<?xml version="1.0"?>
<rss version="2.0"><channel><title><![CDATA[Xenonauts-2 Releases & Patch Notes Latest Topics]]></title><link>https://www.goldhawkinteractive.com/forums/index.php?/forum/7-xenonauts-2-releases-patch-notes/</link><description><![CDATA[Xenonauts-2 Releases & Patch Notes Latest Topics]]></description><language>en</language><item><title>Full Release 7.27.9 Released! (Experimental)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51875-full-release-7279-released-experimental/</link><description><![CDATA[<p>
	This update is only accessible by switching to our Experimental branches (<a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/20126-experimental-stable-branches-how-to-access-them/" rel="">instructions on how to do so here</a>). Another small hotfix for the 7.27.x builds.
</p>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		Fixed a bug where the Supporter effects would sometimes display an error string rather than the actual effect.
	</li>
	<li>
		Fixed some potential crash issues with the inventory drag-and-drop system (usually occurs on the Soldier Equip screen).
	</li>
	<li>
		Fixed the Operations Points number on the strategic operations button hover state being wrapped in brackets.
	</li>
</ul>
]]></description><guid isPermaLink="false">51875</guid><pubDate>Mon, 14 Sep 2026 20:42:57 +0000</pubDate></item><item><title>Full Release 7.27.7 STABLE Released!</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51864-full-release-7277-stable-released/</link><description><![CDATA[<p>
	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.
</p>

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

<p>
	<u><strong>Game Updates:</strong></u>
</p>

<ul>
	<li>
		Updated the visuals / layout of the Mod Manager panel to make it easier to use.
	</li>
	<li>
		The Mod Manager panel now shows more extensive details when there is an issue with a mod, including:
		<ul>
			<li>
				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.
			</li>
			<li>
				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.
			</li>
			<li>
				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.
			</li>
		</ul>
	</li>
</ul>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		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).
	</li>
	<li>
		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.
	</li>
	<li>
		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.
	</li>
	<li>
		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.
	</li>
	<li>
		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).
	</li>
	<li>
		Fixed a few more broken translation strings recently reported by users.
	</li>
</ul>
]]></description><guid isPermaLink="false">51864</guid><pubDate>Mon, 07 Sep 2026 14:57:21 +0000</pubDate></item><item><title>Full Release 7.27.7 Released! (Experimental)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51861-full-release-7277-released-experimental/</link><description><![CDATA[<p>
	This update is only accessible by switching to our Experimental branches (<a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/20126-experimental-stable-branches-how-to-access-them/" rel="">instructions on how to do so here</a>). 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. 
</p>

<p>
	Also, we should be putting out a few more details on what we're currently working on in the next few weeks! <span><img alt=":)" data-emoticon="true" height="16" loading="lazy" src="https://www.goldhawkinteractive.com/forums/uploads/emoticons/smile.png.d1802ccf9b5c412f23a09006fa9249ab.png" title=":)" width="16"></span>
</p>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		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).
	</li>
	<li>
		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.
	</li>
	<li>
		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).
	</li>
	<li>
		Fixed a few more broken translation strings recently reported by users.
	</li>
	<li>
		Added translated strings for the new mod manager UI panel strings.
	</li>
</ul>
]]></description><guid isPermaLink="false">51861</guid><pubDate>Thu, 03 Sep 2026 19:03:30 +0000</pubDate></item><item><title>Full Release 7.27.6 Released! (Experimental)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51846-full-release-7276-released-experimental/</link><description><![CDATA[<p>
	This update is only accessible by switching to our Experimental branches (<a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/20126-experimental-stable-branches-how-to-access-them/" rel="">instructions on how to do so here</a>). 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.
</p>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		Updated the visuals / layout of the Mod Manager panel to make it easier to use.
	</li>
	<li>
		The Mod Manager panel now shows more extensive details when there is an issue with a mod, including:
		<ul>
			<li>
				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.
			</li>
			<li>
				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.
			</li>
			<li>
				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.
			</li>
		</ul>
	</li>
</ul>
]]></description><guid isPermaLink="false">51846</guid><pubDate>Mon, 24 Aug 2026 16:46:03 +0000</pubDate></item><item><title>Full Release 7.27.5 Released! (Experimental)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51841-full-release-7275-released-experimental/</link><description><![CDATA[<p>
	This update is only accessible by switching to our Experimental branches (<a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/20126-experimental-stable-branches-how-to-access-them/" rel="">instructions on how to do so here</a>).
</p>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		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.
	</li>
	<li>
		Fixed a mod-related issue with template patching, where the game would crash in some incorrect circumstances when in development mode and template patches were interacting with other modded templates / patches. 
	</li>
</ul>
]]></description><guid isPermaLink="false">51841</guid><pubDate>Wed, 19 Aug 2026 11:42:22 +0000</pubDate></item><item><title>Full Release 7.27.4 STABLE Released!</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51834-full-release-7274-stable-released/</link><description><![CDATA[<p>
	A small hotfix for 7.27.3 has been released onto both the main branch and the Experimental branches. This is primarily intended to fix an AI bug that had been introduced in the previous build.
</p>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		Fixed an AI issue that was causing enemy units not to act every other turn on some missions.
	</li>
	<li>
		Fixed some minor inverse kinematics (animation) issues when a combat shield was destroyed.
	</li>
</ul>
]]></description><guid isPermaLink="false">51834</guid><pubDate>Tue, 11 Aug 2026 14:04:18 +0000</pubDate></item><item><title>Full Release 7.27.3 STABLE Released!</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51818-full-release-7273-stable-released/</link><description><![CDATA[<p>
	We've now released v7.27.3 onto the main branches, and the consolidated patch notes can be found below.
</p>

<p>
	<u><strong>Gameplay Changes:</strong></u>
</p>

<ul>
	<li>
		The Laser Weapons research entry has been updated so the displayed damage multiplier is now 120% rather than 135%, which accurately reflects the pre-upgrade damage values of Laser weapons. The research text has also been updated to better hint at the possibility of future upgrades.
	</li>
	<li>
		Mods now no longer have a "maximum version", as this was causing a lot of false confusion about mods being out of date. Generally speaking our "major version" patches should not break mods - so a mod made in V7 should work in all versions of post-release V7. The game now only generates a warning if we move onto the next major version (e.g. V8).
	</li>
</ul>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		Fixed a bug preventing users uploading mods to Steam Workshop via the game.
	</li>
	<li>
		Fixed a rare crash that could occur if two squadrons simultaneously intercepted the same UFO and then one successfully shot it down.
	</li>
	<li>
		Fixed a rare crash that could occur when moving items in the Armory.
	</li>
	<li>
		Fixed a rare crash that could occur on UFO interception.
	</li>
	<li>
		Fixed a rare crash that could occur when assigning a soldier to a strike team slot on the Armory screen.
	</li>
	<li>
		Fixed a rare crash that could occur during the AI turn when enemy units were moving.
	</li>
	<li>
		Fixed a rare AI hang related to overwatch fire against mind-controlled units.
	</li>
	<li>
		Fixed a broken sawmill building that was causing a small number of Boreal crash site maps to fail to load.
	</li>
	<li>
		Fixed transparent items like abduction tubes rendering below the shroud in some circumstances.
	</li>
	<li>
		Fixed an issue where sometimes the mission briefing lines would fail to render correctly.
	</li>
	<li>
		Fixed the jungle map stone walls having issues with their colliders.
	</li>
</ul>
]]></description><guid isPermaLink="false">51818</guid><pubDate>Thu, 06 Aug 2026 16:06:53 +0000</pubDate></item><item><title>Full Release 7.27.3 Released! (Experimental)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51803-full-release-7273-released-experimental/</link><description><![CDATA[<p>
	This update is only accessible by switching to our Experimental branches (<a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/20126-experimental-stable-branches-how-to-access-them/" rel="">instructions on how to do so here</a>).
</p>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		Fixed a rare crash that could occur on UFO interception.
	</li>
	<li>
		Fixed a rare crash that could occur when assigning a soldier to a strike team slot on the Armory screen.
	</li>
	<li>
		Fixed a rare crash that could occur during the AI turn when enemy units were moving.
	</li>
	<li>
		Fixed a rare AI hang related to overwatch fire against mind-controlled units.
	</li>
</ul>
]]></description><guid isPermaLink="false">51803</guid><pubDate>Mon, 03 Aug 2026 16:27:41 +0000</pubDate></item><item><title>Full Release 7.27.2 Released! (Experimental)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51785-full-release-7272-released-experimental/</link><description><![CDATA[<p>
	This update is only accessible by switching to our Experimental branches (<a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/20126-experimental-stable-branches-how-to-access-them/" rel="">instructions on how to do so here</a>).
</p>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		Fixed a crash that could occur in the tactical layer if a Xenonaut was mind controlled, then another Xenonaut was killed, then mind control wore off (this crash was introduced in 7.27.0 so was never in the main build).
	</li>
</ul>
]]></description><guid isPermaLink="false">51785</guid><pubDate>Fri, 24 Jul 2026 21:29:40 +0000</pubDate></item><item><title>Full Release 7.27.1 Released! (Experimental)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51775-full-release-7271-released-experimental/</link><description><![CDATA[<p>
	This update is only accessible by switching to our Experimental branches (<a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/20126-experimental-stable-branches-how-to-access-them/" rel="">instructions on how to do so here</a>).
</p>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		Fixed a bug preventing users uploading mods to Steam Workshop via the game.
	</li>
	<li>
		Fixed a rare crash that could occur if two squadrons simultaneously intercepted the same UFO and then one successfully shot it down.
	</li>
</ul>
]]></description><guid isPermaLink="false">51775</guid><pubDate>Tue, 21 Jul 2026 23:49:18 +0000</pubDate></item><item><title>Full Release 7.27.0 Released! (Experimental)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51769-full-release-7270-released-experimental/</link><description><![CDATA[<p>
	This update is only accessible by switching to our Experimental branches (<a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/20126-experimental-stable-branches-how-to-access-them/" rel="">instructions on how to do so here</a>).
</p>

<p>
	<u><strong>Gameplay Changes:</strong></u>
</p>

<ul>
	<li>
		The Laser Weapons research entry has been updated so the displayed damage multiplier is now 120% rather than 135%, which accurately reflects the pre-upgrade damage values of Laser weapons. The research text has also been updated to better hint at the possibility of future upgrades.
	</li>
	<li>
		Mods now no longer have a "maximum version", as this was causing a lot of false confusion about mods being out of date. Generally speaking our "major version" patches should not break mods - so a mod made in V7 should work in all versions of post-release V7. The game now only generates a warning if we move onto the next major version (e.g. V8).
	</li>
</ul>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		Fixed a rare crash that could occur when moving items in the Armory.
	</li>
	<li>
		Fixed a broken sawmill building that was causing a small number of Boreal crash site maps to fail to load.
	</li>
	<li>
		Fixed transparent items like abduction tubes rendering below the shroud in some circumstances.
	</li>
	<li>
		Fixed an issue where sometimes the mission briefing lines would fail to render correctly.
	</li>
	<li>
		Fixed the jungle map stone walls having issues with their colliders.
	</li>
</ul>
]]></description><guid isPermaLink="false">51769</guid><pubDate>Fri, 17 Jul 2026 13:02:22 +0000</pubDate></item><item><title>Full Release 7.26.1 STABLE Released!</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51767-full-release-7261-stable-released/</link><description><![CDATA[<p>
	We've now released v7.26.1 onto the main branches, and the consolidated patch notes can be found below.
</p>

<p>
	<u><strong>Balance Changes:</strong></u>
</p>

<ul>
	<li>
		ARES Strength increased to 100 (up from 50), matching the MARS - this makes burst fire weapons slightly more accurate.
	</li>
	<li>
		The explosions caused by dying aliens (Servitors, Cyberdrones) no longer destroy items on the ground, as a lot of players ended up being confused about why their items had vanished and it was usually because they were caught in an explosion when on the ground after the soldier carrying them had been killed.
	</li>
	<li>
		Damage synchronisation has been added to the ENDGAME first stage 1-tile thick alien building walls. If you blast a hole in these from the outside, the inner wall is now destroyed. If you destroy the thin interior walls, the outer wall is not destroyed (because they're tougher) but a corresponding amount of damage is also applied to them.
	</li>
</ul>

<p>
	<u><strong>Gameplay Changes:</strong></u>
</p>

<ul>
	<li>
		We've fixed one of the most annoying UI issues in the tactical combat - the entire selection box always drawing above the shroud. It now behaves like it did during most of Early Access, and it will be much easier to see which level the camera / selection box is on when interacting with tiles on the edge of the shroud (or inside UFOs, or the upper levels of alien bases, etc). 
	</li>
	<li>
		We've also fixed an issue where projectiles and thrown grenades would be hidden by the shroud, which would cause them to disappear when passing over unrevealed tilles. The rule is now that projectiles / grenades will always be drawn above the shroud if the shooter is visible.
	</li>
	<li>
		The alien spawners on certain missions (UOO Bridge Assault, Endgame) are now no longer hidden by the fog of war once revealed, unlike standard enemy units.
	</li>
	<li>
		Fixed some performance issues with the pre-mission deployment phase on certain missions.
	</li>
	<li>
		We've introduced a JSON patching system to the game, which allows mods / DLCs to edit a specific part of a JSON file in the game without having to edit the whole file. This is important because it means multiple mods will be able to edit the same JSON file without problems (as long as each mod is changing different parts of the file).
	</li>
</ul>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		We've improved the save system so the game no longer creates corrupted saves due to the save process being interrupted - now if the creation of the save fails (say due to a game crash or PC shutdown happening halfway through the save process), no save file gets created at all. This should improve stability because those corrupted files can themselves sometimes cause problems for the game, as well as causing crashes if the players try to load them.
	</li>
	<li>
		Fixed a save game problem where you could save the game on particular missions after the main objective had been completed - e.g. on the UOO Bridge Assault mission, it was possible to save while the game was doing the post-completion cutscene where the station explodes and your troops teleport away. Trying to load that save would cause a crash.
	</li>
	<li>
		Fixed the player being able to use the strategy screen hotkeys (F1-F9) to move to another screen during the pre-mission soldier equip screen on Base Defence missions, which allowed them to skip the base defence.
	</li>
	<li>
		In the air combat, the UFO charge bar now stops filling when all Xenonaut interceptors have retreated, as it takes a few seconds for air combat to fade out after the battle ends. Previously the UFO could sometimes "jump" to a new location on the Geoscape if the charge bar filled up during this period.
	</li>
	<li>
		Fixed various air combat issues related to the Afterburner / Retreat modes. Unless Throttle Lock is set, Afterburner and Retreat mode will now override any existing speeds manually set by the player and make the aircraft travel at max speed (unless you're using Afterburners and tailing a UFO; then the Afterburners will automatically reduce speed if it would cause you to overshoot the UFO).
	</li>
	<li>
		Fixed Xenonaut interceptors not retreating instantly once they reached the edge of the air combat battlefield.
	</li>
	<li>
		Fixed a situation where Xenonaut interceptors could get stuck at 0 speed when attempting to retreat and reaching the edge of the map while a UFO was chasing them.
	</li>
	<li>
		Fixed mechanical units like the MARS being unable to use teleporters with right-click like normal soldiers can.
	</li>
	<li>
		Fixed an issue where destroying upper level floors on Endgame stage 1 would not always reveal the floor tiles on the level below that should have become visible.
	</li>
	<li>
		Another attempt to fix the black interior walls on the Western Town restaurant buildings (this bug only affects players using AMD cards, or on Linux). Let us know if it works!
	</li>
</ul>
]]></description><guid isPermaLink="false">51767</guid><pubDate>Thu, 09 Jul 2026 08:39:50 +0000</pubDate></item><item><title>Full Release 7.26.1 Released! (Experimental)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51765-full-release-7261-released-experimental/</link><description><![CDATA[<p>
	This update is only accessible by switching to our Experimental branches (<a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/20126-experimental-stable-branches-how-to-access-them/" rel="">instructions on how to do so here</a>).
</p>

<p>
	<u><strong>Changes:</strong></u>
</p>

<ul>
	<li>
		Fixed Steam Workshop mods not displaying correctly in the Mod Management panel.
	</li>
	<li>
		Fixed the Western Town restaurant kitchen wall tiles displaying black (only on AMD cards, or Linux),
	</li>
</ul>
]]></description><guid isPermaLink="false">51765</guid><pubDate>Fri, 03 Jul 2026 20:36:27 +0000</pubDate></item><item><title>Full Release 7.26.0 Released! (Experimental)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51764-full-release-7260-released-experimental/</link><description><![CDATA[<p>
	This update is only accessible by switching to our Experimental branches (<a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/20126-experimental-stable-branches-how-to-access-them/" rel="">instructions on how to do so here</a>).
</p>

<p>
	<u><strong>Balance Changes:</strong></u>
</p>

<ul>
	<li>
		ARES Strength increased to 100 (up from 50), matching the MARS - this makes burst fire weapons slightly more accurate.
	</li>
	<li>
		The explosions caused by dying aliens (Servitors, Cyberdrones) no longer destroy items on the ground, as a lot of players ended up being confused about why their items had vanished and it was usually because they were caught in an explosion when on the ground after the soldier carrying them had been killed.
	</li>
	<li>
		Damage synchronisation has been added to the ENDGAME first stage 1-tile thick alien building walls. If you blast a hole in these from the outside, the inner wall is now destroyed. If you destroy the thin interior walls, the outer wall is not destroyed (because they're tougher) but a corresponding amount of damage is also applied to them.
	</li>
</ul>

<p>
	<u><strong>Gameplay Changes:</strong></u>
</p>

<ul>
	<li>
		We've fixed one of the most annoying UI issues in the tactical combat - the entire selection box always drawing above the shroud. It now behaves like it did during most of Early Access, and it will be much easier to see which level the camera / selection box is on when interacting with tiles on the edge of the shroud (or inside UFOs, or the upper levels of alien bases, etc). 
	</li>
	<li>
		We've also fixed an issue where projectiles and thrown grenades would be hidden by the shroud, which would cause them to disappear when passing over unrevealed tilles. The rule is now that projectiles / grenades will always be drawn above the shroud if the shooter is visible.
	</li>
	<li>
		The alien spawners on certain missions (UOO Bridge Assault, Endgame) are now no longer hidden by the fog of war once revealed, unlike standard enemy units.
	</li>
	<li>
		Fixed some performance issues with the pre-mission deployment phase on certain missions.
	</li>
	<li>
		We've introduced a JSON patching system to the game, which allows mods / DLCs to edit a specific part of a JSON file in the game without having to edit the whole file. This is important because it means multiple mods will be able to edit the same JSON file without problems (as long as each mod is changing different parts of the file).
	</li>
</ul>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		We've improved the save system so the game no longer creates corrupted saves due to the save process being interrupted - now if the creation of the save fails (say due to a game crash or PC shutdown happening halfway through the save process), no save file gets created at all. This should improve stability because those corrupted files can themselves sometimes cause problems for the game, as well as causing crashes if the players try to load them.
	</li>
	<li>
		Fixed a save game problem where you could save the game on particular missions after the main objective had been completed - e.g. on the UOO Bridge Assault mission, it was possible to save while the game was doing the post-completion cutscene where the station explodes and your troops teleport away. Trying to load that save would cause a crash.
	</li>
	<li>
		Fixed the player being able to use the strategy screen hotkeys (F1-F9) to move to another screen during the pre-mission soldier equip screen on Base Defence missions, which allowed them to skip the base defence.
	</li>
	<li>
		In the air combat, the UFO charge bar now stops filling when all Xenonaut interceptors have retreated, as it takes a few seconds for air combat to fade out after the battle ends. Previously the UFO could sometimes "jump" to a new location on the Geoscape if the charge bar filled up during this period.
	</li>
	<li>
		Fixed various air combat issues related to the Afterburner / Retreat modes. Unless Throttle Lock is set, Afterburner and Retreat mode will now override any existing speeds manually set by the player and make the aircraft travel at max speed (unless you're using Afterburners and tailing a UFO; then the Afterburners will automatically reduce speed if it would cause you to overshoot the UFO).
	</li>
	<li>
		Fixed Xenonaut interceptors not retreating instantly once they reached the edge of the air combat battlefield.
	</li>
	<li>
		Fixed a situation where Xenonaut interceptors could get stuck at 0 speed when attempting to retreat and reaching the edge of the map while a UFO was chasing them.
	</li>
	<li>
		Fixed mechanical units like the MARS being unable to use teleporters with right-click like normal soldiers can.
	</li>
	<li>
		Fixed an issue where destroying upper level floors on Endgame stage 1 would not always reveal the floor tiles on the level below that should have become visible.
	</li>
	<li>
		Another attempt to fix the black interior walls on the Western Town restaurant buildings (this bug only affects players using AMD cards, or on Linux). Let us know if it works!
	</li>
</ul>
]]></description><guid isPermaLink="false">51764</guid><pubDate>Wed, 01 Jul 2026 20:38:12 +0000</pubDate></item><item><title>Full Release 7.25.2 STABLE Released!</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51762-full-release-7252-stable-released/</link><description><![CDATA[<p>
	We've now released v7.25.2 onto the main branches, and the consolidated patch notes can be found below.
</p>

<p>
	<u><strong>Gameplay Changes:</strong></u>
</p>

<ul>
	<li>
		Improved the visual rendering of fire / smoke where it comes to shroud. The fire / smoke now draws under the shroud where they overlap, rather than entirely removing the shroud where they overlap as they did previously.
	</li>
	<li>
		Various changes and improvements to the air combat:
		<ul>
			<li>
				Autoresolve calculation sped up dramatically, which should avoid complex autoresolves taking 10+ seconds to compute.
			</li>
			<li>
				Removed the annoying one-frame visual "flicker" that would occur at the start of each air combat battle.
			</li>
			<li>
				Hovering over a Xenonaut aircraft on the battlefield will now highlight the corresponding UI aircraft infopanel on the right.
			</li>
			<li>
				Aircraft with afterburners active will no longer attempt to match speeds with their target UFO and will continue to close until the afterburners are disabled. This should make the basic Angel vs Observer fight easier, as the Angels would previously stop closing as soon as they entered maximum cannon range - but as soon as you disabled afterburners so they could actually attack, you would only get a few shots away before the Observer escaped from cannon range.
			</li>
		</ul>
	</li>
	<li>
		Xenonaut squadrons will now automatically return to base if all Xenonaut interceptors retreated from the previous air combat battle.
	</li>
	<li>
		It's now possible to set a parameter and screen as a launch parameter (useful for modders testing their work).
	</li>
	<li>
		Added a "changelog" for modders that lists the changed files in each version of the game, which should make it easier for modders to track while files they need to update after each new release. This can be found at Xenonauts2/Assets/Assets/xenonauts/changelogs/
	</li>
</ul>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		Fixed a crash on the Geoscape multi-select UFO popup (if multiple units are very close together) that could occur if you were clicking the OK button repeatedly.
	</li>
	<li>
		Fixed a crash that could occur from chained explosions (e.g Servitors, Cyberdrones, explosive environmental props).
	</li>
	<li>
		Fixed the Cyberdrone front armour HP not updating when it takes damage.
	</li>
	<li>
		Fixed several related bugs that sometimes permitted "miss" shots / grenades to pass through the floor without hiting anything. This was particularly noticeable for explosive weapons, as it could cause them to occasionally not detonate.
	</li>
	<li>
		Fixed grenades exploding on top of shipping containers being unable to damage the container.
	</li>
	<li>
		Fixed the "open Steam Workshop" button on the Mod Management panel not working properly.
	</li>
	<li>
		Fixed the UOO Sabotage research showing the "new mission is available" popup before the research popup appeared (rather than after it).
	</li>
	<li>
		Fixed soldiers in the hire pool showing purple placeholder armour on their portraits for the month after unlocking the North America region bonus.
	</li>
	<li>
		Fixed weapon tooltips not appearing if you hovered over the "wrong" half of a paired slot on the Aircraft screen.
	</li>
	<li>
		Fixed weapons having different positions on the Aircraft paperdoll image depending on whether you placed them in the left or right slot of a paired slot (they now always use the values of the left slot).
	</li>
	<li>
		Fixed some more misaligned text fields in the French translation, and a few more minor translation string issues.
	</li>
	<li>
		Fixed some additional mod loading bugs.
	</li>
</ul>
]]></description><guid isPermaLink="false">51762</guid><pubDate>Mon, 29 Jun 2026 13:35:37 +0000</pubDate></item><item><title>Full Release 7.25.2 Released! (Experimental)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51756-full-release-7252-released-experimental/</link><description><![CDATA[<p>
	This update is only accessible by switching to our Experimental branches (<a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/20126-experimental-stable-branches-how-to-access-them/" rel="">instructions on how to do so here</a>).
</p>

<p>
	<u><strong>Changes:</strong></u>
</p>

<ul>
	<li>
		Fixed some additional mod loading bugs.
	</li>
	<li>
		Added a few more translaltion strings.
	</li>
</ul>
]]></description><guid isPermaLink="false">51756</guid><pubDate>Wed, 17 Jun 2026 22:06:36 +0000</pubDate></item><item><title>Full Release 7.25.1 Released! (Experimental)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51485-full-release-7251-released-experimental/</link><description><![CDATA[<p>
	This update is only accessible by switching to our Experimental branches (<a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/20126-experimental-stable-branches-how-to-access-them/" rel="">instructions on how to do so here</a>).
</p>

<p>
	<u><strong>Changes:</strong></u>
</p>

<ul>
	<li>
		Fixed a bug where air combat autoresolve would regularly time out and result in a draw.
	</li>
	<li>
		Added a "changelog" for modders that lists the changed files in each version of the game, which should make it easier for modders to track while files they need to update after each new release. This can be found at Xenonauts2/Assets/Assets/xenonauts/changelogs/
	</li>
</ul>
]]></description><guid isPermaLink="false">51485</guid><pubDate>Sun, 14 Jun 2026 19:27:35 +0000</pubDate></item><item><title>Full Release 7.25.0 Released! (Experimental)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51396-full-release-7250-released-experimental/</link><description><![CDATA[<p>
	This update is only accessible by switching to our Experimental branches (<a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/20126-experimental-stable-branches-how-to-access-them/" rel="">instructions on how to do so here</a>).
</p>

<p>
	<u><strong>Gameplay Changes:</strong></u>
</p>

<ul>
	<li>
		Improved the visual rendering of fire / smoke where it comes to shroud. The fire / smoke now draws under the shroud where they overlap, rather than entirely removing the shroud where they overlap as they did previously.
	</li>
	<li>
		Various changes and improvements to the air combat:
		<ul>
			<li>
				Autoresolve calculation sped up dramatically, which should avoid complex autoresolves taking 10+ seconds to compute.
			</li>
			<li>
				Removed the annoying one-frame visual "flicker" that would occur at the start of each air combat battle.
			</li>
			<li>
				Hovering over a Xenonaut aircraft on the battlefield will now highlight the corresponding UI aircraft infopanel on the right.
			</li>
			<li>
				Aircraft with afterburners active will no longer attempt to match speeds with their target UFO and will continue to close until the afterburners are disabled. This should make the basic Angel vs Observer fight easier, as the Angels would previously stop closing as soon as they entered maximum cannon range - but as soon as you disabled afterburners so they could actually attack, you would only get a few shots away before the Observer escaped from cannon range.
			</li>
		</ul>
	</li>
	<li>
		Xenonaut squadrons will now automatically return to base if all Xenonaut interceptors retreated from the previous air combat battle.
	</li>
	<li>
		It's now possible to set a parameter and screen as a launch parameter (useful for modders testing their work).
	</li>
</ul>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		Fixed a crash on the Geoscape multi-select UFO popup (if multiple units are very close together) that could occur if you were clicking the OK button repeatedly.
	</li>
	<li>
		Fixed a crash that could occur from chained explosions (e.g Servitors, Cyberdrones, explosive environmental props).
	</li>
	<li>
		Fixed the Cyberdrone front armour HP not updating when it takes damage.
	</li>
	<li>
		Fixed several related bugs that sometimes permitted "miss" shots / grenades to pass through the floor without hiting anything. This was particularly noticeable for explosive weapons, as it could cause them to occasionally not detonate.
	</li>
	<li>
		Fixed grenades exploding on top of shipping containers being unable to damage the container.
	</li>
	<li>
		Fixed the "open Steam Workshop" button on the Mod Management panel not working properly.
	</li>
	<li>
		Fixed the UOO Sabotage research showing the "new mission is available" popup before the research popup appeared (rather than after it).
	</li>
	<li>
		Fixed soldiers in the hire pool showing purple placeholder armour on their portraits for the month after unlocking the North America region bonus.
	</li>
	<li>
		Fixed weapon tooltips not appearing if you hovered over the "wrong" half of a paired slot on the Aircraft screen.
	</li>
	<li>
		Fixed weapons having different positions on the Aircraft paperdoll image depending on whether you placed them in the left or right slot of a paired slot (they now always use the values of the left slot).
	</li>
	<li>
		Fixed some more misaligned text fields in the French translation.
	</li>
</ul>
]]></description><guid isPermaLink="false">51396</guid><pubDate>Wed, 10 Jun 2026 15:33:54 +0000</pubDate></item><item><title>Full Release 7.24.2 STABLE Released!</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51362-full-release-7242-stable-released/</link><description><![CDATA[<p>
	We've now released v7.24.2 onto the main branches, and the consolidated patch notes can be found below.
</p>

<p>
	<u><strong>Gameplay Changes:</strong></u>
</p>

<ul>
	<li>
		We've fixed a bug that was causing the Monthly Funding Modifier difficulty setting to not work properly - previously, all difficulty settings were getting 100% of the normal funding. As fixing this bug would affect game balance, we've adjusted the previous (nonfunctional) values as follows:
		<ul>
			<li>
				Veteran and Commander balance remains unchanged (now 100% funding).
			</li>
			<li>
				Soldier gets 10% extra funding (110%), and Recruit gets 25% extra funding (125%).
			</li>
			<li>
				This change will only affect new campaigns.
			</li>
		</ul>
	</li>
	<li>
		Some balance changes have occurred to Recoil as a result of fixing an inheritance bug with some of the weapons:
		<ul>
			<li>
				Recoil reduction based on user Strength now correctly applies to ALL weapons - previously it did not apply to alien burst-capable weapons, nor human rifles.
			</li>
			<li>
				Fixed a specific issue with the Laser LMG where it did not have the Strength-based Recoil reduction, even though the Laser Rifle actually did.
			</li>
			<li>
				Recoil reduction based on user Strength on laser weapons now offers half the normal reduction as Lasers already have half the Recoil of normal weapons (otherwise a soldier with 100 Strength would reduce them to 0 Recoil).
			</li>
		</ul>
	</li>
	<li>
		Another large pass on translation issues, fixing broken text strings and fixing some places in the UI where text incorrectly overlaps or is misaligned in certain languages.
	</li>
	<li>
		Added a description to the Colossus Armour, as it did not have one (unlike the other armours).
	</li>
	<li>
		Added some extra information to Laser weapon tooltips so it's more obvious that they have an Accuracy bonus and are better at destroying terrain.
	</li>
	<li>
		Removed dependencies on manifest bundles, which should make life easier for modders!
	</li>
</ul>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		Fixed an issue where the game could hang for prolonged periods after a mission (or on exit) in some circumstances if you had permitted the automatic crash reporting tool - if it was given invalid data, it would hang for 20+ seconds before it timed out and resumed play,
	</li>
	<li>
		Fixed there being a brief white flash in the UI when you open a Supporter or Strategic Operation UI panel as the image loads in.
	</li>
	<li>
		Fixed a bug where the campaign "Monthly Funding Modifier" difficulty setting was not working correctly.
	</li>
	<li>
		Fixed a bug that was causing bleeding wounds to be inflicted twice as often as intended.
	</li>
	<li>
		Fixed soldier arrival notification not having a scrollbar, which means the popup could go off the bottom of the screen if you hired lots of soldiers at once.
	</li>
</ul>
]]></description><guid isPermaLink="false">51362</guid><pubDate>Tue, 09 Jun 2026 09:43:25 +0000</pubDate></item><item><title>Full Release 7.24.2 Released! (Experimental)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51348-full-release-7242-released-experimental/</link><description><![CDATA[<p>
	This update is only accessible by switching to our Experimental branches (<a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/20126-experimental-stable-branches-how-to-access-them/" rel="">instructions on how to do so here</a>). If no bugs are encountered over the weekend then we'll be releasing 7.24.2 onto the stable branches next week.
</p>

<p>
	<u><strong>Gameplay / Balance Changes:</strong></u>
</p>

<ul>
	<li>
		Some balance changes have occurred to Recoil as a result of fixing an inheritance bug with some of the weapons:
		<ul>
			<li>
				Recoil reduction based on user Strength now correctly applies to ALL weapons - previously it did not apply to alien burst-capable weapons, nor human rifles.
			</li>
			<li>
				Fixed a specific issue with the Laser LMG where it did not have the Strength-based Recoil reduction, even though the Laser Rifle actually did.
			</li>
			<li>
				Recoil reduction based on user Strength on laser weapons now offers half the normal reduction as Lasers already have half the Recoil of normal weapons (otherwise a soldier with 100 Strength would reduce them to 0 Recoil).
			</li>
		</ul>
	</li>
	<li>
		Another large pass on translation issues, fixing broken text strings and fixing some places in the UI where text incorrectly overlaps or is misaligned in certain languages.
	</li>
	<li>
		Added a description to the Colossus Armour, as it did not have one (unlike the other armours).
	</li>
</ul>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		Fixed a crash that would occur if you cancelled an engineering project that was constructing an interceptor.
	</li>
</ul>
]]></description><guid isPermaLink="false">51348</guid><pubDate>Fri, 05 Jun 2026 15:37:36 +0000</pubDate></item><item><title>Full Release 7.23.4 STABLE Released!</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51324-full-release-7234-stable-released/</link><description><![CDATA[<p>
	We've now released v7.23.4 onto the main branches, This is a quick hotfix for the existing 7.23.2 Stable build to fix an annoying bug.
</p>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		Fixed an issue where the game could hang for prolonged periods after a mission (or on exit) in some circumstances if you had permitted the automatic crash reporting tool - if it was given invalid data, it would hang for 20+ seconds before it timed out and resumed play,
	</li>
</ul>
]]></description><guid isPermaLink="false">51324</guid><pubDate>Tue, 02 Jun 2026 07:40:37 +0000</pubDate></item><item><title>Full Release 7.24.1 Released! (Experimental)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51301-full-release-7241-released-experimental/</link><description><![CDATA[<p>
	This update is only accessible by switching to our Experimental branches (<a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/20126-experimental-stable-branches-how-to-access-them/" rel="">instructions on how to do so here</a>). We're expecting to release 7.23 onto the public branches tomorrow unless this small update causes any unforseen problems.
</p>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		"Firing" a MARS / ARES on the Soldier screen now sells the vehicle, and prevents the vehicle being added to the soldier hire pool like a fired soldier is. This fixes a crash that would occur if a player tried to hire a MARS / ARES from the soldier hire pool.
	</li>
</ul>

<ul>
	<li>
		Fixed some bugs in mod loading linked to the new manifest changes made in the last patch.
	</li>
</ul>
]]></description><guid isPermaLink="false">51301</guid><pubDate>Fri, 29 May 2026 22:48:24 +0000</pubDate></item><item><title>Full Release 7.24.0 Released! (Experimental)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51291-full-release-7240-released-experimental/</link><description><![CDATA[<p>
	This update is only accessible by switching to our Experimental branches (<a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/20126-experimental-stable-branches-how-to-access-them/" rel="">instructions on how to do so here</a>).
</p>

<p>
	<u><strong>Gameplay Changes:</strong></u>
</p>

<ul>
	<li>
		We've fixed a bug that was causing the Monthly Funding Modifier difficulty setting to not work properly - previously, all difficulty settings were getting 100% of the normal funding. As fixing this bug would affect game balance, we've adjusted the previous (nonfunctional) values as follows:
		<ul>
			<li>
				Veteran and Commander balance remains unchanged (now 100% funding).
			</li>
			<li>
				Soldier gets 10% extra funding (110%), and Recruit gets 25% extra funding (125%).
			</li>
			<li>
				This change will only affect new campaigns.
			</li>
		</ul>
	</li>
	<li>
		Fixed a bug that was causing bleeding wounds to be inflicted twice as often as intended.
	</li>
	<li>
		Added some extra information to Laser weapon tooltips so it's more obvious that they have an Accuracy bonus and are better at destroying terrain.
	</li>
	<li>
		Removed dependencies on manifest bundles, which should make life easier for modders!
	</li>
</ul>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		Fixed all remaining known translation issues. If you see any issues in any translations, please report them so we can fix them!
	</li>
	<li>
		Fixed there being a brief white flash in the UI when you open a Supporter or Strategic Operation UI panel as the image loads in.
	</li>
	<li>
		Fixed a bug where the campaign "Monthly Funding Modifier" was not working correctly.
	</li>
	<li>
		Fixed soldier arrival notification not having a scrollbar, which means the popup could go off the bottom of the screen if you hired lots of soldiers at once.
	</li>
</ul>
]]></description><guid isPermaLink="false">51291</guid><pubDate>Thu, 28 May 2026 08:34:56 +0000</pubDate></item><item><title>Full Release 7.23.2 STABLE Released!</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51292-full-release-7232-stable-released/</link><description><![CDATA[<p>
	We've now released v7.23.2 onto the main branches, and the consolidated patch notes can be found below.
</p>

<p>
	<u><strong>Gameplay Changes:</strong></u>
</p>

<ul>
	<li>
		Epic Store now has support for achievements.
	</li>
	<li>
		It is now possible to move the camera in the tactical combat using click-and-drag with middle mouse button.
	</li>
	<li>
		Accuracy drop-off when weapons are firing beyond range are now modifiers rather than flat values - in practice, this means that a weapon that loses 10% accuracy per tile after max range will now always fall to 0% hit chance after 10 tiles. This isn't really a nerf, because damage drop-off was always a modifier and so weapons would do zero damage if they hit a target more than 10 tiles beyond their max range. Therefore this fixes the issue where soldiers with very high accuracy could sometimes hit enemies at such long ranges that they couldn't actually damage them (which confused players and could needlessly waste TU).
	</li>
	<li>
		Short range hit bonuses now start counting from the first adjacent tile, rather than the target tile - so effectively you now get the full max bonus when stood adjacent to a target. Previously you had to be on the same tile as the target to get the full bonus, which was impossible.
	</li>
	<li>
		Alien spawners (UOO Bridge Assault, Operation Endgame) now have the same vulnerability to Explosive-type damage as normal terrain objects do, so it's much easier to blow them up using demolition charges and the like. 
	</li>
	<li>
		Smoke Grenades, Flashbangs and Electroshock grenades now no longer destroy items and bodies on the ground.
	</li>
	<li>
		Updated the "Select Previous Soldier" keybind to be Ctrl+Tab, as the Shift+Tab previous keybind clashes with the Steam Overlay shortcut.
	</li>
</ul>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		Fixed a crash related to having excessive amounts of engineers working on short-duration projects at high time acceleration values (you were unlikely to encounter this unless you were using money cheats).
	</li>
	<li>
		Fixed a strategy crash that could occur if you were dragging something with the mouse, then switched strategy screen using the hotkeys.
	</li>
	<li>
		Fixed another rare strategy crash.
	</li>
	<li>
		Fixed an AI crash that could occur during base defence missions.
	</li>
	<li>
		Fixed an AI hang if a mind controlled soldier was killed by reaction fire.
	</li>
	<li>
		Fixed players being able to press Quickload (F9) while already loading a game, which could also cause crashes.
	</li>
	<li>
		Fixed miss shots being able to pass through walls in some circumstances.
	</li>
	<li>
		Fixed moving soldiers sometimes being teleported back to their starting position if their move path intersected with another soldier's path.
	</li>
	<li>
		Fixed being unable to target small enemies who were stood on top of teleporter pads.
	</li>
	<li>
		Fixed some small errors in the Hit Chance UI panel in the bottom right.
	</li>
	<li>
		Fixed items sometimes becoming offset from the cursor when clicking and dragging items around on the soldier inventory screen.
	</li>
	<li>
		Fixed the post-mission debrief zooming the Geoscape in / out as you scrollled up and down on the soldier list.
	</li>
	<li>
		Fixed the engineering screen previews not always comparing the most recent tier of upgrades to the new ones (e.g. showing Ballistic weapons rather than Gauss in the tooltip for the Fusion weapon upgrade).
	</li>
	<li>
		Fixed certain engineering projects showing unnecessary "ALL OF" text when showing the research requirement for certain projects, making the string too long to display (e.g. this affected the Vehicle Gauss Cannon project).
	</li>
	<li>
		Fixed the aircraft replacement timer getting reset to 10 days if you move that interceptor to a new base.
	</li>
	<li>
		Fixed the tactical corpse items having incorrect names (e.g. a Mantid Warrior corpse would be called "warrior Mantid Warrior Corpse"
	</li>
	<li>
		Fixed the melee hit chance on the curor changing to 0% hit chance if you pressed any other key while hovering the cursor over an enemy.
	</li>
	<li>
		Fixed walkable tiles on top of shipping containers etc not being removed when the shipping container was destroyed.
	</li>
	<li>
		Fixed the weapon tiles on the Aircraft slots not having enough space to fully display the ammo string for cannons (200/200).
	</li>
	<li>
		Fixed the MARS / ARES Fusion Rocket Turret being incorrectly called the "Plasma Rocket Turret" instead.
	</li>
	<li>
		Fixed Xenopedia article for Accelerated Weapons incorrectly stating they were Unlimited Quantity.
	</li>
	<li>
		Fixed the Symbiote Autopsy incorrectly claiming they were Small (-10% hit) enemies, when they were actually Tiny (-20% hit).
	</li>
	<li>
		Fixed the UOO Bridge Assault briefing not mentioning that your soldiers teleport home automatically at the end of the battle.
	</li>
</ul>
]]></description><guid isPermaLink="false">51292</guid><pubDate>Thu, 28 May 2026 10:27:17 +0000</pubDate></item><item><title>Full Release 7.23.2 Released! (Experimental)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/51282-full-release-7232-released-experimental/</link><description><![CDATA[<p>
	This update is only accessible by switching to our Experimental branches (<a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/20126-experimental-stable-branches-how-to-access-them/" rel="">instructions on how to do so here</a>). We're expecting to release 7.23 onto the public branches tomorrow unless this small update causes any unforseen problems.
</p>

<p>
	<u><strong>Bugfixes:</strong></u>
</p>

<ul>
	<li>
		A small fix for the output.logs being written to the wrong location in some instances.
	</li>
</ul>
]]></description><guid isPermaLink="false">51282</guid><pubDate>Tue, 26 May 2026 20:35:48 +0000</pubDate></item></channel></rss>
