<?xml version="1.0"?>
<rss version="2.0"><channel><title>All Activity</title><link>https://www.goldhawkinteractive.com/forums/index.php?/discover/</link><description>Goldhawk Interactive - All Activity</description><language>en</language><item><title>Games tip, when starting the game</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51855-games-tip-when-starting-the-game/&do=findComment&comment=233673]]></link><description>The game has been updated to 7.27.7. And the tips have changed, thanks!</description><pubDate>Tue, 08 Sep 2026 16:54:09 +0000</pubDate></item><item><title>Full Release 7.27.7 STABLE Released!</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51864-full-release-7277-stable-released/&do=findComment&comment=233670]]></link><description>Another hotfix has been released onto the main Xenonauts 2 branches for everyone to play. We're hoping this is our final hotfix for this series of builds, as this fixes the two remaining reproducible crashes in the game and has made several improvements to the Mod Manager panel.
 


	We are working on a larger update in the background, and we should have some more to say about that soon!
 


	Game Updates:
 


	
		Updated the visuals / layout of the Mod Manager panel to make it easier to use.
	
	
		The Mod Manager panel now shows more extensive details when there is an issue with a mod, including:
		
			
				Each enabled mod has a red or green circle next to it. Green indicates no problems, whereas red indicates an issue with dependencies, conflicts or versions.
			
			
				Viewing the mod shows the required game version, and any other mods required to make the mod function (dependencies). Any problems are highlighted in red.
			
			
				A new section for "Conflicts" has been added, which indicates when multiple enabled mods are attempting to edit the same file (if this occurs, the changes from the mod that is lower in the list are discarded). When in "Developer Mode", the Conflicts section lists additional information on the conflict so mod creators can easily debug potential issues with their mods.
			
		
	



	Bugfixes:
 


	
		Fixed a crash that could occur at the start of a tactical mission, or more rarely on the strategy layer - essentially it would happen if you tried to reload a save within a certain time after a "character conversation" occurs (when the Chief Scientist and Operations Director talk about something).
	
	
		Updated the way the game reads save games so that corrupted (or very old) save games existing in the save game directory can no longer cause crashes when the game tries to read the directory.
	
	
		Fixed a mod-related crash that could occur on the Mod Manager panel if in "developer mode" and template patches were interacting with other modded templates / patches.
	
	
		Fixed a Dockyard Battleship UFO map that had a spawn point inside the outer hull of the UFO, which could make any alien that spawned there impossible to kill.
	
	
		Fixed an issue where the first loading screen tip you saw would always be the same after starting / loading a game (although future ones would randomise correctly).
	
	
		Fixed a few more broken translation strings recently reported by users.</description><pubDate>Mon, 07 Sep 2026 14:57:21 +0000</pubDate></item><item><title>Inventory of soldiers flying on a mission</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51863-inventory-of-soldiers-flying-on-a-mission/&do=findComment&comment=233669]]></link><description>Firstly, thank you for your reply!
 


	 
	Secondly, if I understand you correctly, the inventory of soldiers in the vehicle should be filled according to their "seat positions" (numbering 1, 3, 3, etc. when placing soldiers inside the vehicle)? If this understanding is correct, my experience is somewhat contradictory, as the soldier with a "full backpack" often ends up at the end of the list, while soldiers with an "empty backpack" also end up at the beginning (I can provide photo or video evidence if needed). Or did you mean a different "squad number order"? If so, how can I view it or change it manually in the game?
 


	Perhaps it would be possible to automatically update the full ammunition loadout, i.e., consumables (ammo, grenades), of soldiers, when they board the landing craft after a mission? Because consumables (ammo, grenades) aren't limited at the base, unlike invented weapons, and body armor and shields are automatically replenished (i.e., soldiers in flight are tinkering with their body armor and repairing destroyed shields, apparently out of excrement and sticks :), which in itself is more of a simplification than the additional ammunition reserves on a landing craft).
 


	 
	This will also somewhat alleviate the issue of carrying additional weapons on the ship. Although the latter would be quite nice to have 
 


	 
 


	I write this with all due respect and gratitude for the work done and the excellent game!</description><pubDate>Mon, 07 Sep 2026 11:13:36 +0000</pubDate></item><item><title>Inventory of soldiers flying on a mission</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51863-inventory-of-soldiers-flying-on-a-mission/&do=findComment&comment=233668]]></link><description>Yeah, the system doesn't work that great right now - basically after the mission all the items are gathered up and transferred to the strategy layer, and then in squad number order the soldiers try to fill their pre-mission loadouts from that item pool. It means soldiers later in the squad order are often left with no consumables while those at the start have more than their fair share.
 


	We've had a task open to fix it for quite a while now but there's always been more important things to do instead,</description><pubDate>Mon, 07 Sep 2026 10:38:35 +0000</pubDate></item><item><title>Games tip, when starting the game</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51855-games-tip-when-starting-the-game/&do=findComment&comment=233667]]></link><description>I'm currently on 7.27.4. I'm looking forward to the update to 7.27.7. Thanks again!</description><pubDate>Sun, 06 Sep 2026 21:13:51 +0000</pubDate></item><item><title>What should I do? How can I handle this serious bug?</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51852-what-should-i-do-how-can-i-handle-this-serious-bug/&do=findComment&comment=233666]]></link><description>This should be fixed as of 7.27.7, which is currently in the experimental branch of the game. Thanks again for taking the time to post the bug report!</description><pubDate>Sun, 06 Sep 2026 20:26:44 +0000</pubDate></item><item><title>Games tip, when starting the game</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51855-games-tip-when-starting-the-game/&do=findComment&comment=233665]]></link><description>We've released 7.27.7, which should include fixes for the loading screen tip!</description><pubDate>Sun, 06 Sep 2026 20:18:24 +0000</pubDate></item><item><title>Inventory of soldiers flying on a mission</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51863-inventory-of-soldiers-flying-on-a-mission/&do=findComment&comment=233664]]></link><description>Could you please explain the logic behind updating soldiers' inventory after completing one mission and before another without returning to their home base?
 


	The problem is that some soldiers' equipment is fully updated (including overload), others' equipment is partially updated (something that was in overload is lost), and still others' equipment is not updated at all. How can we ensure that soldiers' equipment (ammo and grenades) is updated between missions while in flight without returning to their home base?
 


	There are difficulties with assaulting the third and subsequent objectives in a single sortie (fly / flight)  at the end of the game. With lasers, the assault takes a very long time.
 


	Or is this a bug with updating soldiers' equipment in flight?</description><pubDate>Sun, 06 Sep 2026 11:29:06 +0000</pubDate></item><item><title>Games tip, when starting the game</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51855-games-tip-when-starting-the-game/&do=findComment&comment=233663]]></link><description>Thank you in advance for your attention and future corrections!</description><pubDate>Sun, 06 Sep 2026 09:21:19 +0000</pubDate></item><item><title>Full Release 7.27.7 Released! (Experimental)</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51861-full-release-7277-released-experimental/&do=findComment&comment=233661]]></link><description>This update is only accessible by switching to our Experimental branches (instructions on how to do so here). This is hopefully the final build in the 7.27.x series of minor updates and if all goes well we'll release it onto the public branches early next week. 
 


	Also, we should be putting out a few more details on what we're currently working on in the next few weeks! 
 


	Bugfixes:
 


	
		Fixed a crash that could occur at the start of a tactical mission, or more rarely on the strategy layer - essentially it would happen if you tried to reload a save within a certain time after a "character conversation" occurs (when the Chief Scientist and Operations Director talk about something).
	
	
		Fixed a Dockyard Battleship UFO map that had a spawn point inside the outer hull of the UFO, which could make any alien that spawned there impossible to kill.
	
	
		Fixed an issue where the first loading screen tip you saw would always be the same after starting / loading a game (although future ones would randomise correctly).
	
	
		Fixed a few more broken translation strings recently reported by users.
	
	
		Added translated strings for the new mod manager UI panel strings.</description><pubDate>Thu, 03 Sep 2026 19:03:30 +0000</pubDate></item><item><title>What should I do? How can I handle this serious bug?</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51852-what-should-i-do-how-can-i-handle-this-serious-bug/&do=findComment&comment=233659]]></link><description>well,thank you !I like this game very much! I will paly it one more time !</description><pubDate>Wed, 02 Sep 2026 07:42:15 +0000</pubDate></item><item><title>Games tip, when starting the game</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51855-games-tip-when-starting-the-game/&do=findComment&comment=233656]]></link><description>Yeah, looks like the randomization is not working properly for the tips. The tips displayed will vary from user to user, but it will always display the same sequence of tips. In my case it was the teleporter tip. We'll look into it and get it fixed</description><pubDate>Tue, 01 Sep 2026 09:23:00 +0000</pubDate></item><item><title>What should I do? How can I handle this serious bug?</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51852-what-should-i-do-how-can-i-handle-this-serious-bug/&do=findComment&comment=233655]]></link><description>Hello there, sorry to hear that this bug ended up taking and wasting so much of your time, but the detailed bug report is very much appreciated. I thought I've fixed all of these bugs, I looked into this and it looks like a spawn point was placed barely on the edge of the ufo hull, which made it barely clip into it, this caused the servitor to get stuck inside the ufo. This has been fixed and will be deployed in a future patch.</description><pubDate>Tue, 01 Sep 2026 09:05:23 +0000</pubDate></item><item><title>Games tip, when starting the game</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51855-games-tip-when-starting-the-game/&do=findComment&comment=233652]]></link><description>When starting the game, 99% of the time, the same in-game tip appears about roles, which help sort soldiers but don't affect their stat development. 
	Specifically, when starting the game's .exe file, on the loading screen, not when loading saves or anything like that.
 


	Could you please add some variety? There are many other useful tips in the game</description><enclosure url="https://www.goldhawkinteractive.com/forums/uploads/monthly_2026_08/Roli.jpg.1c9706d148a1f59e44db8b776bfbee38.jpg" length="201206" type="image/jpeg"/><pubDate>Sun, 30 Aug 2026 11:46:41 +0000</pubDate></item><item><title>this game very good I like it!</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51853-this-game-very-good-i-like-it/&do=findComment&comment=233650]]></link><description>I will play this game one more time!</description><enclosure url="https://www.goldhawkinteractive.com/forums/uploads/monthly_2026_08/20260829224146_1.jpg.ac6c6e8b758150393ac67e2b9a293442.jpg" length="293002" type="image/jpeg"/><pubDate>Sun, 30 Aug 2026 01:48:47 +0000</pubDate></item><item><title>What should I do? How can I handle this serious bug?</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51852-what-should-i-do-how-can-i-handle-this-serious-bug/&do=findComment&comment=233649]]></link><description>What should I do? How can I handle this serious bug?
	
	What should I do? I've been playing this battle for 6 hours and found that one of the enemy robots is stuck in a corner, somewhat like it's stuck outside a flying saucer. It's in an invincible state and doesn't move. I spent the entire afternoon of my vacation playing this battle and capturing this so-called advanced alien. Now, the only thing left in the battle is this robot. There's no prompt indicating that occupying UFO2 round wins the game.
	What should I do?
	The XCOM series has never had such a disgusting bug. What should I do? Do I have to replay this campaign? I wasted an entire afternoon of my vacation.
 


	[after 3 hour ago]
 


	I've found a solution! 
	That means an evacuation of all personnel, and a getaway with the unconscious Eternal Ruler! 
	Then, to compensate for this bug, I turned on the cheat tool... and quickly cleared the game 
	I took a closer look and noticed that when I click on this enemy, it shows that the person I selected can't see it, but I can clearly see it. Then this enemy can only be seen from inside the battleship, but when I see it, it's actually outside the battleship, and I can't penetrate the battleship's hull
 


	This bug is extremely annoying, which directly caused me to lose patience and quit playing. After quitting, I immediately used a cheat tool to quickly complete the game</description><enclosure url="https://www.goldhawkinteractive.com/forums/uploads/monthly_2026_08/20260829145725_1.jpg.d689472822123cc1e83a5a144c3b2561.jpg" length="827784" type="image/jpeg"/><pubDate>Sat, 29 Aug 2026 15:03:18 +0000</pubDate></item><item><title>3 small suggestions for the final look of the game</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/49556-3-small-suggestions-for-the-final-look-of-the-game/&do=findComment&comment=233648]]></link><description>Oh, right. I completely forgot. Why are newly built domestic interceptors "staffed" with new pilots? And old, combat-tested pilots have to be retired? This is nonsense. It's easier for an old pilot to learn to fly a new aircraft than for a new pilot to shoot down aliens. To understand this absurdity, I recommend watching the old Soviet film "Only "Old Men" Are Going to Battle". It's about air combat (you can find it on YouTube).
 


	 
 


	P. S. This will also solve my problem with choosing attractive faces for my personnel. I'm tired of "building, canceling, building" planes just to find a cute face =)</description><pubDate>Fri, 28 Aug 2026 20:33:20 +0000</pubDate></item><item><title>Thing's I'd like to see after finishing X2 a couple times.</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51783-things-id-like-to-see-after-finishing-x2-a-couple-times/&do=findComment&comment=233647]]></link><description>It would be nice to get a flamethrower and incendiary rounds for regular firearms  "Mahmud, light it up!" (c) crazy smile  
 


	 
 

 


	It is difficult to see discarded small arms magazines and grenades on the ground.
 


	 
 

 


	You could keep the existing missions of rescuing civilians from flasks, and also add missions of alien assaults on certain facilities (scientific research centers, for example) and the abduction of certain VIPs (politicians or the recovery of your own captured aliens from a third party, for example). In other words, you could make the missions "opposite" (compared to the existing ones&#x2014;rescuing three sergeants, escorting a VIP and assaulting a Cleaner base).</description><pubDate>Fri, 28 Aug 2026 20:16:34 +0000</pubDate></item><item><title>3 small suggestions for the final look of the game</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/49556-3-small-suggestions-for-the-final-look-of-the-game/&do=findComment&comment=233646]]></link><description>I have a small suggestion regarding the ammunition loadout for soldiers sent on missions (UFO crashes, Terror zones, Alien bases, etc.) 
 


	 
	Currently, it's impossible to load the required ammunition onto a landing craft (SkyHawk, etc.). More precisely, this ammunition loadout is updated for soldiers based on hidden game settings. This means that when you fly on a second, third, fourth, and so on mission in a row, your ammunition loadout simply isn't sufficient, especially for the fourth and fifth. However, there's always room to carry several hundred alien alloys and alenium. Even more than the home base can hold  
 


	 
	Why not implement the ability to load the required ammunition loadout onto a landing craft, like in the original X-COMs? Plus, add the ability to distribute it to soldiers on the ship between ground battles? So you don't have to deal with distributing it on the first turn under enemy fire.
 


	 
	Or what's the simplest way to correctly update the ammunition of all soldiers on the landing ship immediately after completing a ground mission? Again, this update doesn't work correctly right now, as I couldn't find any rules that clearly describe it. 
	Since the soldiers have an overload preventing them from flying out on a mission, it makes sense to add the ability to grab additional ammunition on the landing ship.
 


	 
 


	P. S. By the way, where can I view the current research tree? It's kind of frustrating to fly into orbit with a Gauss weapon (small arms) after having researched alien fusion weapons, but without the ability to further research and produce your own handheld and air-launched fusion weapons.
 


	 
 


	P. P. S. Regarding the movement point reservations for the selected firing mode and crouching. Are there any plans to merge these two reservations? Currently, I have one or the other working. Perhaps this reservation could be optimized as follows: when you give a soldier the order to open fire or sit down while the reservation button is pressed, the corresponding reservation is reset? And another question: Is it possible to ensure that when reserving for a sniper shot, the soldier fires a sniper shot during the enemy's turn? Or does the firing mode change when the soldier's gaze changes before returning fire (minus the corresponding time units (TU))?
 


	 
 


	P. P. P. S. Where can I report translation errors?</description><pubDate>Fri, 28 Aug 2026 19:49:28 +0000</pubDate></item><item><title>[7.27.4] Base moved after first mission</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51849-7274-base-moved-after-first-mission/&do=findComment&comment=233645]]></link><description>Hello there, thanks for taking the time to post a bug report! Can you send us your save so we can take a look? If you press F11 the game should compile a bug report, we can then check the saves or logs to see what exactly happened.</description><pubDate>Fri, 28 Aug 2026 09:02:00 +0000</pubDate></item><item><title>[7.27.4] Base moved after first mission</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51849-7274-base-moved-after-first-mission/&do=findComment&comment=233641]]></link><description>I started an ironman game with Tutorial on soldier difficulty. I located mz base on Create Island. After the first misson, my base moved from Create to Murmansk.</description><pubDate>Wed, 26 Aug 2026 08:25:35 +0000</pubDate></item><item><title>Teleporter abuse</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51768-teleporter-abuse/&do=findComment&comment=233639]]></link><description>Surprised this issue is still present as teleport was major issue during XN1 development as well. Telefrag or just less abuse-able map design is a must in my opinion.</description><pubDate>Tue, 25 Aug 2026 15:51:21 +0000</pubDate></item><item><title>Full Release 7.27.6 Released! (Experimental)</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51846-full-release-7276-released-experimental/&do=findComment&comment=233636]]></link><description>This update is only accessible by switching to our Experimental branches (instructions on how to do so here). This is a minor update that is designed to tidy up a few issues with the mod manager panel to make life easier for those working on mods.
 


	Bugfixes:
 


	
		Updated the visuals / layout of the Mod Manager panel to make it easier to use.
	
	
		The Mod Manager panel now shows more extensive details when there is an issue with a mod, including:
		
			
				Each enabled mod has a red or green circle next to it. Green indicates no problems, whereas red indicates an issue with dependencies, conflicts or versions.
			
			
				Viewing the mod shows the required game version, and any other mods required to make the mod function (dependencies). Any problems are highlighted in red.
			
			
				A new section for "Conflicts" has been added, which indicates when multiple enabled mods are attempting to edit the same file (if this occurs, the changes from the mod that is lower in the list are discarded). When in "Developer Mode", the Conflicts section lists additional information on the conflict so mod creators can easily debug potential issues with their mods.</description><pubDate>Mon, 24 Aug 2026 16:46:03 +0000</pubDate></item><item><title>Request: enable "Remote Play Together" on Steam (pretty sure that's justa checkbox, easy work)</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51844-request-enable-remote-play-together-on-steam-pretty-sure-thats-justa-checkbox-easy-work/&do=findComment&comment=233634]]></link><description>I have a hotseat multiplayer versus mod mostly built for Xenonauts 2. It would be great if we could just remote play right through steam instead of using Parsec or whatever. Would you consider enabling it? I'll be happy to share the mod if that's helpful.</description><pubDate>Sun, 23 Aug 2026 23:25:44 +0000</pubDate></item><item><title>Thing's I'd like to see after finishing X2 a couple times.</title><link><![CDATA[https://www.goldhawkinteractive.com/forums/index.php?/topic/51783-things-id-like-to-see-after-finishing-x2-a-couple-times/&do=findComment&comment=233633]]></link><description>Some more stuff.
 


	1. Am I correct in seeing that soldiers never gain accuracy unless shooting at enemies?  If so, this is an issue as I tend to run dedicated smoke grenadiers.  This means they'll never get more accurate even after landing dozens of shots which is a real bummer.
 


	3. Still some cover issues here and there, which I will begin screencapping.  Here's an example.  This guy was shot from an alien within the UFO who opened the door despite the cover indicator saying he was safe from that angle.
 


	 
 


	
 


	 
 


	4.  It would be nice if we could filter out injured soldiers as screens like this are annoying to use.</description><enclosure url="https://www.goldhawkinteractive.com/forums/uploads/monthly_2026_08/image.jpeg.75d25ffdd8c3438e374eda1368ae5987.jpeg" length="1151801" type="image/jpeg"/><pubDate>Sun, 23 Aug 2026 21:17:23 +0000</pubDate></item></channel></rss>
