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Chris

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Posts posted by Chris

  1. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!

    Gameplay Changes:

    • We've finally implemented a more advanced model for the AI that now keeps track of "known" Xenonauts vs unseen Xenonauts, which means alien units will no longer have automatic knowledge about Xenonaut units that they have not yet encountered. Basically, this should reduce the amount of obvious AI "cheating", and make flanking aliens more effective.
    • Research speeds have been returned to the values found in Milestone 6. We introduced a bug a few weeks ago where each Infiltrator created would permanently boost your research speed by 5% (a copy-paste error), which meant you'd frequently run out of available research even if you'd made no particular attempt to speed up your research. This has now been fixed.
    • Batons and Knives now have a 1.25x Reflex modifier, which means carrying them in your off-hand no longer penalises shotgun soldiers.
    • Symbiote melee attack now has a 30% chance to inflict a Bleeding Wound per 10 damage inflicted (down from 50%).
    • Made some performance improvements for units with 360-degree vision, as the Sentinel Module was causing lag for some players.
    • The voiceover on the intro / outro cinematic has been re-recorded with a new voice actor due to a contract issue.
    • Added the co-ordinates back onto the Geoscape, as it turns out some players did use them.
    • Panic levels are no longer shown in the topbar when hovering over a region in Phase 1.
    • Added a few more crash site maps to the game that weren't previously spawning due to a setup issue.

    Bugfixes:

    • Fixed the Identify Recruits strategic operation OP cost being able to go negative, and not resetting to the standard (35 OP) price after use.
    • Fixed the Geoscape zoom speed being dependent on framerate. It's now a consistent value for everyone.
    • Fixed the item totals on the Engineering screen incorrectly including items "equipped" on Unassigned soldiers, which could cause projects to show that you owned more copies of that item than you actually did.
    • Fixed the soldier paperdoll disappearing if you changed the loadout of an unassigned soldier on the Armory screen.
    • Fixed the Power Fist remaining equipped if the Colossus Armour was stripped off a soldier when they are assigned to a dropship due to there being insufficient Colossus Armours available for them to use.
    • (Hopefully) fixed the Colossus not showing the crosshatch obstruction shader when hidden by walls etc.
    • Fixed aliens that have suffered an overwatch attack when moving always attempting to attack back in response, rather than finishing their planned move.
    • Fixed an issue where spawned Symbiotes could incorrectly be visible in the fog of war.
    • Fixed the Strategic Operation info dynamic text values displaying white, rather than using the colour-coding it had in older versions of the game.
    • Fixed a couple more wall types in the ATLAS Base maps that were not revealing properly at certain angles.
    • Fixed the Western Town restaurant walls being invisible in the previous dew hotfixes.
    • Fixed a number of map issues.
    • Fixed a couple of tiles that have black z-fighting issues on Linux machines.
    • Like 1
  2. On 3/10/2026 at 6:04 PM, leha said:

    This fix can be made after the release. There will be a nice update :) Thank you, Chris, for your reply, and especially for adding this to the fix plan!

    Perhaps you could also consider introducing a portrait selection for at least one of the starting soldiers? :)

     

    P. S. I'll try to Google translate the rest of my notes. I apologize in advance for the clumsy translation.

    The portrait selection idea we've had down as a "maybe" for a while - we haven't managed to get to it yet, but I'm not completely sure whether I want to allow it or not. It's a bit immersion-breaking to be able to change your soldier's face. You can imagine a soldier being given a new callsign or nickname, but their face might be too much :)

     

  3. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!

    Gameplay Changes:

    • The cost of the Recruit Soldier mission now decreases by -1 OP each day.
    • On the second Abduction Site, the Cleaner Soldiers now have ballistic rifles instead of magnetic rifles. This fix was done a few versions ago but didn't initially work due to a typo.
    • Implemented some new UI buttons / dropdowns / sliders that don't use the diagonal stripe pattern on the Main Menu (and Settings etc). We'll continue to roll these out throughout the strategic UI as time permits.

    Bugfixes:

    • Another fix for the tactical mission AI hangs.
    • The UOO Bridge Assault green tiles around the mainframe (which show the tiles you are trying to defend) are now always visible, not only when in line of sight.
    • Fixed a pink missing material error on some Cleaner Base desks.
  4. On 3/4/2026 at 9:16 AM, fusion-waffle said:

    Do let me know if there's anything else I could try to help zero in on a possible cause --- out of curiosity I did try adding some unity player CLI flags when starting the game to attempt to use different rendering backends (e.g. --force-glcore etc) to see if that would produce a different result, but either the game didnt start or I still could see the z-fighting issue.

    Hey - we've investigated this a bit further and the issue does indeed only affect Linux users. However the problem is actually caused by an issue in the asset (it had an extra material) but weirdly it only seems to manifest on Linux.

    Anyway, if you see any of these issues in the game please report them because I think we can probably fix the assets easily enough once we know where they are!

  5. 8 hours ago, SPJ_Alberto said:

    Hi @Chris!

    Thanks a lot for the hard work!

    I was one of the persons asking if Milestone 7 (considering it as the showcase of 1.0) will keep compatibility with save files once the final release arrives.

    You recommended that I wait a few weeks for a more advanced Milestone 7 in order to ensure this compatibility.

    Now that 1.0 has been announced, is this last patch close to ensuring this compatibility with save files?

    Thanks in advance!

    No, I think there's a real change we'll break saves in the near future - but once we hit the 19th March you should be safe!

  6. Hello everyone - it's finally happening! Our publisher announced the release date for Xenonauts 2 and unveiled our release date trailer. I've posted the press release below for you guys to read... although there's probably not much new info there if you're a seasoned follower of the game!

    ----------------------------------------------------------------------

    We’re very excited to announce that Xenonauts 2 is leaving Early Access and releasing as 1.0 on April 2, 2026, marking the end of a journey that has seen nearly three years of steady updates and improvements to the game.

    Here’s our announcement trailer:

    youtube_16x9_placeholder.gif

    The Road to 1.0 (and Beyond)

    Xenonauts 2 has changed a great deal during the Early Access period, with our seven major updates adding:

    • Four new alien races, and five new types of UFO
    • Dozens of new research projects, and the battlefield equipment and aircraft unlocked from them
    • The new Strategic Operations and Supporters systems for the Geoscape
    • Our expanded Cleaner storyline, with three new unique mission types
    • Two new unique story missions set on an alien orbital station
    • A climactic two-part final mission and ending cutscene
    • A complete visual revamp of the air combat minigame (and a tutorial for it!)
    • Strategic UI art that changes and improves as you progress through the game
    • Many, many new maps (there’s now 180+ in the game)
    • Lots of quality of life, balance and performance improvements

    Although reaching 1.0 is a major milestone, it doesn’t mean our work is done – we’re planning to continue patching and improving the game after the launch (and create mod tools).

    The feedback and advice we’ve received from the community during the Early Access period has been hugely important in making Xenonauts 2 the game it has become, and we want to thank everyone who has supported us on this journey.

    • Like 3
  7. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!

    Gameplay Changes:

    • Combat Shields now have a 0.5x Reflex Modifier (previously this was incorrectly set to 1x).
    • The Campaign Name field when starting a new game will now accept non-Latin characters.

    Bugfixes:

    • Fixed a frequent AI hang during the alien turn in tactical missions.
    • Fixed alien units incorrectlly choosing to rotate away from known Xenonauts at the end of their turn.
    • Fixed the reinforcement spawners on the UOO Bridge Assault mission spawning the reinforcements onto the wrong set of pads, making it seem like destroying the spawners didn't actually stop the reinforcements.
    • Removed the "10 starting infiltrators" campaign setting, as it did not appear to work correctly.
    • Fixed a couple more places where error data was being shown on tooltips.
    • Fixed a bug with a specific industrial wall tile continuing to block vision when destroyed.
  8. 16 hours ago, Chrome1 said:

    Hello,
    This is an annoyance, but X and Y coordinates not displaying when building a base. 
    Reproduceable on start of new game.

    Yeah, I've removed the co-ordinates because the strategic operations UI goes in that corner and there didn't really seem to be any use for the coordinates. Do you find them useful for something?

  9. On 11/18/2025 at 6:51 PM, leha said:

    Your memory is failing you :) 

    In older X-Coms, you could press both buttons at once to reserve movement points for both actions. However, this wasn't available in all X-Com versions, if my memory serves me correctly :) 

    Regarding the Shift mode, I also use that. However, the option with the reserve buttons seems preferable to me, as it eliminates the possibility of accidental actions when planning a fighter's turn step by step.

    Thanks for your help!

     

    Yeah, you're correct about this. It's actually a bug that you can't use Crouch reserve in addition to a weapon fire mode TU reserve, you should be able to do both at the same time. However we've got a lot of things to fix before release and I'm not sure we'll be able to fit this in too - but I'll log it as a bug and hopefully it'll get fixed eventually.

    Nodrak, thanks for helping him out.

  10. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!

    Gameplay Changes:

    • Added two Scout UFO crash site maps for each biome.
    • Updated the Geoscape UI placeholder background, and generally made the colours in that area a bit more muted. With the addition of the Supoprters / Strategic Operations and the new UI that came with it, that area had become rather busy.
    • Added two new "tutorial" pop-notifications that explain quality of life functionality that many newer players were unaware of:
      • Soldier screen - added a popup explaining how to sort the various tables by header, which makes managing / recruiting soldiers much easier.
      • Armory screen - added a popup explaining the various QOL shortcuts in the bottom left assignment panel (e.g. RMB unassign, click-and-drag to reorder team, double-click to replace soldier)
    • Added a Close button to the Soldier Loadout selection pop-up on the Armory screen.
    • Added the final artwork for the Colossus Automed System (this now appears when the item is equipped).
    • We've fixed a lot of localisation issues / untranslated text over the past week, and will continue to do so in the coming few weeks. We've also gone through to fix places where the UI was breaking due to foreign languages having much longer text stirngs than the English equivalent.

    Balance Changes:

    • Fixed an issue where Terror Site spawned from Terror UFOs that aren't shot down (as opposed to Terror Sites that spawn automatically) were significantly harder than they should be.
    • The AI will now always replan its actions whenever it sights a new hostile unit, which should hopefully reduce the number of aliens positioning themselves in extremely vulnerable positions.
    • Reduced the AI "kill" bonus for certain alien species - this represents how much weighting an enemy gives to attacking a target it believes it can kill, rather than simply scoring as many hits with its weapon as possible. Practically, this means that "smart" aliens (Wraiths, Psyons, Sectons, etc) are more likely to prioritise attacks that will actually secure kills, whereas melee-only or "dumb" aliens (Androns, Sebillians) will favour the enemies that are easiest to hit (usually the closest enemies).
    • Made another row of tiles at the front of the Battleship UFO exterior walkable, making the front door more accessible.

    Bugfixes:

    • Fixed a crash that could occur if you clicked the Open Mod Folder button on the Mod Management popup when no mod existed.
    • Fixed a bug where an AI unit would take no further actions that turn if a reaction fire shot was fired at them during their movement.
    • Fixed another bug that was causing grenades to unnecessarily strike the ceiling when underground or inside buildings.
    • Fixed Colossus-wearing soldiers being suppressable when they were not meant to be.
    • Fixed the Colossus model not rendering in the tactical combat if the Automed System was equipped.
    • Fixed the Power Capacity tooltip (which shows the power calculation) being broken on the Base screen.
    • Fixed a lot of aliens displaying the wrong corpses, as I had not updated these after making the changes to alien ranks earlier in Milestone 7.
    • Fixed the UOO Bridge mission briefing incorrectly listing "Elliminate all hostile units" as an objective.
    • Fixed the Xenopedia font displaying accented character glyphs slightly differently from standard characters, making the text difficult to read in several non-English languages.
    • Fixed several visual issues on the Western Town Cleaner data raid maps.
    • Fixed a visual issue with the Endgame part 1 roofs.
    • Fixed several destruction issues with alien walls.
    • Like 2
  11. 4 hours ago, ADederer said:

    7.xxx  Am sliding through 2nd level difficulty with few issues.  Am caught up on Tech, only lacking the last dropship.  Improved Gauss and fusion grenades.  

     

    Get a Terror mission and am losing over half my force (tried some variations).  Combination of near one-shots due to fusion weaponry and Andons and Wraiths playing bullet sponge (theoretically, gauss should be up to this, in practice, I think the damage spread is so wide, about half the hits do nothing).  And this is in a game where I have been dominating.  Losing this many upper-rank troops in a higher-level game (or even a squad wipe) doesn't bear thinking about.

    What's the cause?  I think a combination of things.

    1.  Gauss is narrow-banded.  It mostly keeps up, but when the enemies start getting REALLY spongy, it doesn't do enough damage often enough.  Too many aliens hang around with a handful of points left.

    2.  Fusion guns are LETHAL, and with power armor moved VERY deep into the game, there is no tanking this.  One-shots are common, two hits are near certain death..  Hurt troops and you must play careful for the rest of the mission.  Dead troops lead to spiraling failure.  Andons can't be stunned and Wraiths never seem to miss.

    3.  Numbers are off, 10 troops can deal with a crash, IF you don't walk into a mob.  Terror missions find you outnumbered and having to spread out.  This makes the aliens even MORE difficult to kill, (Sometimes it takes 4-6 troops to get a single kill).  Getting a Pegasus MIGHT help a little, but the numbers are not good.

    4.  Balance is on knife-edge.  Small changes (or non-changes) are boosting losses by two or even three hundred percent.  I think you are going to have to check your spikes very carefully, otherwise late-game stompings may cause players to turn off and drop playing.  There is NO way to "get ahead" of this spike, it's built into the game progression as running, and that could wreck immersion.  

    5.  Rule of "N" and "Fuzzy Wuzzy" numbers really put the game balance on edge.  If I can kill everything every turn (at most leaving 1-2 suppressed aliens), the situation is manageable.  An alien that ALMOST dies, but then KILLS one of mine is a BIG swap.  Once is bad fortune, 2-3 times and it can spiral into a wipe.   

    6.  Grenades late are mostly a stun weapon (and maybe for destroying armor).  Their efficiency via-a-vis breaking armor or doing significant damage considering the time required mean that gangs are HARD to handle.  If I have a MARS with multiple rockets I might deal with a pack, grenades won't cut it, especially versus mech. 

     

    This was an issue back in November, if anything it's worse now.

    The point where fusion weapons start appearing is meant to be a difficulty spike, but it's not meant to be a "lose more than half your team" spike.

    What day did you encounter the Terror Site? I had a look at the files and I noticed that the Terror Sites spawned from UFOs (i.e. when a Terror UFO spawns and is not shot down) are significantly harder than they should be. There isn't actually a non-UFO terror site for some time after the Cruisers start spawning so I suspect that might be the issue, as it sounds like it's just the Terror Site mission that was a problem rather than being a general thing? I'll fix that issue in the next patch anyway.

    That said, Colossus Armour is pretty beefy these days - and that should be unlockable from Abductors, so I think you can get decent protection against Fusion weapons before they even spawn if everything is going your way.

  12. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!

    Gameplay Changes:

    • The Psyon "Mesmerise" ability no longer checks against Morale, as it would very rarely succeed in M6. It now checks against Bravery, using a random 100 roll against this formula:
      • (Bravery - 25) x 2.
      • Effectively this means soldiers have 2% resist chance against Mesmerise for each point of Bravery above 25, and they become entirely immune to Mesmerise at 75 Bravery.
    • Sebillians and Androns now have 40% resistance against Energy and Kinetic weapons respectively, rather than 50%. We've also fixed a bug where Sebillians were incorrectly set as being resistant to Thermal (i.e. explosive) damage rather than Energy damage.
    • We've added a semi-placeholder update to the Geoscape UI background, as we need to update the background art to better integrate the region information bars that were added with the supporter system.
    • The Colossus Automed System now has a placeholder visual appearance change when activated (a couple of the tubes turn green). We'll replace this with something "proper" once the art is done.
    • Made another tweak to the tactical mission load speeds, as the previous set of fixes weren't giving the expected performance increases. This change should realize more of those load speed improvements.

    Bugfixes:

    • Fixed a crash that could occur in the tactical combat if certain roof tiles were destroyed.
    • Fixed various small memory leaks that could potentially cause crashes during extended play sessions.
    • Fixed another set of places where dynamic text was showing ERROR messages instead of displaying correctly. If you see any of these issues in the English version of 7.5.0 then please do report it, even if it has been reported previously - we think we've fixed all known instances of this error text appearing in the game.
    • Fixed the tutorial being broken (only in English-language versions of the game so far).
    • Fixed an issue where soldier actions (especially move+shoot planned actions) would sometimes be interrupted by enemy overwatch that would then not occur.
    • Fixed the Colossus Automed System incorrectly healing the armour HP rather than the soldier's HP.
    • Fixed some roof tiles on the Western Town office building not disappearing correctly when destroyed.
    • Fixed some Boreal sawmill upper level tiles having visual issues.
    • Fixed a bug where a particular type of internal office wall would move one tile sideways when entering its damaged state.
    • Fixed a bug where one row of roof tiles might not be correctly hidden when the rest of the roof was hidden.
    • Fixed zombified civilians being able to "escape" the battlefield if they accidentally wandered onto the mission evac area.
    • Fixed a minor judder on the Research screen when the scientist character is animating in from the right of the screen.
    • Fixed the Main Menu mods button having the incorrect toolltip.
    • Like 2
  13. On 3/2/2026 at 6:03 PM, fusion-waffle said:

    Thank you for taking a look, glad to hear that the your intuition about the LOS issue was good & there's a known culprit.

    Regarding the z-fighting, yes - it absolutely is reproducible when I load from the f11 save from that first zip file.  The z-fighting on the barn exteriors is very noticeable, both when the camera is static & also when panning the camera.

    Is it possible that z-fighting could manifest on some GPUs / with certain GPU drivers or rendering stacks and not others?  The f11 zip captured my system info (GPU: AMD Radeon RX 6600 (RADV NAVI23)) -- although the other thing to note is that I am playing via steam proton from ubuntu (the game's captured system info thinks it is being run inside windows 10, i guess that's wine/proton emulation layer)

     

    Thanks for the report. So the two main possibilities here are that it's GPU related, or it's related to the fact you're running the game in Proton. I assume you don't also have Windows installed so can't easily check? Not the end of the world not, I think one of our coders has a dual boot machine.

  14. 16 hours ago, Slavor_Vlan said:

    Oh maybe it is bugged and not even supposed to fix the armor?

     

    16 hours ago, fusion-waffle said:

    Great screenshots.  It healed the armour from 43 armour HP to 50 armour HP!   If that's the intended behaviour it needs a clearer name to communicate that it aint gonna stop any bleeding.

    Nah, it's not meant to fix the armour, it's meant to heal the soldier. The regeneration ability is probably just targeting the wrong HP pool. We'll get it fixed.

  15. 18 hours ago, clr100 said:

    Enemy fires directly through shield to soldier directly behind shield. The shield has full hit points. There is no angle, the shot is dead on. This is in early game. I had thought that my soldier was protected behind the shield. I thought that was the primary purpose of shields, but if this is not the case it would drastically change tactics/strategy. Attached is the zip file. 

    bug_report_2026-02-27-18h04_gc_6.30.1_user_f11_0.zip 8.14 MB · 2 downloads

    Yeah, unfortunately at the moment shields only provide protection to the soldier holding them - if the shot misses that soldier, it'll pass through the shield like it wasn't there.

    We do want to change this so it works how you'd expect, but it's a bigger change than you might think and we haven't had time to implement it yet.

  16. 1 hour ago, Pebis22 said:

    heres two of the reports from when i was able to grab them. I believe im just using the default public version on steam.

    bug_report_2026-03-02-21h56_lo_6.30.1_unhandled_exception_0.zip 9.14 MB · 0 downloads bug_report_2026-03-03-01h23_lo_6.30.1_unhandled_exception_0.zip 7.84 MB · 0 downloads

    Hi - this is a strange bug. Basically what's happening is that the game is trying to load a particular texture and then crashing because it thinks that texture is absolutely enormous, and it's making your system run out of memory.

    Milestone 6 is pretty stable these days and has been played by thousands of people, so the problem is likely to be some kind of file corruption at your end. Can you try going to the Steam game install directory and deleting the whole /Xenonauts 2/ folder, and then reinstalling the game? That should ensure you don't have any corrupted files.

    Have you got a reasonable PC? You're not playing on a laptop with really limited RAM / no graphics card or anything?

  17. 6 hours ago, Narkingson said:

    I loaded into a crashed abductor mission on turn one (first time using the Pegasus dropship). I was confused on how I was getting vision through the closed doors, but, after shuffling my troopers around for a bit I noticed that there were windows on the doors. I decided to reload the save so I didn't waste time units, and loaded the "turn one autosave". Upon loading back in, the front and side walls of the Pegasus had disappeared. The only remaining parts of the ship were the floor, back wall, and doors. Soldiers could now shoot and walk through these missing walls. RE-loading did not fix the issue.

    Thanks - this is already fixed on Milestone 7 on the Experimental branches, but unfortunately it's not a fix we can backport to Milestone 6.

  18. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!

    Please note we've also created a new experimental_release branch, which is this same build in "release" mode with all the extra logging stripped out. This should allow people to compare load times and performance to Milestone 6 to see if our optimisations have actually made any difference!

    Gameplay Changes:

    • Time Unit modifiers (with the exception of weight penalties) now affect weapon TU fire costs. This means that the Vanguard Armour now simply extends the move range of soldiers, rather than permitting them to fire additional shots (as was originally intended). Conversely, the MARS Heavy Armour now only reduces the move range of the vehicle and does not reduce the number of shots it can fire.
    • Aliens in Terror Sites now start using Fusion weapons at roughly the same time that they appear within UFOs (previously they were getting them later, and some species not at all).
    • Mantids with the upgraded Symbiote launcher weapon should now be more common in late-game missions, as there was a few mission types where they were mostly using standard Plasma / Fusion weapons instead.
    • Further improvements have been made to tactical mission load times.
    • Updated the appearance of the "tutorial notification" UI popups (e.g. how to use doors, etc) so they have proper close button and checkbox art.
    • The game will now notify the player if a unit is unable to reach the target tile because it is unable to climb (i.e. it's a vehicle, or is using a Shield or Colossus armour).
    • Some more updates to the non-English translations.

    Bugfixes:

    • Fixed a memory leak in the tactical combat.
    • Fixed another crash that could occur in the AI turn of a tactical mission.
    • Fixed AI units not wanting to open doors if smoke tiles existed in a mission.
    • Finally fixed the rare bug where combat shields would sometimes not visually disappear when destroyed - this was occuring if the shield was destroyed by overwatch fire in response to the soldier having thrown a grenade.
    • Fixed the Vanguard armour not actually giving a TU increase.
    • Fixed Colossus armour incorrectly zeroing out Reflexes rather than halving it.
    • Fixed the Probe UFO not having the correct visual appearance in the air combat.
    • Fixed some palm trees not displaying on the lowest camera level.
    • (Hopefully) fixed a number of issues with dynamic text showing error text in non-English languages.
    • Fixed a bug in the AI's "turn towards danger" calculation.
    • Fixed some minor issues with roof destruction frill rotation on the Endgame part 1 mission.
    • Fixed inconsistent naming on the alien Data Cube objects in the UOO Sabotage mission briefing.
    • Like 1
  19. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!

    Gameplay Changes:

    • Interceptor engine upgrade engineering projects now correctly increase the speed of the aircraft rather than reduce it, as they did in Milestone 6 (these values had not been doubled when all other geoscape speed values were doubled).
    • Fusion weapons now require Alien Fusion Weapons in addition to Ultradense Alloys to unlock. Updated Alien Fusion Weapons research text to not imply human Fusion Weapon would be unlocked immediately.
    • The AI should now better plan its move back into cover after taking a shot, leading to fewer cases where it is stranded in the open. Previously it was assigning a certain portion of its TU to attacking and a certain portion to moving to cover, rather than considering both actions together.
    • The AI should now turn to face expected danger after making a move, which should prevent examples of the AI staring into corners etc after movement. However the code has been updated so the AI will only consider "known" Xenonauts when doing this (so it will not consider soldiers it has never seen, etc).
    • Tooltips are now correctly showing the TU % costs for fire modes like they did in Milestone 6 (in earlier versions of Milestone 7 they were showing absolute values).
    • The game now shows the percentage-based heavy armour Accuracy penalty properly in tooltips and on the Accuracy bar.
    • Updated the non-English languages to include translations for most of the new Milestone 7 text strings.

    Bugfixes:

    • Fixed a crash that would occur if the game could not locate the directory where saves / settings etc are created.
    • Fixed a crash on the Geoscape that could occur when a dropship returned to base.
    • Fixed a crash on the Geoscape that could occur when intercepting a UFO on a Retaliation (base attack) mission.
    • Fixed a crash on the Geocsape that would occur if the Cleaner Base mission was still present on day 113.
    • Fixed two crashes that could occur during the AI turn in tactical missions.
    • Fixed a crash that could occur at end of turn in a tactical mission if you had a Colossus with the Automed Unit.
    • Fixed an issue where open doors could block shots through them (usually if both shooter and target were adjacent to the door).
    • Fixed an issue where you could sometimes not go through an open door unless you saved / loaded.
    • Fixed the soldier portraits not showing in the post-mission debrief.
    • Fixed an issue where intervening Xenonaut units could actually give a hit bonus to a shot if they had been holding a shield that had been destroyed.
    • Reduced the height of smoke / poison gas, which should fix the issue where the tops of smoke plumes would render black on underground maps like Alien Base / ATLAS Base etc.
    • Fixed being able to have two Power Fists equipped on a Colossus.
    • Fixed suppressed mind-controlled units regaining full TU when mind control ends.
    • Fixed the "enemy activity" UI indicator not showing if the AI turn was very short.
    • Fixed some additional places where error text was displaying in the UI where dynamic text was failing to generate properly.
    • Fixed the "complete Quantum Teleportation research" objective showing before you have the option to actually research it.
    • Fixed a missing word in the Waveform Analysis research text.
    • Fixed a Soviet Town building (a small garage) that had messed-up internal textures.
    • Fixed the Cleaner Base tubes drawing below the shroud.
    • Like 2
  20. On 2/24/2026 at 3:41 AM, fusion-waffle said:

    Description

    Bio-cannon shoots 3 round bursts of biters, but tooltip describes it as "snap shot X2"

    What Happened

    Biters biters biters.

    Xenonauts report getting hit by 3 round bursts of biters from mantids with bio cannons

    But, when inspecting a bio-cannon dropped on the ground, the tooltip says "snap shot 2x" etc. Description out of date?

    Screenshotfrom2026-02-2413-25-24.png.e0725270bbb3d9ce66fc9425f412801f.png

     

    I'm pretty sure the weapon does only fire 2-shot bursts, and the game data seems to agree with that. If you see another example of your soldiers taking three hits from it, please attach a save and we'll take a look.

  21. On 2/18/2026 at 11:06 AM, SPJ_Alberto said:

    Hello all!

    I am really enjoying the game, but due to limited time, the release of Milestone 7 made my save files incompatible. I understand that this is a personal issue and that this kind of thing usually happens. However, I would not like to invest more time if the saves are going to become unusable again in version 1.0.

    I would therefore like to ask whether the save files created in the new Milestone 7 will be compatible with 1.0, since it is expected that they will effectively be the same version.

    Thank in advance!

    Hi - actually, since Milestone 7 will become the 1.0 version of the game so there's a chance that Milestone 7 saves will be compatible with the final version. However it's difficult to say because save games sometimes get broken during the Experimental testing version due to new features or major bugfixes, although we try to avoid doing it whereever possible.

    So the safest thing to do is to wait. But if you wait another few weeks the game will hopefully be stable enough that the saves will not get broken again.

    @Alienkiller please don't misinform people about this. Milestone 7 is the final update in Early Access!

  22. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!

    Bugfixes:

    • Fixed soldiers being unable to equip certain items in the primary / secondary slot.
    • Disabled a map that was causing crashes for the Cleaner Base mission. We'll fix and reintroduce the map next week,
    • Fixed various places where text was throwing code errors and not displaying correctly.
    • Like 1
  23. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!

    Balance / Gameplay Changes:

    • The light variant of Xenonaut armour now grants roughly 65% of the armour of the Heavy Armour variant (except for the basic Tactical Armour), rather than 50% as in previous versions.
    • Reverted Combat Shields to 100% effectiveness on Veteran and Commander difficulties.
      • This change was originally made to address how powerful the shield & pistol combo was when given to the entire team. After some more testing, we decided that it wasn't quite overpowered enough to warrant a second shield nerf (after Milestone 6 reduced their side protection), so we've returned to the previous values.
    • Cost of the Identify Recruits strategic operation reduced to 35 OP, and cooldown reduced to 1 day. In a future patch we'll set this operation up to decrease in cost by 1 OP per day, so you effectively retain your free monthly soldier pool refresh but also have the opportunity to refresh more often if you spend OP to do so.
    • Colossus should now be able to place items it cannot use in its Primary / Secondary slot into its backpack.
    • Set up the Secondary soldier inventory slot to display grey when the Colossus Power Fist is equipped in it, indicating that it cannot be unequipped.
    • Added a slight visual trail to alien Symbiotes when they are being shot at you.

    Bugfixes:

    • Fixed the game crashing when trying to load a tactical autosave.
    • Fixed two different crashes that could occur at the end of a tactical battle.
    • Fixed another way of getting the Rescue Soldiers preview soldiers stuck in your dropship if you cancelled the mission preparations, which would cause a crash when you tried to use the dropship.
    • Fixed LMGs not having both burst fire modes.
    • Fixed certain Research projects (like Laser Weapons) incorrectly showing a quantity number after their title.
    • Fixed there being a minor dark flicker on the Geoscape after a dropship reaches a mission site.
    • Like 1
  24. 13 hours ago, juslovemusic said:

    Full disclosure - I am a biological male. It occurred to me while playing through the tutorial in the first milestone 7 experimental build that the commander appears in the early scenes and is fairly obviously male. Since this is meant to be the player character's "avatar", it seems appropriate to either remove the commander from the scene visually or somehow make them gender ambiguous. Maybe place them heavily in shadow or something, but it seems much harder artistically to me to show them at all without biasing toward gender - but y'all are pretty good at this!

    The reason I think this matters is that female players who want to see themselves as the commander have no chance to fully do this when they show up as a man at the very beginning of the game. Given the commander is relatively ambiguous during most of the rest of the game (to the extent I've played in much older builds), this feels fairly achievable and eliminates this drop in immersion. I also get that the setting is in the past and that the likelihood of the commander being a woman is low, but it is still a game, and we are assuming the role behind each of our desks at home, regardless of who we are.

    I really hope this isn't a controversial request, as that truly is not my intent. I think a change here can positively impact other players if it is updated. It is also understandable that this may not be a priority or even feasible right now, given the focus on a 1.0 launch. Still, it would be a really good change toward maintaining immersion for all players of the game.

    Thanks for the suggestion. No, I don't see this as a controversial request. We've tried to leave the Commander's identity ambiguous where possible, as you've already noted. Which specific places make it obvious the Commander is male? You're not mixing up the General and the Commander, are you?

    That said, I don't think we've got much scope to fix things up prior to launch - but you never know.

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