. Bugfixes: Fixed a crash in the air combat that would occur if a Xenonaut interceptor was shot down while you were hovering the mouse over its evasive roll buttons. Fixed what we think is the source of a lot of mysterious crashes on the Armory screen, which seems to be a bug linked to placing HEVY ammo back into weapon selection UI on top of itself, which caused it to get "stuck". Trying to remove the ammo would then cause a chain of things to start going wrong and various parts of the Armory would stop working correctly, but any crash would usually only occur when you tried to leave the screen. Fixed a rare crash that could occur on the Aircraft screen when viewing a dropship and re-ordering the soldier list. Fixed a rare crash that could occur during the autosave process. Fixed an issue where the "New Projects Available" Geoscape popup would sometimes incorrectly appear before the research report that is supposed to trigger it. Fixed a bug where the camera at the start of a tactical mission could end up showing an empty black space (as the camera was incorrectly accepting scroll input under the last few moments of the loading screen). Fixed a bug where combat shields would sometimes not visually disappear from the soldier's model if destroyed. Fixed an issue where moving soldiers would sometimes not interrupt their move correctly after sighting an alien when rotating midway through their movement. Fixed an issue where the HP / Armour bars above the heads of alien units would not appear after loading a save if the camera was above level 0. Fixed some strange UI behaviour that some users reported when they had a controller or joystick plugged in. Fixed an issue where the game would not load correctly for some Linux users.
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Ver: Latest Update as of 6/8/25 Crashed on Soldier Loadout Screen
Kouki replied to Sagaren's topic in Xenonauts-2 Bug Reports
Hello there, thanks for taking the time to register on our forums to post your bug report! We've made a fix for this bug in 5.36 (the fix was made in 5.35 but the most recent patch is 5.36) which is currently in the experimental branch. Switching to said branch should prevent these bugs from happening again, I'll link a guide below on how to switch between stable/experimental. -
Hello there, thanks for taking the time to post a bug report! Can you try switching to the experimental branch (5.35) and see if it still crashes? We've made a fix on said patch that should address this issue. I'll link a guide below on how to switch between the stable and experimental branches of the game.