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Gimrah joined the community
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Commander, standard settings, minimal re-loading saves. Duration: 48 hrs 32 mins Victory date: Day 319 Soldiers lost: 17 Missions Won: 36 Missions Lost: 0 Aliens Killed: 667 Soldiers Lost: 17 (I save-scummed friendly kills) Economy: Money is the biggest constraint throughout. I was never short of alenium and rarely short of alloys for long. I did use OP for money once but not for alenium or alloys. The other major constraint early on is doomsday and I had to use OP twice to reduce doomsday, despite winning every mission (I think I broke even on abduction missions, which are very tough early on). I gather you’re bringing back mission caps, which would be good for balance at least. I would up the money for UFO bounties but materially reduce alenium rewards across the board. Tactical game: Overall difficulty curve felt good. Early missions are hard but fun, and lost soldiers are not the end of the world. Then a nice cadence of aliens levelling up followed by me levelling up and evening the playing field. Never felt like a cake-walk. I lost soldiers slowly but steadily throughout with no big wipes. The final mission pair was principally challenging through attrition. I used all of the classes – rifles are weakest but that’s a fair price for versatility. I read people don’t like MGs but I found them to be good throughout. Air game: Mostly pretty good and balanced. Quite fun and not so hard that it makes or breaks the game. The interceptor rebuild makes it less punishing that it could be (I didn’t savescum air game but would definitely have done so otherwise as I wasn’t that skilled and got shot down quite a bit.) I would say torpedoes are overpowered, not least because they can be reloaded so quickly: I shot down my first battleship by just spamming repeat sorties of basic planes with torpedoes. Fusion explosive tech was available too early because I got it from a terror mission way before interceptors: that made me dominant in the air for a long period. Tech: Mostly fine in terms of accessibility, with some exceptions. Explosive upgrade came too early, especially fusion which I got from a terror mission I think (a good month before interceptors appeared). I skipped lasers, which meant I had a tougher period but then temporarily dominated when I switched to all gauss. But I like the fact that you can basically choose between lasers and gauss, with a different power curve. Colossus seems to have no role: recommend making it available much earlier giving it 40 hardness and immunity from armour destruction – that would make it competitive but otherwise it’s long obsolete once available because upgraded guardian armour is just better. Stalker likewise: I really wanted to use this but always had another priority and the ‘accident risk’ based on its low damage reduction was offputting. If it had been available but expensive shortly after Warden then I’d have been much more tempted. Advanced stun rifles, pistols and batons seem not worth it. They are very expensive in alloys and you can just use the stun grenades instead, possibly backed up with some basic batons. With the rifle in particular, it needs some combination of better range, better mag capacity, better armour pierce. I tried it but it was bad. The regular ‘damage’ grenades seem underpowered, albeit hard to tell on Commander with no damage readout. The automed module is overpowered, i.e. it is a no-brainer item on everyone once available. I would remove the stun cure and limit it to removing 1 bleeding wound per turn. Meanwhile advanced medkit seems not worth it: would be better if it reduced weight instead of TU. Mind shield and the 360 vision thing seem unnecessary. With mind shield you’d have to put it on everyone to be effective and why bother – mind control isn’t that bad when you can stun. Vehicles: I didn’t use them. They seemed to be expensive and didn’t offer enough unique utility to tempt me. Maybe they’re actually good but I wouldn’t know. Random suggestion: Would be cool if there were specific training awards instead of stats. Like they could cost a set number of training points. Probably have to apply to everyone, or everyone at that base at that time. You could have like Recoil Control, which reduces impact by X%. Muzzle Discipline, which stops a soldier from overwatching if there is more than X% chance of hitting a friendly. Pitching Practice, which increases range and/or accuracy of grenade throwing. Gunslinger, which increases accuracy on snapshots. Quickdraw, which reduces the % TU needed for pistol shots. (Sorry about formatting. Won't let me unbold.)
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Edbel59 joined the community
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Boogiepeanut joined the community
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Melee started following [m5.38.1 - General] Map crates appear to be floating.
- Yesterday
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batou7 joined the community
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Mikkoa joined the community
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Milestone 5.39.0 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 a rare crash that could occur if a squadron intercepted a UFO at the exact moment it despawned. Fixed significant slowdown occurring when a unit crushed something while moving (most obvious when moving through fields of hay). -
Jamespar joined the community
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Alexie312 joined the community
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I had a dead soldier on the ground & wanted to check his equipment (to pick up). As an experiment, I tried clicking on the hex with the casualty, and then clicked on the inventory button (knapsack icon). The game immediately crashed back to home screen. I obviously won't do this any more, but I can see at least a few other players trying it. output.log output.log.1
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Charlesles joined the community
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[5.38 stable - tactical] 2 same crash site maps in a row
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
Thanks. -
[5.38 stable - tactical] 2 same crash site maps in a row
Kouki replied to Skitso's topic in Xenonauts-2 Bug Reports
What most likely happened on the second crash site map was that the dockyard maps had an equal amount of times used, which meant the second crash site map got randomized, it was just a bit of bad RNG that it ended up choosing the same map. Map 1 - 34 Map 2 - 34 Map 3 - 33 + 1(from the first crash site) = 34 so now it randomizes for the second crash site and it just so happened it chose map 3 again. We could add a way to make sure that the last chosen map doesn't get picked again, but again two consecutive maps in the same biome shouldn't be happening often, and even then there's only a 1/3 chance of it happening. -
Heavy Servitor looks properly intimidating, good work! Could the cooldown between evasive rolls be a proper stat? Or something that's moddable? It feels like varying the cooldown length would be another good way to differentiate between different airframes.
- Last week
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Looking forward to Milestone 6...
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Air combat - make sure its ALWAYS optional. Even commander difficulty always optional. Game balance pass - it is about 3 month late and on top you made no mentions about it for 6th milestone release. Game will need another 2 - 3 balance passes before release, but there is not enough time left. One balance pass takes 1-2 months. That is most pressing issue.
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[5.38 stable - tactical] 2 same crash site maps in a row
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
I don't want to sound diificult, but why isn't the game picking the least used map on the second crash site then? I mean if you have such a system implemented, shouldn't the map that was played just 10 minutes ago be diaregarded from the random map pool? Edit: but yeah, as you said, it's a rare thing and if it needs lots of work to fix it, I'm sure you have more pressing issues to work on. -
[5.38 stable - tactical] 2 same crash site maps in a row
Kouki replied to Skitso's topic in Xenonauts-2 Bug Reports
Thanks! Appreciate you going through the trouble to find the saves. I tested it and yeah it's basically just the randomisation of the maps causing the same map to appear twice (the game picking the least used map, then randomizing the next one). We won't make any changes for now as this should be a relatively rare thing, but I'll take note of this just in case this case gets brought up again (which might mean it's happening more frequently that it should) -
Noticed that you've accidentally made a duplicate post, but we've basically made a bunch of fixes that should prevent stuff like this from happening again once the next patch (5.39) comes out.
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Thanks for the report! We've made a bunch of safeguards that should prevent crashes like these happening once 5.39 is out. Said patch should be hopefully out today, if not before this week ends.
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Xenonauts 2 June 2025 Update!
La Abadía del Gamer replied to Chris's topic in Monthly Development Updates
Excellent! -
Angl0saxon1961 started following Crashed and Crashed
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bug_report_2025-07-02-18h37_wn_5.38.1_unhandled_exception_0.zip crash_info.html crash_info.json
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bug_report_2025-07-02-18h37_wn_5.38.1_unhandled_exception_0.zip crash_info.html crash_info.json
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Nice update! Well done!
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Not sure what happened. Played last night. Today went to go load my game. All my saves are gone and deleted. Any help?
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Kamagra Bestellen changed their profile photo
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AJ Purchasing Agent changed their profile photo
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Hello everyone - it's time for our monthly development update! Read on to see what we've been working on in June... New Assets: I mentioned last month that the main focus of Milestone 6 was adding new content to the game, and we continued to add new assets to the game this month. The first of these is the new 3d model for the alien Heavy Servitor unit (which can be seen above), which I think is a nice addition to the game and much more distinct from the basic Servitor than previously. This means we've now added unique 3d models for all of the new alien unit variants added in Milestone 5. Various other new assets were added too: The illustrations for the final cinematic is now complete, and the cinematic is now being put together by the animation team that made the intro cinematic. We added a proper background to the UOO-1 Sabotage mission. The platforms that make up this level were previously floating in empty space, but are now contained within the (fairly elaborate) hull of an alien space station. Work has continued on the new Soviet Town terror biome, which we're hoping to have finished in the coming month. Inventory tile artwork was added for the Alien Bio-Rifle weapon given to the Mantids in Milestone 5. Corpse / stunned inventory art for the new Heavy Mentarch was also added. Air Combat Refresh The biggest code changes this month were to the air combat section of the game, which has had a major interface facelift and several usability improvements. We've only completed part of this visual refresh so far, but next month we'll be updating the background, the battlefield UI and the various combatants with sharper and more attractive replacement graphics to finish the job. The gameplay changes so far have mostly involved adding extra information to the UI - for example, the Evasive Roll buttons now show a cooldown bar overlay so players no longer have to guess how long until the ability is available again. The weapon tiles also show a reload progress bar for similar reasons. We've also made minor tweaks to the control system so it's easier to select aircraft and give them orders. Next month we'll be making some actual mechanical changes, like refining the way speed / acceleration work and switching the interceptor retreat mechanic back to how it used to work in older versions of the game (where aircraft had to reach the edge of the battlefield to retreat). Once all that is done, we'll finally be able to start implementing the air combat section of the tutorial. Launch Aircraft Panel Prior to starting on the air combat, we also made some quick improvements to the Launch Aircraft panel. Hovering over an aircraft in the list now shows a pop-up panel on the left that shows additional information on that aircraft, including its full loadout of weapons and equipment and exact values for HP / Armour / Fuel. If the aircraft is a dropship, it instead shows all the soldiers assigned to it. We made some improvements to the aircraft selection logic here, too - previously this was a bit clunky, and potentially confusing for newer players. Shroud Fixes: Community bug reports for Milestone 5 were much less frequent in June than in previous months, which allowed us to shift our attention towards some long-standing issues with the shroud system in tactical missions. Anyone who has played the game will have encountered these - ranging from objects like cursors / fire + smoke / weapoon projectiles all incorrectly drawing underneath shrouded areas, to more subtle things like us being unable to reveal the rear side of doors in alien base maps. We're hoping to have fixes for some of these issues in the next week or two. However, these are quite thorny problems and there's always a chance it'll take longer! Modding Documentation: The updated Xenonauts 2 modding documentation can be found here: https://github.com/GoldhawkInteractive/X2-Modding/ Again, it's worth mentioning that the average player will struggle to mod the game until we finish the mod tools, which we'll probably start work on after Milestone 6 releases. The documentation will be most useful for C# coders want to do code injection, or intrepid pioneers with a very high tolerance for manually editing JSON files that were never intended to be readable by humans. Milestone 6 Stability Test: Finally, we're planning a stability test for Milestone 6 on the Experimental branch this month - most likely between the 7th-11th July. There's still quite a bit of work to do before Milestone 6 is finished (both in terms of adding content and doing a balance pass), but we'd like to start finding and fixing any major crash bugs while we work towards a "proper" test build for Milestone 6. As always, thanks for reading the update. We'll be back with another at the end of July!
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I've always suggested doing this like you.,But the problem is that AI knows where you are.,But you don't know where he's in.,As long as you enter his range, whether he sees you or not,There's a high probability that the next round will suddenly appear and give you a shot.,I'm not dissatisfied with the game mode, but this perspective AI does reduce people's game experience.,After all, even a hardcore game should work gameplay.,If it's just a hardcore, what's the difference between it and reality?
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1. tactic advice : keep free TU on the end of turn so you COULD shoot AI somehow sees your free TU as danger, so it is much more careful to attack you. Then if it does, you can win the encounter. After a while, you get a experience, how interruption EXACTLY works (carefully reading tooltips helps), so you can use the game rules to your advantage. Otherwise speaking do not run like headless chicken. 2. it is war. It means you kill them an they kill you. who stands on the end wins. Thats how it works since first ape used a stick as weapon. Get use to it. It is NOT Holywood war = where 5 gifted super heroes save the world by massacre thousands aliens while one soldier get a flash would on his biceps and second soldier gets broken heart. 3. stop QQuing and turn Iron man ON.
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Rewards for soldiers?
ih8california replied to CaptainSPrice's topic in Xenonauts-2 General Discussion
This was my proposal in discord: https://discord.com/channels/702822278148390983/1286692960171458670 where if your soldier reaches COL rank and a bunch of other conditions, you'd get a capstone ability. -
[5.38 stable - tactical] 2 same crash site maps in a row
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
ok, here you go. There's a save before the first crash site (geoscape), a save from the last turn of the first crash site (tactical), a save just before the second crash site (geoscape) and a save from the first turn of the second crash site. (tactical). Hope this helps. user_before_first_destroyer-2.json user_last_turn_of_first_destroyer-3.json user_before_second_destroyer-4.json user_first_turn_of_secord_destroyer-5.json -
[5.38 stable - tactical] 2 same crash site maps in a row
Kouki replied to Skitso's topic in Xenonauts-2 Bug Reports
Hey Skitso, thanks as always for the reports! Do you still have the geoscape save for this? Ideally if you have both saves before and after the UFOs were shot down, that'd be great. As for the sebillian crew thing, we're changing a bunch of stuff for milestone 6, but basically the the first scout spawns a guaranteed mantid crew while the first destroyer is guaranteed to be a sebillian spawn, we're changing some of those guaranteed ufo crew spawns (not sure if we're changing the first scout ufo, but the first destroyer will be changed) so that should help with the crew spawning the same alien type all the time. I've tested this a bit as well on 5.28 and 27 to make sure and was able to get a psyon ufo crew on both cases in around the first 5 ufos (scouts and destroyers), so I think it should be working properly. Was this not the case on your playthrough? EDIT: Took a look at the dockyard maps(there are currently 3 for the small crash site per biome) and it looks like it was setup correctly. What most likely happened here is that the game picked the least used map for said biome and then randomized the next crash site map(if the maps were all used the same amount of times, it will randomize the next one) which coincidentally gave the same map. -
Hello there, thanks for the bug report! Can you send us the log file so we can see why the game is not loading properly? You can usually find this by going to Documents\My Games\Xenonauts 2\Logs, you should see a .log file named "output" (note that this is different from the files named "output.log". Can you attach said file here so we can give it a look?