<?xml version="1.0"?>
<rss version="2.0"><channel><title>Xenonauts-2 General Discussion Latest Topics</title><link>https://www.goldhawkinteractive.com/forums/index.php?/forum/32-xenonauts-2-general-discussion/</link><description>Xenonauts-2 General Discussion Latest Topics</description><language>en</language><item><title>Can this game be play on Linux</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50914-can-this-game-be-play-on-linux/</link><description><![CDATA[<p>
	As Windows is not going to maintain 11, can this game be installed and play on Linux..??
</p>
]]></description><guid isPermaLink="false">50914</guid><pubDate>Tue, 14 Apr 2026 00:47:40 +0000</pubDate></item><item><title>Modding documentation</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50968-modding-documentation/</link><description><![CDATA[<p>
	Hi there. I was wondering if anyone can point me in direction of modding documentation. I found this online <a href="https://github.com/GoldhawkInteractive/X2-Modding" rel="external nofollow">https://github.com/GoldhawkInteractive/X2-Modding</a> but looks like it's a little outdated because I didn't find assets in a places it said it would be. Highly appreciate it.
</p>
]]></description><guid isPermaLink="false">50968</guid><pubDate>Mon, 20 Apr 2026 08:52:38 +0000</pubDate></item><item><title>1.0 playthrough feedback</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50892-10-playthrough-feedback/</link><description><![CDATA[<p>
	Hey! I had a blast playing 1.0 with tons of memorable situations and fun missions. That said, the game does lose some of it's lustre towards the end, not gonna lie.
</p>

<p>
	One major balance issue I'm having is that I'm not properly challenged after day ~220 forward. Nothing is pressuring me to complete the UUO missions and I can just wait and focus on making my assault team even more OP, just clicking and auto resolving UFOs. At that phase of the game I should really feel the alien campaign ramping up and starting to get a proper stranglehold of earth. Multiple alien bases around the globe, UUO strikes getting more and more frequent with higher panic damage, terror strikes and reapers swooping whole cities. Currently I'm just skipping single terror missions and letting alien bases be while waiting for my next tech upgrade... and with nano fabricator, $7 million in bank and super effective, supporter boosted nano-workshops, I can easily generate unlimited exotic materials and skip all the crash site missions.
</p>

<p>
	I reached operation endgame with only 2 bases. One with 3 geminis and one with 3 phantoms. That was all I needed and I went with pretty much 0 panic around the globe. It was easy to down even a battleship with just 3 phantoms. 
</p>

<p>
	I didn't need mind shield, didn't even research it. Didn't use focus mind. Didn't have a single mind control where I wasn't able to kill the controller immediately. Stalker armour felt weak and enemies one shotted my snipers from long distances. Weapon tech tiers felt like there was maybe one too many. As I only needed to complete maybe 3 tactical missions between starting to research UUO and Operation ENDGAME), the gauss tech felt a bit unnecessary step before fusion, especially as there's so few missions I felt I needed to complete.
</p>

<p>
	I wish I had more combat against eternals. All 2 contacts I had against them before endgame were over before they had time to do anything.
</p>

<p>
	The tactical gameplay starts to get a bit stale from day 200&gt; as aliens struggle to keep up with the player. Regular gunplay is a bit "been there, done that" at that point of the game and at least for me the challenge just isn't there any more. And then the tactical missions start to become quite one note and stale. (Even if the first third of the game offered a nice challenge) So adding more and tougher mind control gameplay would make aliens feel threatening again and add new gameplay challenges where my 100+ TU, high acc, high hp soldiers would need to adapt. 
</p>

<p>
	As aliens level up, they should all get a new ability towards the end game. Currently they just receive more stats, which doesn't add much as the player progresses at ~same pace. Only exception are psyons that get mind control, which would be perfect if it was more potent. Maybe mind control needs squad view and longer control time?
</p>

<p>
	Other 2 main races need similar new mechanics to keep the player on their toes as the game progresses. Later wraith could have teleport + better invisibity cloak and sebillian could have shields and symbiote grenades.
</p>

<p>
	So TLDR, more mid-game panic, scarier UUO, evolving challenge, more mind control, tougher mind control, more eternals, tougher eternals. Tougher final battle, tougher high eternal with some unique twist that makes me adapt. Now I can just rush in and shoot it dead. Tougher TOP3 UFOs.
</p>
]]></description><guid isPermaLink="false">50892</guid><pubDate>Sun, 12 Apr 2026 08:21:32 +0000</pubDate></item><item><title>Do I need to restart or is the game this difficult?</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50934-do-i-need-to-restart-or-is-the-game-this-difficult/</link><description><![CDATA[<p>
	I am playing normal difficulty and on about day 145 past the first crisis.  All my units have Warden armor and I have a few laser weapons.   I am stuck on a "Terror" mission that is just impossible.  The aliens have well over a dozen units (robots, drone ships and these other giant lizards) that can just about one shot kill me.  If I don't do the mission I lose that region so it seems something I must do.   But the cost is very high as I will lose at least 3 top units doing it.  I can't get anywhere near close to the units with assault units because if I don't kill them and the other units near them, the assault unit will be dead on next turn.   I don't see how I can be behind on research as I have 10 researchers and have unlocked laser weapons.   What is the key to being ready for rapidly scaling alien fights?  All the ones before this were pretty much a cake walk
</p>
]]></description><guid isPermaLink="false">50934</guid><pubDate>Wed, 15 Apr 2026 13:38:24 +0000</pubDate></item><item><title>Do Sebillians still possess the night vision ability and the ability to ignore smoke grenades set in Xenonauts 1?</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50956-do-sebillians-still-possess-the-night-vision-ability-and-the-ability-to-ignore-smoke-grenades-set-in-xenonauts-1/</link><description><![CDATA[<p>
	I need to devise tactics based on the characteristics of aliens
</p>
]]></description><guid isPermaLink="false">50956</guid><pubDate>Sat, 18 Apr 2026 12:02:59 +0000</pubDate></item><item><title>[QoL Suggestion] Highlight tops of doors</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50832-qol-suggestion-highlight-tops-of-doors/</link><description><![CDATA[<p>
	I find it difficult/annoying to try and figure out where a lot of the doors are without constantly rotating the camera so it is "facing" the wall in question. I think it would be handy to have the top of the door sections show as a different colour to that of normal walls. Perhaps just a lighter colour, or hashed, or just a break in the colour demarking the edges of the door. Just something. <br />
	<br />
	In the screenshots there are 3 doors in that wall, I've highlighted one of them with awesome paint abilities so you get the idea <img alt=":)" data-emoticon="" height="16" src="https://www.goldhawkinteractive.com/forums/uploads/emoticons/smile.png.d1802ccf9b5c412f23a09006fa9249ab.png" title=":)" width="16" /><br />
	<br />
	I find it the worst in the alien bases and ships, but I think it would be handy in all maps.
</p>

<p><a href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2026_04/Screenshot2026-04-07015916.png.b2d4ac5067941082bea10fa490ecb2df.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="22416" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2026_04/Screenshot2026-04-07015916.thumb.png.825d810ac72ab94ae7a0ee240feb65e5.png" data-ratio="28" width="1000" class="ipsImage ipsImage_thumbnailed" alt="Screenshot 2026-04-07 015916.png"></a></p>
<p><a href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2026_04/Screenshot2026-04-07015914.png.db60da430f1e98bb9d1910f14c5ea848.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="22415" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2026_04/Screenshot2026-04-07015914.thumb.png.a5704ea0274e353364e966ea3f772e6a.png" data-ratio="28" width="1000" class="ipsImage ipsImage_thumbnailed" alt="Screenshot 2026-04-07 015914.png"></a></p>]]></description><guid isPermaLink="false">50832</guid><pubDate>Tue, 07 Apr 2026 01:07:08 +0000</pubDate></item><item><title>scrolling options in ground combat</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50953-scrolling-options-in-ground-combat/</link><description><![CDATA[<p>
	Hello and thank you for this great game.
</p>

<p>
	I'm new to the game and really enjoying the latest GOG-Release. The game runs fine, but my scroll speed is very slow:
</p>

<p>
	1. is there an option to set the map scrolling in ground combat to a "hold-and-drag"-Button (for example the middle mouse button)?
</p>

<p>
	   To me, this would be great, because you can adjust the scroll speed with your hand when you move the mouse slow or fast.
</p>

<p>
	2. if there is no option for 1. (and it will not be added), is there any way to adjust the scroll speed for the mouse-scrolling at the edge of the map in the game options?
</p>

<p>
	Many thanks,
</p>

<p>
	rookie51
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">50953</guid><pubDate>Fri, 17 Apr 2026 10:52:47 +0000</pubDate></item><item><title>Am I limited to 1 MARS on the dropship?</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50813-am-i-limited-to-1-mars-on-the-dropship/</link><description><![CDATA[<p>
	But why though? I paid 500,000 to make 2 MARs in a new ironman campaign and wanted to make a more aggressive playstyle. No where does it says in game that I can't bring more than one. <span><img alt=":(" data-emoticon="" height="16" src="https://www.goldhawkinteractive.com/forums/uploads/emoticons/frown.png.c2a65617ebf295419941f1fb31d05753.png" title=":(" width="16" /></span>
</p>
]]></description><guid isPermaLink="false">50813</guid><pubDate>Mon, 06 Apr 2026 06:11:19 +0000</pubDate></item><item><title>Beltorn's Veteran 1.0 game review (7.18.7 and 7.19.2)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50935-beltorns-veteran-10-game-review-7187-and-7192/</link><description><![CDATA[<p>
	Overall, I enjoyed my time with the game right until Harvester UFOs appear. By then, I was able to easily establish air superiority with my first Gemini, 5 Phantoms and 2 Angels at 3 bases in Europe, US and northern Australia. <br />
	I focused on getting an early training center (built at the start), extra lab and extra living quarters.<br />
	<br />
	I really enjoyed the early game of first 3 months, figuring out if Operations system has changed or not and capturing all the starting enemies. My initial squad composition was 2 shields, 3 assaults, 1 Rifleman and 2 snipers (one with Medpack), eventually it rounded out to 2 shields, 4 assaults, 2 rifleman, 2 snipers and Pegasus  allowed to add 2 more Rifleman/Heavies. For operation Endgame, I've added 4 ARES with cannons.<br />
	Cleaners base appearing randomly appearing around day 110 or so without any extra investigation. That was a bit random and felt like a loose end being tied instead of anything <br />
	<br />
	Admittedly, months 5 and 6 felt rather empty barring the first Terror Site mission as the only UFOs were Scouts and Destroyers. Observers appeared on ~150 day. felt as if they appeared with a noticeable delay, giving me time to establish said dominance. Phantoms were easy to build as I've devoted most available Alenium to them. <br />
	Alien base appeared in month 6 around day 160 and was raided on day 168,<br />
	UOO raid and subsequent destruction were really easy. Surprisingly Reapers never appeared on my missions before Cruisers. Not sure if I lucked out or if they are tuned that way, but I've never even had a zombie unit encountered despite Reapers being present near Civilians across my whole playthrough.<br />
	Clearing last two Battleship UFOs and last terror sites was a slog as late game enemies didn't provide any interesting challenge. I've already had most of equipment, 6 stealth and 6 vanguard armors, also upgraded Gauss weaponry for everyone. All my xenonauts had most stats, but health in 90-100 range. It was sufficient even if elites and especially praetorians felt like bullet sponges.<br />
	<br />
	Final mission wasn't hard on Veteran either, I've specifically delayed it to get everyone to 100 on almost everything, but health which happened around day 390. Curiously, Health and Accuracy refused to train up further for a couple of soldiers via training center and could only be raised via missions. I've waited about 10 days at 9 training rate. <br />
	<br />
	Tactical combat:<br />
	Basic loop was two teams, shields as scouts, assaults as main damage dealers. Snipers and rifleman for grenades, heals, finishers or long-range engagement. My squaddies were chosen from top of the pick, but especially high bravery (57 lowest, preferably 60+ on recruiting), so I've never had issues with mesmerizing and mind control. Occasional soldiers got MCd, but a nearby friendly or two were able to kill of the controller on that turn, as a result I didn't have to build any Mind shields. Psionics overall was unthreatening and didn't affect my strategy. Strength was the easiest stat to train as all soldiers were stocked to maximum and threw plenty of grenades, so I didn't have to use actuators either. <br />
	Some Sebillians and Wraiths used grenades, but Gas grenades never dealt damage as I've had masks on my Shields and Assaults and they were the ones targeted.<br />
	If there is one true thing that made the game's tactical combat truly annoying is the damage rolls. I've had frequent cases of rolling 50-70% of damage out of 50 - 150 range several times in a row on 3-4 soldiers. I.e it took 4-6 hits to kill a tougher foe from 3-4 soldiers. And then 1 assault with a shotgun or a heavy with MG would roll a crit in 130%+ range and down that same alien in one shot. In reverse, sometimes a Sebillian with an MG would down my Heavy with 100 hp in upgraded Colossus in one hit. And the only way to safeguard against it is scouting ahead and dropping smokes. I would really like if there was an option to choose a smaller damage range. 75-125% or maybe 80-120%. <br />
	<br />
	Assaulting UFOs felt a little too comfortable - there was never any rush. The aliens always politely waited for me to gather up the team before their command rooms. I wouldn't mind if there was a mechanic that would incentivize to hurry up.<br />
	<br />
	Air combat:<br />
	I've only built 1 extra Angel before switching to Phantoms, but then I've built my 2nd base only in April which appears to be rather late in retrospect. <br />
	Larger UFOs remained completely vulnerable to a single Phantom or Gemini and their armaments unthreatening, but Alien Fighter and especially Interceptors have become noticeably tough foes. They can be taken down with Phantoms, but Phantoms will take heavy damage due to unavoidable missiles. Interceptors only become properly solved with Gemini's blink drives or even later fusion lances. <br />
	New Alien Defender crafts are more of a speed/equipment check and are rather unimpressive with their low rate of fire. <br />
	<br />
	Strategic play:<br />
	Before Doomsday clock finishes on end of 3rd month, the OP system makes complete sense, forces choices on strategic development and works almost fine by me, but it felt increasingly redundant in month 4 and after.<br />
	Initially, I've thought it to be static, but watching my friend playing I saw a new infiltrator appear when, I guess, a hidden UFO completed its infiltration mission in a radar-less region. That never happened to me. I wish it did. Turns out it was much more dynamic, just undertuned.<br />
	I think the problem is costs and incomes. Apart from capturing Cleaners and completing their limited pool of missions, there is no real way to generate OP points except focusing on the Intelligence supporters which does suggest an optimal way of a combination of get Asian Intelligence, remove a few infiltrators, capture cleaners. It also encourages to hoard OP points to deal with emergencies or beneficial supporter rolls. Removing an alien supporter is also mechanically static - we just a click a button. No mission results from that. We don't assault a hidden compound with Psyons or Cleaners that would yield info on their activities in the region that we could use to pinpoint their HQ or other infiltrators. I really really would like this system to be expanded further as it could lead to actual fun extra missions to play.<br />
	<br />
	During the playthrough I've never had problems with Regional panic so I didn't need to Reduce Panic in the region via an OP, As a result I've never had a region leave the program.<br />
	My planes downed each and every UFO, even if there were 6 in a wave or with air superiority missions, which feels a little too good.<br />
	Not a single new infiltrator got added and I've never lost a supporter, despite never paying any special attention.<br />
	Alien Bases only spawned some weak panic (2-3 panic per event) events even if I let them stay for a couple of days<br />
	I didn't need to use the option for extra Alloys as I've usually had plenty from downed UFOs and alien bases. <br />
	I didn't use the option for extra Alenium as the amount was too low for the cost of 100 OP, even after 250 days.. <br />
	I allowed a retaliation mission to hit my main base to get more loot as buying a downed UFO was too costly in OP points. <br />
	On the other hand, I never had to build base defenses on secondary bases as my planes downed any assaulting UFO. <br />
	All my secondary bases besides the first one, were air defense outposts with 2 hangars and a radar. Eventually I expanded them to 3 hangars and 3 radars for personal sense of completionism.<br />
	I didn't need more than 2 workshops and 12 engineers as all equipment, even endgame didn't take more 30 hours to build per item. A Gemini was built in 6 days with all the bonuses. So overall, I could easily build up between mission waves.<br />
	<br />
	Suggestions/Requests:<br />
	Expand Operations and Cleaners further, build up story so we would find that Cleaner HQ base by capturing Psyon infiltrators that we seek out via Operations, play with costs and incomes across version.<br />
	Have Aliens more frequently remove our supporters, especially when an Alien base operates for a decent while (7-14 days, I guess). Don't hint Alien bases early with frequent low panic events, have them be impactful <br />
	Have frequent Scout flights to keep us on our toes looking for aliens.<br />
	Please, please, please consider adding Wide-area Radar/EW suite for planes so we could send out planes to scout aliens efficiently. And an upgrade on Alien Electronics.<br />
	Increase lethality of big UFOs, change inflection points when our interceptors start to dominate against Observers+ as unless escorted with Interceptors, they are too easy.<br />
	Consider changing missiles and torpedoes as right now they are a nice bonus, instead of a useful tool<br />
	Consider increasing costs and time to produce all equipment, but especially Phantoms and Gemini,<br />
	I feel like they could be costlier, especially Gemini in Alloys and Alenium. Alien Fighters should remain a threat till Gemini. Or maybe it's the combination of Fighter + Defender that should be a threat to Phantoms. Interceptors are a decent threat to Phantoms with Gauss/Lasers and Reinforced Plating. <br />
	<br />
	Add more and better Psionics - psionic panic attacks to reduce focus/bravery, hologram-like hallucinations to distract the player. If anything it feels like Psyons should be the extra-specialists for all alien groups instead of base group of their own. Make Mind Shield necessary for late-game against Eternal attacks.<br />
	Please consider updating the final mission with extra teleporters in the second part and definitely add 2-3 Eternals so that their psionic attacks would mess up the easy time we have of clearing out a path.<br />
	Have more unique abilities for lategame aliens as right now they are just lone stat-sticks<br />
	Consider adding regenerating armor to Alien units and UFOs, you've already hinted at energy shields with Mentarchs, so why not expand on that ability?<br />
	<br />
	Add more unique items- stealth-granting grenades, throw a stealth grenade to get stealth for 2 turns or until hit.<br />
	Hologram grenades to force Reaction Fire<br />
	Wide-area Mind Shield for Mars/Ares as top module to protect groups of squaddies. <br />
	 <br />
	Please give an option for less damage range variance - 80-120 % or 75-125%<br />
	Please give an option to randomize supporters and regional bonuses.<br />
	<br />
	Thank you for a great time I've had and thank you for an amazing game. Hopefully to many more hours of it
</p>
]]></description><guid isPermaLink="false">50935</guid><pubDate>Wed, 15 Apr 2026 18:09:47 +0000</pubDate></item><item><title>Starting Cash listed amount vs actual? Because you pay 1.5 million for the base.</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50929-starting-cash-listed-amount-vs-actual-because-you-pay-15-million-for-the-base/</link><description><![CDATA[<p>
	Wouldn't it make more sense for the amount of money that the option says when you start a new game was the amount of money you had when you can start to play the game? Soldier Setting says 3.75 mill then you click build base as required and instantly have 2,250,000 as you can't customize your starting base or anything it should really just display the cash you can actually use.   
</p>
]]></description><guid isPermaLink="false">50929</guid><pubDate>Wed, 15 Apr 2026 05:25:06 +0000</pubDate></item><item><title>Ready only</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50915-ready-only/</link><description><![CDATA[<p>
	In the past the Xenonaut 2 folder in Steam, were not Ready Only, but now they are, is there a reason for this change...??
</p>
]]></description><guid isPermaLink="false">50915</guid><pubDate>Tue, 14 Apr 2026 00:49:36 +0000</pubDate></item><item><title>How to deal with interceptors missiles</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50910-how-to-deal-with-interceptors-missiles/</link><description><![CDATA[<p>
	Back in beta I used to be able to dodge all missiles by making planes roll to the side. Now it's tight for some missiles, and completely impossible for interceptor missiles.
</p>

<p>
	How am I supposed to deal with them?
</p>
]]></description><guid isPermaLink="false">50910</guid><pubDate>Mon, 13 Apr 2026 18:24:32 +0000</pubDate></item><item><title>Feature Request: More nationalities</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50912-feature-request-more-nationalities/</link><description><![CDATA[<p>
	Can you please add more nationalities? It should be simple enough to get random name generators for any country, and the rest is just a matter of a flag. It pains me that my country is not represented, and I would even go as far as wanting to have a 'national squad' (for funsies).
</p>
]]></description><guid isPermaLink="false">50912</guid><pubDate>Mon, 13 Apr 2026 19:12:22 +0000</pubDate></item><item><title>Would Love to see a Phoenix Points Style Aiming System Potentially.</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50857-would-love-to-see-a-phoenix-points-style-aiming-system-potentially/</link><description><![CDATA[<p>
	As the title says. Would love to see a Phoenix Point style aiming system to get rid of the XCOM style of Super frustrating misses that should never happen. Maybe as a new option in the settings or something.
</p>
]]></description><guid isPermaLink="false">50857</guid><pubDate>Wed, 08 Apr 2026 12:47:57 +0000</pubDate></item><item><title>No customization ? Is that some kind of joke ?</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50865-no-customization-is-that-some-kind-of-joke/</link><description><![CDATA[<p>
	Customization is one of the most important aspects of games like this. A lot of people buy the game specifically to create a team they can identify with. Each soldier built from scratch, exactly how we want and imagine them. Removing customization from this type of game is like taking away half the enjoyment. I’m seriously considering a refund. If I had known earlier that the game was stripped of such a crucial feature, I probably wouldn’t have bought it at all. I don’t understand the developers, this feels like a fundamental design decision that goes against what players expect from this genre.
</p>
]]></description><guid isPermaLink="false">50865</guid><pubDate>Thu, 09 Apr 2026 09:22:44 +0000</pubDate></item><item><title>Pre-release backed game in 2023 and got GoG edition only to find out that steam workshop mods were added</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50864-pre-release-backed-game-in-2023-and-got-gog-edition-only-to-find-out-that-steam-workshop-mods-were-added/</link><description><![CDATA[<p>
	Is there any recommended solution? I mean i enjoy the game but not quite enough to buy it a second time especially since it was actually higher then release price when i first bought it.  I know there are ways to download the workshop content manually and use it, but then you can't post on the workshop comments.  
</p>

<p>
	Any options? 
</p>

<p>
	Thanks
</p>
]]></description><guid isPermaLink="false">50864</guid><pubDate>Thu, 09 Apr 2026 09:11:22 +0000</pubDate></item><item><title>Finished Commander Ironman - Late Game needs to be revised - Spoilers</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50886-finished-commander-ironman-late-game-needs-to-be-revised-spoilers/</link><description><![CDATA[<p>
	The game is great until you reach the final stage; you're always uncertain about winning, both in terms of strategy map and tactical missions. However, once you reach the final stage, the game stops being challenging and becomes too easy.
</p>

<p>
	The biggest problem is that it's by far impossible to lose due to panic. This gives the player INFINITE time to make all the upgrades and prepare the team for the tactical missions at the end of the game. There's no pressure.
</p>

<p>
	It's possible to win the game in Commander mode, even with only one or two bases, using Angel planes with missiles to shoot down UFOs and earn money, avoiding combat and waiting indefinitely until you have the necessary investigations and equipment to form the Terminator team that destroys everything the aliens have.
</p>

<p>
	Panic is very easy to manage; UFOs roaming freely in the airspace increase panic very little, and Alien (and Cleaner) Bases can remain visible for a long time without any consequences. The player can afford to skip a Terror mission; this only increases panic by 35, which can be easily negated using OPs. Orbital bombardments also cause little panic. This is because, for humans, it's easy to lower panic by having INFINITE time to prepare for the more difficult tactical missions. Just having a couple of basic Angel planes equipped with missiles is enough to shoot down any top-tier alien UFO and escape the escort, or even if the escort shoots one down, the mission is considered a success and the panic drops. And, when having the Gemini, any challenge ceases to exist, everything is shot down even if you play very poorly in aerial battles, and it's easy to keep panic at zero.
</p>

<p>
	Here are some suggestions to correct this problem:
</p>

<p>
	- UFO bombings should cause much more panic.<br />
	- Many more UFOs should appear in areas without Xenonaut radar coverage.<br />
	- Angel should not be able to shoot down Harvester or Cruiser UFOs alone.<br />
	- If there is an escort, success should only be considered if all UFOs are shot down, not just the main UFO.<br />
	- Avoiding going to a Terror should set that zone to a maximum panic level of 100.<br />
	- Each day the Alien/Cleaners base is visible, panic increases.
</p>

<p>
	- There should be an incentive to save civilians in a Terror or a downed UFO, which would reduce panic. Currently, there is no effect if we save some civilians or let them all die.
</p>

<p>
	This would force humans to have more bases and radars on the map and invest in developing the air force, instead of indefinitely postponing attacks on bases or ceasing to fight Terrors.
</p>

<p>
	Another situation is related to the difficulty level. The Commander difficulty level should be aimed at hardcore players (as is my case), and the Veteran difficulty level at good players who appreciate challenges. However, in the final stages of the game, this doesn't happen, and the game is too easy. We go from a game with suspense and uncertainty, where the player is punished for bad decisions, to a game of complete alien extermination where it's impossible to lose missions or aerial combat, and where you only lose a Gemini plane or a soldier equipped with the latest armor due to very bad luck or severe incompetence.
</p>

<p>
	Suggestions to improve this:<br />
	- Eternals should appear in the late game, in terror missions, on cruiser ships, and on harvesters. It doesn't make sense for only three Eternals to appear in the entire game! To access the final mission, set the objective as interrogating an Eternal commander, not a regular Eternal.
</p>

<p>
	- Mind Control needs to be much more dangerous. I suggest it lasts at least two turns, and when the soldier breaks free from alien control, they have zero action points for that turn. I had a situation where a Heavy was controlled, on the next play he returned to my control with all the AP, found the Psion who controlled him and took him down in a burst of machine gun fire. In addition, it should be impossible to resist the Eternal's Mind Control, even with 100 bravery.<br />
	- Some Aliens should be immune and not lose aim in the smoke, the most obvious being the Androns, which are robots and can have thermal vision, also the Sibilians, who are already weak from afar, could be immune similar to Xenonauts 1.<br />
	- The Reapers' attack should be 100% effective against all armor.<br />
	- Alien weapons in the late game should also improve and cause more damage to top armor.<br />
	- In the final mission, the High Eternal should be surrounded by more Eternals and only have the best aliens with him, Sibilians, Praetorians, Cyberdrones, Elite Wrath.<br />
	- It should be practically impossible to take down the last Battleship UFOs without using Gemini planes.
</p>

<p>
	Another aspect that works poorly and is harmless. The alien interceptors seeking air dominance can't shoot down anything. When they intercept human planes, they just put them below the map, turn on the afterburner, and leave, and there's no battle! This option shouldn't exist.
</p>

<p>
	It would also be good if there was a possibility for the alien fighters to intercept the Skyranger and tactical teams on long trips, forcing humans to take fighter escorts.
</p>

<p>
	<br />
	 
</p>

<p>
	Regarding immersion in the game, it would be good to make it mandatory to do the campaign investigations as soon as they appear. I left them all for the end; I was already being bombarded when I did them, and the texts didn't match the stage of the game I was in. Also, at the Cleaners' base, it doesn't make sense to have normal agents, who are supposedly human and don't know they are defending Aliens, in a base with Psions.
</p>

<p>
	For the sake of immersion, I would also change the original plot, keeping the year 2026 and the current countrys instead of an alternate reality where the USSR still exists, but I realize that would be asking too much.
</p>

<p>
	Lastly, in the Steam achievements, it would be good to have one for a soldier who earns all the medals, for those who manage to get all the supporters, and for those who manage to finish the game on Ironman difficulty and at what difficulty level. Ironman Soldier, Ironman Veteran, etc.
</p>

<p>
	In my opinion, this type of game only makes sense to play on Ironman mode. If you load a mission when it goes wrong or you lose a key soldier, the uncertainty and suspense in the final outcome disappear, and it's lame. I understand you have to sell as much as possible, and that save scumming players wouldn't buy it, but this type of practice shouldn't be encouraged. You could follow the example of Crusader Kings III, which only allows Steam achievements to be earned in certain settings; in this case, only playing on Ironman mode allows achievements.
</p>

<p>
	I hope this constructive criticism has been helpful, and once again, congratulations on making this game in the tradition of the original XCOM/UFO from the 90s!
</p>
]]></description><guid isPermaLink="false">50886</guid><pubDate>Sat, 11 Apr 2026 21:12:52 +0000</pubDate></item><item><title>Patch (7.19.0) release</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50875-patch-7190-release/</link><description><![CDATA[<p>
	When exactly will this patch (7.19.0) be released?
</p>
]]></description><guid isPermaLink="false">50875</guid><pubDate>Sat, 11 Apr 2026 05:07:01 +0000</pubDate></item><item><title>Can you please add an option to increase the font size ?</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/37125-can-you-please-add-an-option-to-increase-the-font-size/</link><description><![CDATA[<p>
	I guess most people here fall in love with the UFO game, back in... Well, it was a long time ago <span>:)</span>
</p>

<p>
	So, let's face it, we are far from <span lang="en" xml:lang="en">young ! And yes, our eyes are not good as they were.</span>
</p>

<p>
	Wear glasses is not always possible depending how far your are from the screen and so on.
</p>

<p>
	So yes, I think it's REALLY important to be able to increase the font size for all text on screen.
</p>

<p>
	As it is now (<span>Milestone 3), It's really too small for my taste and make the game hard to play <img alt=":(" data-emoticon="" height="16" src="https://www.goldhawkinteractive.com/forums/uploads/emoticons/frown.png.c2a65617ebf295419941f1fb31d05753.png" title=":(" width="16" /></span>
</p>

<p>
	French translation is also a bit strange, and some texte are missing (replaced by error messages like "missing thing xxx"),
</p>

<p>
	But as a whole, It seem it will be a great game at the end... I'm happy to have fund it. But please, just increase the font size :)
</p>
]]></description><guid isPermaLink="false">37125</guid><pubDate>Mon, 19 Feb 2024 23:34:06 +0000</pubDate></item><item><title>Yet another Laser vs Accel discussion.</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50852-yet-another-laser-vs-accel-discussion/</link><description><![CDATA[<p>
	Alot, iv been onboard with the game since it was able to be played. 
</p>

<p>
	It is now v1.0 and i have waited.
</p>

<p>
	And... Laser Weapons still have no reason to exist over Acceleration weapons... other than environment destruction, which have many other alt methods.
</p>

<p>
	They do the same damage. there is no actual accuracy buff. there is no penetration. 
</p>

<p>
	Breaking it down simply. <br />
	Laser &lt; &gt; Accel<br />
	---Dam<br />
	Pistol: 33 - 33 Damage<br />
	Rifle: 40 - 40 Damage<br />
	Shotgun: 3x33 - 3x33<br />
	Precision rifle: 46 - 46<br />
	LMG: 40 - 40.<br />
	---Pen<br />
	Pistol: 0 - 5 Penetration<br />
	Rifle: 0 - 5 Pen<br />
	Shotgun: 0 - 3<br />
	Precision rifle: 10 - 12<br />
	LMG: 0 - 5<br />
	---Range<br />
	Pistol: 12 - 12 tiles<br />
	Rifle: 20 - 20<br />
	Shotgun: 10 - 10<br />
	Precision Rifle: 30 - 30<br />
	LMG: 20 - 20<br />
	---Hit bonus (gonna speed this up)<br />
	Pistol: 2.25% (both)<br />
	Rifle: 1.5% (both)<br />
	Shotty: 6.25% (Both)<br />
	Sniper: 0% (both)<br />
	LMG: 1.5% (both)<br />
	---Ammo Cap<br />
	Pistol: 5 - 15<br />
	Rifle: 5 - 20<br />
	Shotgun: 3 - 8<br />
	Sniper: 3 - 5<br />
	LMG: 30 - 50<br />
	---Fire modes TU usage, all the same.<br />
	<br />
	So... in general. iv liked the idea of the laser weapons and their look in the game for a long time. but never liked that they wernt as useful as the Acceleration weapon line. 
</p>

<p>
	If they actually DID get accuracy buffs. ya, thatd be amazing. and thats really all it does need. Because the later game inf ammo upgrade would make these weapons alot more relevant when needing to carry the Tactical Module, plates, automed, the psy thing. 
</p>

<p>
	But then again, i rarely even need to reload weapons i do have. 
</p>

<p>
	Iv been in and out of threads here, on steam, and other forums about the Laser vs Accel lines. but they both have people going back and forth. From my understanding, Lasers and Accel are basically the same area of 'tech tree' just side by side. Do you want to do more Environmental damage? or do more direct damage to the enemy? Given lasers do have a better endgame point of ammo not being an issue, the effectiveness on enemy units stays the same. And then by the time you get to that level of R&amp;D for the inf ammo for laser weapons, you will be close to or already have unlocked Gauss weapons. Making the combat effectiveness of both Accel and Lasers pointless. (other than fall back due to resource shortages)
</p>

<p>
	 
</p>

<p>
	Am i missing anything? 
</p>
]]></description><guid isPermaLink="false">50852</guid><pubDate>Wed, 08 Apr 2026 00:49:42 +0000</pubDate></item><item><title>[Duplicate] The game is not picking up research descriptions in mod.</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50869-duplicate-the-game-is-not-picking-up-research-descriptions-in-mod/</link><description><![CDATA[<p>
	I'm duplicating my question from discord.<br />
	<br />
	I added custom research projects with their own titles and descriptions in the mod data. In-game, however, the description shown is always the same — for example: “Interrogation of The General may help explain why he betrayed our organisation.” Could someone explain what I might be doing wrong in my setup, or whether this is a known engine/game bug?
</p>

<p>
	P.S. I’ve figured out the format for translation files (CSV with GUID / Key / Text / Translation). Where should the mod’s translation file live in the mod folder structure?
</p>

<p>
	P.S.2 I also noticed a behaviour that looks like a bug: if I save the game in one language and then switch to another language, some UI strings stay untranslated (I saw this on the research screen).
</p>

<p>
	<br />
	And another question: I'm actively going to do modding, and where is the best place to post questions, here on the forum or discord.
</p>

<p>
	<a class="ipsAttachLink" data-fileext="json" data-fileid="22449" href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=22449&amp;key=6bdc8254b10f643f580a817e438da77e" rel="">standard_military_weaponry.json</a>
</p>
]]></description><guid isPermaLink="false">50869</guid><pubDate>Thu, 09 Apr 2026 22:56:51 +0000</pubDate></item><item><title>Late game must increase difficulty - The game lost all interest and become to easy - Commander difficulty</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50866-late-game-must-increase-difficulty-the-game-lost-all-interest-and-become-to-easy-commander-difficulty/</link><description><![CDATA[<p>
	In the late game, we go from being underdogs, where winning battles requires caution and every possible strategy in a suspenseful game where you're never sure if you'll win missions, to a band of alien exterminators, easily destroying everything without much thought!
</p>

<p>
	The best alien UFOs don't even stand a chance against the Gemini planes... in tactical battles, as soon as you use the latest armor and fusion weapons, the game changes completely and we become alien exterminators without needing much strategy.
</p>

<p>
	And to make matters worse, it's very easy to keep panic at zero on the strategic map, giving the player infinite time to prepare and complete the final missions.
</p>
]]></description><guid isPermaLink="false">50866</guid><pubDate>Thu, 09 Apr 2026 10:21:47 +0000</pubDate></item><item><title>Is Xenonauts 2 Attribute progression (really) wrong?</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50858-is-xenonauts-2-attribute-progression-really-wrong/</link><description><![CDATA[<div>
	If I'm not wrong, the current cost to increase an attribute is determined by how many total points a soldier has already gained in that specific stat during their career:
</div>

<ul>
	<li>
		<span><strong>+1 to +5:</strong> 1,000 Progress Points</span>
	</li>
	<li>
		<span><strong>+6 to +10:</strong> 1,250 Progress Points</span>
	</li>
	<li>
		<span><strong>+11 to +15:</strong> 1,500 Progress Points</span>
	</li>
	<li>
		<span><strong>+16 to +20:</strong> 1,750 Progress Points</span>
	</li>
	<li>
		<span><strong>+21 to +25:</strong> 2,000 Progress Points</span>
	</li>
	<li>
		<span><strong>+26 to +30:</strong> 3,000 Progress Points</span>
	</li>
	<li>
		<span><strong>+31 onward:</strong> 4,000 Progress Points</span><br />
		 
	</li>
</ul>

<div>
	Under this system, assuming a player maximizes gains per missio, (2,000 Progress Point per stat per mission):
</div>

<ul>
	<li>
		<span>The first 5 points are earned in <strong>2.5 missions</strong>.</span>
	</li>
	<li>
		<span>Points 6 to 10 in <strong>3.125 missions</strong>.</span>
	</li>
	<li>
		<span>Points 11 to 15 in <strong>3.75 missions</strong>.</span>
	</li>
	<li>
		<span>Points 16 to 20 in <strong>4.375 missions</strong>.</span>
	</li>
	<li>
		<span>Points 21 to 25 in <strong>5 missions</strong>.</span>
	</li>
	<li>
		<span>Points 26 to 30 in <strong>7.5 missions</strong>.</span>
	</li>
	<li>
		<span>Points 31 to 65 in <strong>70 missions</strong>.</span>
	</li>
</ul>

<div>
	<strong>The Mathematical Disparity:</strong>
</div>

<ul>
	<li>
		<span>A <strong>"Super Recruit" </strong></span><span><strong>with a begining attribute value of </strong><strong><strong>65</strong></strong></span><span> reaches 95 in 26.25 missions and <strong>100 in 36.25 missions</strong>.</span>
	</li>
	<li>
		<span>A <strong>"Weak Recruit"</strong></span><span><strong> with a begining attribute value of </strong><strong><strong>35</strong></strong></span><span> reaches 65 in 26.25 missions and <strong>100 in 96.25 missions</strong>.<br />
		<br />
		That’s <strong>60 extra missions</strong> required for the weak recruit to max out his worse attribute—meaning it takes <strong>2.66 times longer (+166%)</strong> to max out.</span>
	</li>
</ul>

<div>
	Furthermore, the <strong>North American backer bonus</strong> (+5 to all stats) worsens this imbalance. With this bonus, the 65-stat recruit hits 100 in <strong>26.25 missions</strong>, while the 35-stat recruit needs <strong>86.25 missions</strong>. That is <strong>3.29 times longer (+229%)</strong>.<br />
	 
</div>

<div>
	The current system heavily penalizes soldiers with some low starting attribute while excessively favoring  recruits with highest starting attribute.<br />
	This increase the incentive for <strong>save-scumming</strong> the recruitment pool a lot to find "perfect" soldiers, or at least avoid soldiers with below average stats, as low-stat recruits are mathematically <strong>Heavily </strong>punished by the current progression curve.<br />
	 
</div>

<div>
	<strong>Proposed Solution:</strong><br />
	The logic of a diminishing returns system should be linked to the <strong>current absolute value</strong> of the attribute, not by the amount "gained." in the attribute.
</div>

<div>
	If we replace the current "points gained" cost with a <strong>"current stat value"</strong> cost, we could have:
</div>

<ul>
	<li>
		<span><strong>Stat 35 to 65:</strong> 1,000 Progress Points per +1 attribute</span>
	</li>
	<li>
		<span><strong>Stat 66 to 70:</strong> 1,250 Progress Points</span>
	</li>
	<li>
		<span><strong>Stat 71 to 75:</strong> 1,500 Progress Points</span>
	</li>
	<li>
		<span><strong>Stat 76 to 80:</strong> 1,750 Progress Points</span>
	</li>
	<li>
		<span><strong>Stat 81 to 85:</strong> 2,000 Progress Points</span>
	</li>
	<li>
		<span><strong>Stat 86 to 90:</strong> 3,000 Progress Points</span>
	</li>
	<li>
		<span><strong>Stat 91 to 100:</strong> 4,000 Progress Points</span><br />
		 
	</li>
</ul>

<div>
	<strong>With this new system:</strong>
</div>

<ul>
	<li>
		<span>A<strong> recruit with a begining attribute value of </strong><strong><strong>65</strong> </strong> reaches 90 in 23.75 missions and <strong>100 in 43.75 missions</strong> (33.75 with NA bonus). </span>
	</li>
	<li>
		<span>A </span><span><strong>recruit with a begining attribute value of </strong><strong><strong>35</strong></strong></span><span> reaches 90 in 38.75 missions and <strong>100 in 58.75 missions</strong> (48.75 with NA bonus).</span><br />
		 
	</li>
</ul>

<div>
	The gap drops to only <strong>15 extra missions</strong> for a 35 attribute (+34% more time) instead of the current 166%. With the NA bonus, the poor recruit would take 44% longer than the elite, rather than 229%.
</div>

<div>
	This change would make "below average" recruits viable over the long term while still rewarding the player for finding and keeping elite soldiers alive. (Note: These calculations assume optimal progression of 2,000 "Progress points" per attribute per mission).
</div>
]]></description><guid isPermaLink="false">50858</guid><pubDate>Wed, 08 Apr 2026 13:22:56 +0000</pubDate></item><item><title>Very low panic level - No late-game pressure - Commander difficulty</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50840-very-low-panic-level-no-late-game-pressure-commander-difficulty/</link><description><![CDATA[<p>
	It's very easy to manage panic in the late game; even with basic angels armed with missiles, you can shoot down the best UFOs (harvesters and cruisers) and still lower panic using OPs. This allows you to calmly wait an indefinite amount of time to attack bases and final missions until you're ready. There's no pressure, nor a remote chance of losing the game due to panic and regions abandoning the Xenonauts.
</p>

<p>
	Controlling panic is so easy that you can stop going to Terrors and immediately compensate with OPs.
</p>

<p>
	It's possible to have zero panic even without half the map under radar control...
</p>

<p>
	The panic caused by bombers in uncontrolled zones should be much greater, the panic caused by Terrors should be enormous for the player to be forced to fight, the panic caused by delays in attacking alien bases should be great with each passing day without going there. OPs spent to control panic should be more and have a much longer cooldown.
</p>

<p>
	The player should feel pressured to invest in more bases and radars, and better planes to control air space. They should be pressured to attack alien bases quickly and shouldn't be able to avoid Terror attacks without panic levels reaching their maximum.
</p>

<p>
	 
</p>

<p>
	See the attached picture please... this is in Commander difficulty, panic ZERO. Why should the player risk to go to a Terror if after it can lower it down again with few OPs?
</p>

<p><a href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2026_04/Terror_Panico.png.d5f39344468dc98d23a5f9d5e540042d.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="22422" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2026_04/Terror_Panico.thumb.png.f2301d7c5bfdeb9bf159eb5d3a722700.png" data-ratio="53.8" width="1000" class="ipsImage ipsImage_thumbnailed" alt="Terror_Panico.png"></a></p>]]></description><guid isPermaLink="false">50840</guid><pubDate>Tue, 07 Apr 2026 13:39:51 +0000</pubDate></item><item><title>Bugginess?</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50828-bugginess/</link><description><![CDATA[<p>
	Did X2 fix most of the bugginess present in the first game? I'm thinking about picking it up, but worried I'm just going to ragequit after a while like I did the first one due to several obnoxious bugs that made ironman far more frustrating than it should be.
</p>
]]></description><guid isPermaLink="false">50828</guid><pubDate>Mon, 06 Apr 2026 20:09:29 +0000</pubDate></item></channel></rss>
