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  1. Last week
  2. With the rapid development of drone warfare IRL, it would be interesting if in the game, Xenonauts can use alien technology to make cheap small flying drones for recon and small attacks. Could be done as a module carried by a soldier. Alas, probably unfeasible at this point. Just musing.
  3. Earlier
  4. We've now released v7.26.1 onto the main branches, and the consolidated patch notes can be found below. Balance Changes: ARES Strength increased to 100 (up from 50), matching the MARS - this makes burst fire weapons slightly more accurate. The explosions caused by dying aliens (Servitors, Cyberdrones) no longer destroy items on the ground, as a lot of players ended up being confused about why their items had vanished and it was usually because they were caught in an explosion when on the ground after the soldier carrying them had been killed. Damage synchronisation has been added to the ENDGAME first stage 1-tile thick alien building walls. If you blast a hole in these from the outside, the inner wall is now destroyed. If you destroy the thin interior walls, the outer wall is not destroyed (because they're tougher) but a corresponding amount of damage is also applied to them. Gameplay Changes: We've fixed one of the most annoying UI issues in the tactical combat - the entire selection box always drawing above the shroud. It now behaves like it did during most of Early Access, and it will be much easier to see which level the camera / selection box is on when interacting with tiles on the edge of the shroud (or inside UFOs, or the upper levels of alien bases, etc). We've also fixed an issue where projectiles and thrown grenades would be hidden by the shroud, which would cause them to disappear when passing over unrevealed tilles. The rule is now that projectiles / grenades will always be drawn above the shroud if the shooter is visible. The alien spawners on certain missions (UOO Bridge Assault, Endgame) are now no longer hidden by the fog of war once revealed, unlike standard enemy units. Fixed some performance issues with the pre-mission deployment phase on certain missions. We've introduced a JSON patching system to the game, which allows mods / DLCs to edit a specific part of a JSON file in the game without having to edit the whole file. This is important because it means multiple mods will be able to edit the same JSON file without problems (as long as each mod is changing different parts of the file). Bugfixes: We've improved the save system so the game no longer creates corrupted saves due to the save process being interrupted - now if the creation of the save fails (say due to a game crash or PC shutdown happening halfway through the save process), no save file gets created at all. This should improve stability because those corrupted files can themselves sometimes cause problems for the game, as well as causing crashes if the players try to load them. Fixed a save game problem where you could save the game on particular missions after the main objective had been completed - e.g. on the UOO Bridge Assault mission, it was possible to save while the game was doing the post-completion cutscene where the station explodes and your troops teleport away. Trying to load that save would cause a crash. Fixed the player being able to use the strategy screen hotkeys (F1-F9) to move to another screen during the pre-mission soldier equip screen on Base Defence missions, which allowed them to skip the base defence. In the air combat, the UFO charge bar now stops filling when all Xenonaut interceptors have retreated, as it takes a few seconds for air combat to fade out after the battle ends. Previously the UFO could sometimes "jump" to a new location on the Geoscape if the charge bar filled up during this period. Fixed various air combat issues related to the Afterburner / Retreat modes. Unless Throttle Lock is set, Afterburner and Retreat mode will now override any existing speeds manually set by the player and make the aircraft travel at max speed (unless you're using Afterburners and tailing a UFO; then the Afterburners will automatically reduce speed if it would cause you to overshoot the UFO). Fixed Xenonaut interceptors not retreating instantly once they reached the edge of the air combat battlefield. Fixed a situation where Xenonaut interceptors could get stuck at 0 speed when attempting to retreat and reaching the edge of the map while a UFO was chasing them. Fixed mechanical units like the MARS being unable to use teleporters with right-click like normal soldiers can. Fixed an issue where destroying upper level floors on Endgame stage 1 would not always reveal the floor tiles on the level below that should have become visible. Another attempt to fix the black interior walls on the Western Town restaurant buildings (this bug only affects players using AMD cards, or on Linux). Let us know if it works!
  5. Thanks for the report, something probably broke it when we fixed a different issue, we'll look into it
  6. I have encountered this way back. I would hope that when rebuilt they have some percentage.
  7. This would be something nice to have, no doubt, yet this in my mind ought to be the last thing the devs ought to add. When all other pressing issues are encountered, then this could happen. It shouldn't be so difficult to add. Perhaps a mod of some kind?
  8. Uff, this issue is still here in the latest non-experimental version.
  9. This pack reworks ground combat and makes that more unpredictable and complex. I have made it cuz standard ground combat feels very boring for me and one mistake means that u need reload save. with this modpack mostly your mistakes means that you lost money, but not the game. Also with this modpack u can play more freely, make soldiers roles that useless in original, and use all variety of weapons that has the game. What's Inside the Pack Here is a breakdown of the mods included in this pack, pre-configured and balanced to work together seamlessly. Name What it Does impact Bulletstorm Reduces AP costs for firing; increases vehicle magazine sizes. AP consumption for actions is 3x smaller than in the original. You still need ammo btw Turns ground combat into a explosive battlefield. Unlimited mod Removes standard squad deployment caps and raises practical battle limits. Allows you to bring massive structural backup and huge deployments to major operations. Boosted Civils Substantially buffs the health and survivability of local forces and civilians. Terror missions feel like an actual urban war with friendly ai PhasedFixed Smooths out the transitions between alien invasion phases so UFO pools change gradually. Eliminates harsh, sudden jumps in UFO difficulty. Older UFOs stay in the pool longer, mixed with new arrivals. Consumables Price Tweak Makes grenade, rocket, explosive, stun, chemical, shock, and EMP upgrades much cheaper on rare resources. You researched the better gear—now you can actually throw and shoot them without going bankrupt. Useful Recycling Makes alien infantry weapon recycling produce much better materials (Alenium and Alloys). Turns battlefield loot into a massive cash income. More fighting directly funds your global manufacturing. Essential with Unlimited mod Useful Recycling Aircrafts Makes UFO recycling much more rewarding by boosting returns from downed hulls and datacores. Air victories become high-value strategic wins that give you the resources needed to scale up. X-Division Tweaks Overhauls starting money, base space, soldier growth curves, hospital recovery times, and funding. Adjusts the global campaign economy so you have the cash and infrastructure to support massive armies. Essential with Unlimited mod The Devil's Toys Rebalanced Lets the player make use of captured alien weapons. Marked with isAlien="1" tags in this version. Gives you a whole new tier of battlefield salvage weapons without making them completely game-breaking. Jaz0 Weapon Addons Adds lightly rebalanced NATO/Soviet weapons, atomic weapons, close air support, and tranq guns. Massively expands your tactical toolkit, giving you everything from classic firearms to tile-clearing nukes. X3Div ufocontents Requires Manual Install. Replaces the default X-Division/ufocontents folder with larger/varied alien crews. Shakes up alien base and UFO defenses to match your huge squad sizes for massive, chaotic firefights. Smoke LOS Optional (Disabled by default). Makes smoke clouds completely block line-of-sight. Gives you true tactical cover and visual concealment. (Note: Engine bug causes effect to start on the next turn). Blood Gas LOS Optional (Disabled by default). Makes alien blood gas clouds completely block line-of-sight. Turns toxic combat areas into hazardous visual barriers. (Note: Engine bug causes effect to start on the next turn). Installation Instructions: 1. Go to your Xenonauts assets folder 2.1 Unzip into the /mods folder 2.2 Replaces the default X-Division/ufocontents folder with files from ufocontentsNew172026.zip 3. Launch Xenonauts.exe 4. In the opened "Xenonauts launcher" hit the "Modding Tools" button 5.1 Select mod and hit "Activate" Button 5.2 Modlist should looks like : 5.3 Make sure that u have choose only one version of Devil toys (Rebalanced is recommended) Screenshots Phase 2 terror mission with all races included Usual gameplay Scout phase 1 Mission report Phase 2 Terror mission Alien base assult More resources for more soldiers Phase 2 scout Boosted stat grow It easier than original X Division but still challenging in some cases Base defense. Up to 20 vehicles from your side. Authors And Thanks This modpack exists because of work from several mod authors and the X-Division / Xenonauts community. - Ivangelion: personal X-Division tweaks, Bulletstorm, recycling tweaks, PhasedFixed, UnlimitedArmy, X3Div, gas/LOS tweaks, and pack integration. - Jaz0: NATO and Soviet Weapons, Atomic Weapons, Close Air Support, and Tranq Guns. - Proselyte_Ethan: The Devil's Toys / Alien Weapons Procurement. - Goldhawk Interactive: creators and developers of Xenonauts. - X-Division team: the base X-Division overhaul this pack is built around. - X:CE contributors and the Xenonauts modding community: the compatibility layer and ecosystem that make this kind of pack possible. Download IvangelionFullScaleWar.zip Troubleshooting If you have any problems, suggestions or questions you can ask here, write or ping me in discord Xenonauts 2 server in X-division channel. bk133.
  10. This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Changes: Fixed Steam Workshop mods not displaying correctly in the Mod Management panel. Fixed the Western Town restaurant kitchen wall tiles displaying black (only on AMD cards, or Linux),
  11. I second this, maybe have it come at start of the Credits section roll out. or have a button to push while credits roll to allow one last look at the fallen.
  12. I usually fill in soldiers after accounting for extra engineers and scientists (one extra facility each) LAter I might specialize a base to science and swap things out. Most runs I don't go over 18 troops until after phase 1, then maybe up to 22 or so, Never bother with more than one training center, I just go get Europe for more points in training, and North America for better starting stats. So I tend to wait on getting too many troops until I can get those bonuses (other than casualties of course)
  13. For mission variety after phase 1 in addition to the above: Rescue scientists (Variable number) Each one Rescued gives a reduction in time to your current research project (make it cost a small 20 or 30) OP. Same for engineers, Pay a price in op some fraction based on difficulty and do the VIP rescue mission to get a supporter on board. That can go along with the "removal" mission stated above. The difference - its aliens not cleaners you have to dodge/defeat. The Ambush could be Alloys/Alenium instead of cash price again make it a percentage of the normal OP price that lets you just "get" them. IT allows you to get what you need quicker by risking your troops. Just a few random thoughts
  14. This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Balance Changes: ARES Strength increased to 100 (up from 50), matching the MARS - this makes burst fire weapons slightly more accurate. The explosions caused by dying aliens (Servitors, Cyberdrones) no longer destroy items on the ground, as a lot of players ended up being confused about why their items had vanished and it was usually because they were caught in an explosion when on the ground after the soldier carrying them had been killed. Damage synchronisation has been added to the ENDGAME first stage 1-tile thick alien building walls. If you blast a hole in these from the outside, the inner wall is now destroyed. If you destroy the thin interior walls, the outer wall is not destroyed (because they're tougher) but a corresponding amount of damage is also applied to them. Gameplay Changes: We've fixed one of the most annoying UI issues in the tactical combat - the entire selection box always drawing above the shroud. It now behaves like it did during most of Early Access, and it will be much easier to see which level the camera / selection box is on when interacting with tiles on the edge of the shroud (or inside UFOs, or the upper levels of alien bases, etc). We've also fixed an issue where projectiles and thrown grenades would be hidden by the shroud, which would cause them to disappear when passing over unrevealed tilles. The rule is now that projectiles / grenades will always be drawn above the shroud if the shooter is visible. The alien spawners on certain missions (UOO Bridge Assault, Endgame) are now no longer hidden by the fog of war once revealed, unlike standard enemy units. Fixed some performance issues with the pre-mission deployment phase on certain missions. We've introduced a JSON patching system to the game, which allows mods / DLCs to edit a specific part of a JSON file in the game without having to edit the whole file. This is important because it means multiple mods will be able to edit the same JSON file without problems (as long as each mod is changing different parts of the file). Bugfixes: We've improved the save system so the game no longer creates corrupted saves due to the save process being interrupted - now if the creation of the save fails (say due to a game crash or PC shutdown happening halfway through the save process), no save file gets created at all. This should improve stability because those corrupted files can themselves sometimes cause problems for the game, as well as causing crashes if the players try to load them. Fixed a save game problem where you could save the game on particular missions after the main objective had been completed - e.g. on the UOO Bridge Assault mission, it was possible to save while the game was doing the post-completion cutscene where the station explodes and your troops teleport away. Trying to load that save would cause a crash. Fixed the player being able to use the strategy screen hotkeys (F1-F9) to move to another screen during the pre-mission soldier equip screen on Base Defence missions, which allowed them to skip the base defence. In the air combat, the UFO charge bar now stops filling when all Xenonaut interceptors have retreated, as it takes a few seconds for air combat to fade out after the battle ends. Previously the UFO could sometimes "jump" to a new location on the Geoscape if the charge bar filled up during this period. Fixed various air combat issues related to the Afterburner / Retreat modes. Unless Throttle Lock is set, Afterburner and Retreat mode will now override any existing speeds manually set by the player and make the aircraft travel at max speed (unless you're using Afterburners and tailing a UFO; then the Afterburners will automatically reduce speed if it would cause you to overshoot the UFO). Fixed Xenonaut interceptors not retreating instantly once they reached the edge of the air combat battlefield. Fixed a situation where Xenonaut interceptors could get stuck at 0 speed when attempting to retreat and reaching the edge of the map while a UFO was chasing them. Fixed mechanical units like the MARS being unable to use teleporters with right-click like normal soldiers can. Fixed an issue where destroying upper level floors on Endgame stage 1 would not always reveal the floor tiles on the level below that should have become visible. Another attempt to fix the black interior walls on the Western Town restaurant buildings (this bug only affects players using AMD cards, or on Linux). Let us know if it works!
  15. Yes! The alien bases could contain some of your missing in action soldiers to rescue. There was a mission like this in Laser Squad.
  16. I appreciate all the efforts to add some gameplay variation to the game. I do wonder if something could also be done to the existing mission types to make them stand out more, as one bespoke mission sequence can only help so much... Not sure how much coding would it require to add some new gameplay rules for existing mission types like alien bases or terror site missions, but those could be spiced up with some additional objectives or rules. Also, I could remember wrong, but are we getting alien abduction missions later in the game or are they dropped too after Phase 1? Additional nonsense while I'm at it: About the current mission types that are left unused after phase 1: VIP elimination mission type would be a perfect way to add some player agency to killing infiltrators. I would also love to ambush alien convoys and rescuing soldiers from small alien outposts could also make at least some sense. Good luck making the DLCs!
  17. Yeah, this is one of the more common complaints about the game. We've been working to improve it throughout the Early Access period - the initial Early Access launch of the game didn't have the Rescue Soldiers, Convoy Ambush and Rescue VIP Cleaner missions in it, nor either of the UOO missions (there weren't even any phases either), but we added them because people were asking for more mission types. But doing that was very time consuming and we couldn't spend forever in Early Access. The other part of the issue is that many of the mission types don't make sense when the actual overt invasion starts. It doesn't make sense for the aliens to have reinforcements coming once the humans are all aware of the invasion and the Cleaners have been knocked out, except in certain situations like on the UOO space station. So that's sort of why things feel like they end abruptly after Phase 1. But modders could always add the Cleaner mission types to the main campaign for players who don't mind that it wouldn't entirely make sense. Finally, one of the DLC is planned to add a new short sequence of missions in a new environment type for the mid / late game, which will hopefully help fix this issue.
  18. We've now released v7.25.2 onto the main branches, and the consolidated patch notes can be found below. Gameplay Changes: Improved the visual rendering of fire / smoke where it comes to shroud. The fire / smoke now draws under the shroud where they overlap, rather than entirely removing the shroud where they overlap as they did previously. Various changes and improvements to the air combat: Autoresolve calculation sped up dramatically, which should avoid complex autoresolves taking 10+ seconds to compute. Removed the annoying one-frame visual "flicker" that would occur at the start of each air combat battle. Hovering over a Xenonaut aircraft on the battlefield will now highlight the corresponding UI aircraft infopanel on the right. Aircraft with afterburners active will no longer attempt to match speeds with their target UFO and will continue to close until the afterburners are disabled. This should make the basic Angel vs Observer fight easier, as the Angels would previously stop closing as soon as they entered maximum cannon range - but as soon as you disabled afterburners so they could actually attack, you would only get a few shots away before the Observer escaped from cannon range. Xenonaut squadrons will now automatically return to base if all Xenonaut interceptors retreated from the previous air combat battle. It's now possible to set a parameter and screen as a launch parameter (useful for modders testing their work). Added a "changelog" for modders that lists the changed files in each version of the game, which should make it easier for modders to track while files they need to update after each new release. This can be found at Xenonauts2/Assets/Assets/xenonauts/changelogs/ Bugfixes: Fixed a crash on the Geoscape multi-select UFO popup (if multiple units are very close together) that could occur if you were clicking the OK button repeatedly. Fixed a crash that could occur from chained explosions (e.g Servitors, Cyberdrones, explosive environmental props). Fixed the Cyberdrone front armour HP not updating when it takes damage. Fixed several related bugs that sometimes permitted "miss" shots / grenades to pass through the floor without hiting anything. This was particularly noticeable for explosive weapons, as it could cause them to occasionally not detonate. Fixed grenades exploding on top of shipping containers being unable to damage the container. Fixed the "open Steam Workshop" button on the Mod Management panel not working properly. Fixed the UOO Sabotage research showing the "new mission is available" popup before the research popup appeared (rather than after it). Fixed soldiers in the hire pool showing purple placeholder armour on their portraits for the month after unlocking the North America region bonus. Fixed weapon tooltips not appearing if you hovered over the "wrong" half of a paired slot on the Aircraft screen. Fixed weapons having different positions on the Aircraft paperdoll image depending on whether you placed them in the left or right slot of a paired slot (they now always use the values of the left slot). Fixed some more misaligned text fields in the French translation, and a few more minor translation string issues. Fixed some additional mod loading bugs.
  19. I concur. Perhaps the modders will do something about this.
  20. Thanks for taking the time to reply! No problem, let us know if it happens again so we can look into it!
  21. I also don't like the way the ailens don't consume ammo. This is rather unfair. I may just look in to modding all these things if I can stop playing it. It's so addictive! A mechanic that was flawed in UFO:EU was the ability to take so much equipment with you on a tactical mission. Xen 2 fixes that with the overload feature. You can burden your men with extra equipment if you want, then drop it in the dropship on your first turn as reserve.
  22. Sorry, I continued the ironman campaign after the bug, and so I believe the save is long gone. I did try to reproduce the sequence of events myself, but it didn't happen again. So even with the correct save it would be difficult to reproduce the circumstances.
  23. In the early phase of the game I was really enjoying the mission variety. Save civilians from being abducted, escort, ambush. It really was a breath of fresh air compared to all the Xcom-likes I've played. Then after my first and only ambush all "alternate" mission types vanished, guessing because I finished phase 1, and it was back to the vanilla experience every single time; kill all aliens. The only gasps of variety have been the couple missions in the alien orbital thing. Was a major stepdown just as the game was ramping up which was quite a bummer and made the following phases feel dull by comparison.
  24. I would suggest a small upgrade: average the stats of a soldier and give a small extra % chance of survival after death. So the base survival of a dead soldier is 10%. If the average of all the stats (or just HP actually) is 50, divide this by 10 and add this to their survival chance (5%). This could then be up to 10%. This is a small modifier yes, but if that 5% or so saves a more experienced or stronger soldier...
  25. I am on Soldier and my second playthrough. It's day 38 and i have training capacity at 20/12 with my second training center 15 days away and I just read all the training center tooltips. How do you guys like to pace expanding your soldiers and training centers? Did I go a bit overboard on having 20 soldiers? I think I did lol
  26. Thanks. We don't really own the translations of the game - all we do is pass the issues / suggestions onto the localisation team at our publishers, and if we've replied to your posts previously then we will have done that. I don't speak German so I don't know if "Autopsie" is more correct than "Ausputzer", I have to rely on them to make that decision and update the files if necessary. Although in this case Google translate suggests it's a pretty clear error that they've ignored so I'll flag that one with them again. However, any known issues where the German translation was showing non-translated English strings and the various issues where the translated text strings are too long and overflowing into other lines etc have now been fixed. Those are the issues we do have control over; we don't need to understand a foreign language to fix them. EDIT - I've looked into this, and the issue has already been fixed. The problem is you're continuing an old campaign where the old incorrect text has already been saved into your save game. If you start a new campaign the text will be correct.
  27. Hi, i reported that problem in the steam forum several weeks ago and in fact you (Goldhawk) have answered that you will fix it with some of the new Patches. Now i have waited several Patches and started today again...and after 2 Minutes ingame i have seen this again (see your Zipfile, which include the screenshot). Question: Is it really that hard or have you no interest in fixing this? No offend, but if you have no interest i will play in english and save my lifetime Translation issue: Xenopedia entrys: Some of them are written instead of "Autopsie" the totally wrong german word "Ausputzer" (see the very first and second entry in the screenshot at the beginning on the list to the left). As you can see, i'm not very deep into the game (and thats, cause i have stopped playing it while waiting for the fixes), so it would be nice, if you could check all entrys posible ingame about this behaviour. Greetz bug_report_2026-06-23-20h31_gc_7.24.2_user_f11.zip
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