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Posts posted by Chris
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We've now released v7.27.3 onto the main branches, and the consolidated patch notes can be found below.
Gameplay Changes:
- 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.
- Mods now no longer have a "maximum version", as this was causing a lot of false confusion about mods being out of date.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).
Bugfixes:
- Fixed a bug preventing users uploading mods to Steam Workshop via the game.
- Fixed a rare crash that could occur if two squadrons simultaneously intercepted the same UFO and then one successfully shot it down.
- Fixed a rare crash that could occur when moving items in the Armory.
- Fixed a rare crash that could occur on UFO interception.
- Fixed a rare crash that could occur when assigning a soldier to a strike team slot on the Armory screen.
- Fixed a rare crash that could occur during the AI turn when enemy units were moving.
- Fixed a rare AI hang related to overwatch fire against mind-controlled units.
- Fixed a broken sawmill building that was causing a small number of Boreal crash site maps to fail to load.
- Fixed transparent items like abduction tubes rendering below the shroud in some circumstances.
- Fixed an issue where sometimes the mission briefing lines would fail to render correctly.
- Fixed the jungle map stone walls having issues with their colliders.
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18 hours ago, Oldsmobile said:
I had only one lab, the initial lab that came with the main base. I demolished that lab, but research continues. The current project was completed, and I'm able to start a new research project. Pretty sweet deal!
Yeah, this is intended - the basic 100% research speed is meant to represent the Chief Scientist, and all the labs and scientists you can build / hire just speed up his work.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Bugfixes:
- Fixed a rare crash that could occur on UFO interception.
- Fixed a rare crash that could occur when assigning a soldier to a strike team slot on the Armory screen.
- Fixed a rare crash that could occur during the AI turn when enemy units were moving.
- Fixed a rare AI hang related to overwatch fire against mind-controlled units.
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4 hours ago, x60mm said:
First off, Goldhawk really knocked it out of this park with this one. Best entry in the genre after the OG hands down! Fixed all the quirks I disliked with the first Xenonauts and was great fun. I saw few things I'd like to see improved, some of which I'm sure could be easily patched, which is a testament to how well developed Xenonauts 2 is.
- Free camera panning would be a Godsend. The cardinal panning often makes it very difficult to see tight corridors and between trucks/barriers. This alone would be a massive QOL increase.
- The mission variety early game was a breath of fresh air in this genre which I greatly enjoyed. Was disappointed to see it go so quickly and be restricted to the norm for virtually the rest of the game. Bringing in those alternate mission types (escort, save abducted humans, ambushes, etc) for the rest of the phases would add a lot of fun, reduce combat fatigue, and make repeat playthroughs more enticing.
- In my two playthroughs it was quite rare to encounter landed UFOs. Due to the plethora of UFOs to shoot down and the generous timeframe to salvage them with troops I never had to do a night mission. Would be great if night landings played a greater role in the invasion.
- Some items have no graphics for ground placement which can be quite annoying in some circumstances. Even just skewed versions of the inventory images with a mild shadow would solve this. I'd like to see throwing items as well but it's not a big deal at all and I'm it'd sure quite a bit more work.
- Would have been nice to get an improved grenade launcher at some point. Not really because it needed buffs, but because it felt a bit off going from normal tech to high tech while we still had that one bit of old gear tagging along through the end. Increased TU efficiency in changing grenade types would be very welcome on a higher tech version. Would also be cool to see the grenade launcher have access to all the grenade types.
- How training works is quite nebolous. Would be nice if we had some clarity in game on this important mechanic.
- There should be an achievement for completing an Iron Man campaign, and there could easily be quite a bit more achievements.
I really hope we see another entry sooner than later this time around as the current engine is perfectly suitable, I'd preorder yesterday! Cheers to Goldhawk for this solid game! This is a notoriously difficult genre to succeed in and as an X-Com player since 1995 who's played them all, I can say this is the first release I feel has done it solidly.
Thanks, it's great to hear that you enjoyed the game so much. Yeah, it probably won't take 11 years for the next batch of Xenonauts content to arrive - the X2 engine is a much more stable foundation than what we were using for X1
By the way, there is already a setting in the gameplay options that allows you to control the camera rotation if you find the fixed 90-degree angles a problem. Your second point is something that has been raised a lot in player feedback, too, and we'll be taking some steps to fix that issue with DLC in the future.
For point 4), were there any specific items that you can remember caused you problems by not having a 3d model?
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Bugfixes:
- 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).
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Bugfixes:
- Fixed a bug preventing users uploading mods to Steam Workshop via the game.
- Fixed a rare crash that could occur if two squadrons simultaneously intercepted the same UFO and then one successfully shot it down.
-
This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Gameplay Changes:
- 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.
- 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).
Bugfixes:
- Fixed a rare crash that could occur when moving items in the Armory.
- Fixed a broken sawmill building that was causing a small number of Boreal crash site maps to fail to load.
- Fixed transparent items like abduction tubes rendering below the shroud in some circumstances.
- Fixed an issue where sometimes the mission briefing lines would fail to render correctly.
- Fixed the jungle map stone walls having issues with their colliders.
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We've now released v7.26.1 onto the main branches, and the consolidated patch notes can be found below.
Balance Changes:
- ARES Strength increased to 100 (up from 50), matching the MARS - this makes burst fire weapons slightly more accurate.
- 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.
- 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.
Gameplay Changes:
- 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).
- 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.
- 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.
- Fixed some performance issues with the pre-mission deployment phase on certain missions.
- 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).
Bugfixes:
- 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.
- 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.
- 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.
- 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.
- 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).
- Fixed Xenonaut interceptors not retreating instantly once they reached the edge of the air combat battlefield.
- 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.
- Fixed mechanical units like the MARS being unable to use teleporters with right-click like normal soldiers can.
- 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.
- 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!
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Changes:
- Fixed Steam Workshop mods not displaying correctly in the Mod Management panel.
- Fixed the Western Town restaurant kitchen wall tiles displaying black (only on AMD cards, or Linux),
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Balance Changes:
- ARES Strength increased to 100 (up from 50), matching the MARS - this makes burst fire weapons slightly more accurate.
- 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.
- 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.
Gameplay Changes:
- 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).
- 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.
- 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.
- Fixed some performance issues with the pre-mission deployment phase on certain missions.
- 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).
Bugfixes:
- 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.
- 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.
- 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.
- 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.
- 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).
- Fixed Xenonaut interceptors not retreating instantly once they reached the edge of the air combat battlefield.
- 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.
- Fixed mechanical units like the MARS being unable to use teleporters with right-click like normal soldiers can.
- 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.
- 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!
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On 6/25/2026 at 2:41 PM, x60mm said:
In the early phase of the game I was really enjoying the mission variety. Save civilians from being abducted, escort, ambush. It really was a breath of fresh air compared to all the Xcom-likes I've played. Then after my first and only ambush all "alternate" mission types vanished, guessing because I finished phase 1, and it was back to the vanilla experience every single time; kill all aliens. The only gasps of variety have been the couple missions in the alien orbital thing. Was a major stepdown just as the game was ramping up which was quite a bummer and made the following phases feel dull by comparison.
Yeah, this is one of the more common complaints about the game. We've been working to improve it throughout the Early Access period - the initial Early Access launch of the game didn't have the Rescue Soldiers, Convoy Ambush and Rescue VIP Cleaner missions in it, nor either of the UOO missions (there weren't even any phases either), but we added them because people were asking for more mission types. But doing that was very time consuming and we couldn't spend forever in Early Access.
The other part of the issue is that many of the mission types don't make sense when the actual overt invasion starts. It doesn't make sense for the aliens to have reinforcements coming once the humans are all aware of the invasion and the Cleaners have been knocked out, except in certain situations like on the UOO space station. So that's sort of why things feel like they end abruptly after Phase 1. But modders could always add the Cleaner mission types to the main campaign for players who don't mind that it wouldn't entirely make sense.
Finally, one of the DLC is planned to add a new short sequence of missions in a new environment type for the mid / late game, which will hopefully help fix this issue.
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We've now released v7.25.2 onto the main branches, and the consolidated patch notes can be found below.
Gameplay Changes:
- 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.
-
Various changes and improvements to the air combat:
- Autoresolve calculation sped up dramatically, which should avoid complex autoresolves taking 10+ seconds to compute.
- Removed the annoying one-frame visual "flicker" that would occur at the start of each air combat battle.
- Hovering over a Xenonaut aircraft on the battlefield will now highlight the corresponding UI aircraft infopanel on the right.
- 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.
- Xenonaut squadrons will now automatically return to base if all Xenonaut interceptors retreated from the previous air combat battle.
- It's now possible to set a parameter and screen as a launch parameter (useful for modders testing their work).
- 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/
Bugfixes:
- 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.
- Fixed a crash that could occur from chained explosions (e.g Servitors, Cyberdrones, explosive environmental props).
- Fixed the Cyberdrone front armour HP not updating when it takes damage.
- 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.
- Fixed grenades exploding on top of shipping containers being unable to damage the container.
- Fixed the "open Steam Workshop" button on the Mod Management panel not working properly.
- Fixed the UOO Sabotage research showing the "new mission is available" popup before the research popup appeared (rather than after it).
- Fixed soldiers in the hire pool showing purple placeholder armour on their portraits for the month after unlocking the North America region bonus.
- Fixed weapon tooltips not appearing if you hovered over the "wrong" half of a paired slot on the Aircraft screen.
- 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).
- Fixed some more misaligned text fields in the French translation, and a few more minor translation string issues.
- Fixed some additional mod loading bugs.
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15 hours ago, Nagumo said:
Hi, i reported that problem in the steam forum several weeks ago and in fact you (Goldhawk) have answered that you will fix it with some of the new Patches. Now i have waited several Patches and started today again...and after 2 Minutes ingame i have seen this again (see your Zipfile, which include the screenshot).
Question: Is it really that hard or have you no interest in fixing this? No offend, but if you have no interest i will play in english and save my lifetime
Translation issue: Xenopedia entrys: Some of them are written instead of "Autopsie" the totally wrong german word "Ausputzer" (see the very first and second entry in the screenshot at the beginning on the list to the left).
As you can see, i'm not very deep into the game (and thats, cause i have stopped playing it while waiting for the fixes), so it would be nice, if you could check all entrys posible ingame about this behaviour.
Greetz
Thanks. We don't really own the translations of the game - all we do is pass the issues / suggestions onto the localisation team at our publishers, and if we've replied to your posts previously then we will have done that. I don't speak German so I don't know if "Autopsie" is more correct than "Ausputzer", I have to rely on them to make that decision and update the files if necessary. Although in this case Google translate suggests it's a pretty clear error that they've ignored so I'll flag that one with them again.However, any known issues where the German translation was showing non-translated English strings and the various issues where the translated text strings are too long and overflowing into other lines etc have now been fixed. Those are the issues we do have control over; we don't need to understand a foreign language to fix them.
EDIT - I've looked into this, and the issue has already been fixed. The problem is you're continuing an old campaign where the old incorrect text has already been saved into your save game. If you start a new campaign the text will be correct.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Changes:
- Fixed some additional mod loading bugs.
- Added a few more translaltion strings.
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20 hours ago, Martouf82 said:
Hello guys,
I found my way to the forum in frustration yet again.
Had VIP in the corner, end turn and i would give the final slap. But a reaction with shotgun killed the VIP, and hitting my own guy (with the shield) in between
So here is my rant of things to consider:- Reaction with chance to hit friendly need pop up box if you want to do so. Or make reaction something you have to 'set'.
This is terrible. Already lost a lot of good soldiers because of this.
- When starting mission, you often see one or two aliens. But I have quite a few missions that I forgot about them.
All the new aliens are spotted and zoomed to, but not the first ones. Ofcourse, you see the alien icon in the interface.
But it took me many missions to learn to check that icon at the first turn. Maybe have a camera zoom to them on map start?
- Consider allowing positioning of squad in the soldier tab. You can only do that while starting mission.
- Decommission aircraft does not give 30% sell bonus. Yes it's called decommission and not sell, but you get the money from selling parts after decommission right?
If you get a bonus for selling stuff, decommissioning should be part of that
- UFO's can require OP to run. Well my first few times that popped up, I pressed mission only to question later where the hell my OP went to.
The OP cost is so steep that it does not make sense to run. How about, just like other UFO's you get alloys after 24h. Why not something similar here, you get money after 24h.
Skip the whole you can do it for OP cost. At first you don't understand it, you fear missing loot or might not see the OP cost.
Make it simple: no choice in the matter
- Bring alloys from downed UFO's to main base, if storage full, go to 2nd base. I often have to transfer alloys from base 2 to base 1 for engineering.
- The button to find new new recruits. The OP cost goes down to 0
Consider making that button change color when at 0 OP.
- I always start in the soldiers tab to fill the ship and select the right roles for each soldier.
Then go into inventory of each unit
When a new mission starts, there is no link to soldier tab.
Well thats it, guess i go to my dropship without a vip this timeDren has already answered some of these points, and it's worth saying that there's a Settings option to turn off any reaction fire that has a chance of hitting friendlies.
I just wanted some clarification on a couple of the points you raised:
- Consider allowing positioning of squad in the soldier tab. You can only do that while starting mission.
- I always start in the soldiers tab to fill the ship and select the right roles for each soldier. Then go into inventory of each unit. When a new mission starts, there is no link to soldier tab.
Can you explain these in a bit more detail? What are you trying to achieve and what would you like done differently? There's a good chance the game already supports what you want to do, but it's not always obvious to us what the player is trying to do and how they are trying to achieve it (because there's more than one path for assigning / moving soldiers in dropships etc).
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Changes:
- Fixed a bug where air combat autoresolve would regularly time out and result in a draw.
- 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/
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12 hours ago, Herb said:
i'm at Day 420 well after the final mission has become available. there's nothing left to research except capturing more aliens that i'm actually not seeing anymore because they seem to appear only at the beginning of the game. occasionally during UFO intercept missions one of my interceptors is shot down using Auto Resolve. i still take out the UFO so my surviving interceptors return to base.
it just seems strange to me that rebuilding the interceptor takes more than twice as long as it takes my engineers to build a new one. i know a game universe isn't expected to be totally logically consistent but this difference just strikes me as something a bit too far out. in this case a Gemini takes a little over 3 days to build a new one but rebuilding the one that got shot down takes almost 8 days.
it doesn't materially affect the end game but one that seems logically inconsistent is all. at this point in the game all i am doing is building up my 6th base just because i can and not pursuing the final mission just yet. aside from the game running slowly on older machines, more slowly in fact than the final few pre-1.0 builds on the same machine, i haven't had any real problems. on a modern higher end machine none of the slowness is noticeable. reducing Graphics quality to lowest level makes up enough of the difference that the game remains very playable.
Herb...
Yeah, it's a fair point - but we didn't want to complicate aircraft repair by making it something that needed to go in the engineering queue, which is why this discrepancy exists (although maybe it would have been a cool thing to do). Glad the game works well for you!
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Gameplay Changes:
- 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.
-
Various changes and improvements to the air combat:
- Autoresolve calculation sped up dramatically, which should avoid complex autoresolves taking 10+ seconds to compute.
- Removed the annoying one-frame visual "flicker" that would occur at the start of each air combat battle.
- Hovering over a Xenonaut aircraft on the battlefield will now highlight the corresponding UI aircraft infopanel on the right.
- 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.
- Xenonaut squadrons will now automatically return to base if all Xenonaut interceptors retreated from the previous air combat battle.
- It's now possible to set a parameter and screen as a launch parameter (useful for modders testing their work).
Bugfixes:
- 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.
- Fixed a crash that could occur from chained explosions (e.g Servitors, Cyberdrones, explosive environmental props).
- Fixed the Cyberdrone front armour HP not updating when it takes damage.
- 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.
- Fixed grenades exploding on top of shipping containers being unable to damage the container.
- Fixed the "open Steam Workshop" button on the Mod Management panel not working properly.
- Fixed the UOO Sabotage research showing the "new mission is available" popup before the research popup appeared (rather than after it).
- Fixed soldiers in the hire pool showing purple placeholder armour on their portraits for the month after unlocking the North America region bonus.
- Fixed weapon tooltips not appearing if you hovered over the "wrong" half of a paired slot on the Aircraft screen.
- 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).
- Fixed some more misaligned text fields in the French translation.
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We've now released v7.24.2 onto the main branches, and the consolidated patch notes can be found below.
Gameplay Changes:
-
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:
- Veteran and Commander balance remains unchanged (now 100% funding).
- Soldier gets 10% extra funding (110%), and Recruit gets 25% extra funding (125%).
- This change will only affect new campaigns.
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Some balance changes have occurred to Recoil as a result of fixing an inheritance bug with some of the weapons:
- 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.
- 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.
- 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).
- 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.
- Added a description to the Colossus Armour, as it did not have one (unlike the other armours).
- 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.
- Removed dependencies on manifest bundles, which should make life easier for modders!
Bugfixes:
- 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,
- 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.
- Fixed a bug where the campaign "Monthly Funding Modifier" difficulty setting was not working correctly.
- Fixed a bug that was causing bleeding wounds to be inflicted twice as often as intended.
- 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.
-
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:
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). If no bugs are encountered over the weekend then we'll be releasing 7.24.2 onto the stable branches next week.
Gameplay / Balance Changes:
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Some balance changes have occurred to Recoil as a result of fixing an inheritance bug with some of the weapons:
- 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.
- 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.
- 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).
- 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.
- Added a description to the Colossus Armour, as it did not have one (unlike the other armours).
Bugfixes:
- Fixed a crash that would occur if you cancelled an engineering project that was constructing an interceptor.
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Some balance changes have occurred to Recoil as a result of fixing an inheritance bug with some of the weapons:
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On 6/1/2026 at 4:32 AM, Hapato said:
Because all those consoles are starved off a decent turn based strategy game. In my mind this ought to be the top priority of the devs once back from vacation. With the codebase stable and mostly bug free, I think that now is the time for those consoles to receive some xenonauts TO. If you forgive the dumb and dumber quote, have you seen some of the games in those consoles? If there could be a way to unify the codebase so that any update here gets transferred there as is, that would be even better.
Thank you very much Chris England and team for this incredible reimagining of xcom microprose that I played in my youth. I can now say that this game has been done justice. No longer having to play a utt ugly 320*200 version of 1990s, here's a brand new reimagining of 2026. And without having to rob a bank to buy it. Don't let those ps/5 owners and switch and even those stuck in xbox x/s pacific island be without xenonauts 2.
Glad you enjoyed the game!
Interestingly, there's very little market for this sort of game on console. If you ignore the fact that it'd actually be quite hard to port because the control system and UI is fundamentally designed for mouse and keyboard, I've been reliably informed that a successful strategy game launching simultaneously onto consoles alongside its PC launch would expect to get about 12%-14% of its PC sales across all the consoles COMBINED (and we wouldn't be doing a simultaneous launch so we'd get less). So it ends up being a lot of effort for not very much money.
Our publishers did actually evaluate trying to port to consoles but decided it just didn't make sense, even though they've got links to a good porting studio!
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On 5/31/2026 at 7:24 PM, FCM said:
Game crashed to desktop after secondary base is under attack and mission loading is about to finish.
bug_report_2026-05-31-21h10_lo_7.23.2_unhandled_exception.zip
Thanks. Have you ever used mods in this campaign? The code looks a bit unusual. It's apparently trying to load something that doesn't exist.
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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.
Bugfixes:
- 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,
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On 5/29/2026 at 5:07 PM, Pyed said:
・Attached: (prior)Player.log and (prior)Player-prev.log [files as existed in directory prior to switching to development branch and relaunching]
・Attached: bug_report archive [after switching to development branch, launching, and loading in to auto_groundcombat_turn_7_end-419.json as previously attached]
*confirmed crash behavior as before after ending mission
・Attached: Player.log and Player-prev.log [retrieved after above actions following bug report export and crash on deveolpment branch]
(prior)Player.log (prior)Player-prev.log bug_report_2026-05-29-10h56_gc_7.23.2_user_f11.zip Player.log Player-prev.log
Thanks, we think we've found the issue. We'll release a patch for it tomorrow.
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Full Release 7.27.4 STABLE Released!
in Xenonauts-2 Releases & Patch Notes
Posted
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.
Bugfixes: