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Posts posted by Chris
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3 hours ago, KalafioRR said:
It seems that in Steam version going to Experimental Legacy gives us version 6.8.0 and not the promised 6.9.1. Please advise?
Sorry, forgot to update the branch. This is fixed now!
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On 9/23/2025 at 11:21 AM, squeezechart said:
Here you go. I updated the NVIDIA driver already to version 580.97 DCH and Win 11 has Auto HDR enabled
And you're still experiencing crashes?
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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!
Unfortunately this update once again breaks save game compatibility, so I've moved 6.9.1 to the Experimental Legacy branch. It's annoying we have to keep doing this, but this time it is because we needed to update the way the Infiltrators worked to properly switch from Doomsday to Panic generation in Phase 2. This fixes the issue of massive unexplained Panic gain at the end of each month (which was being caused by a bug with the Infiltrators).
Changes:
- The ending cutscene has now been added to the game.
- The Soviet Town biome has been enabled. For now we've only added 5 Small Terror maps, but we'll also add three larger maps in the near future.
- Added a campaign option for the UFO Delegation system, so players can disable if it they want. Note that this also disables the monthly funding increase that occurs when you delegate a UFO, so you'll have lower monthly income than a normal player in exchange for the ability to run more crash site missions.
- Added three additional strategy layer and three more tactical mission music tracks, going from three to six tracks in each section of the game.
- Infiltrators now correctly display that they generate +1 Doomsday per day in Phase 1, then switch to +2 Panic per month in Phase 2.
- New models have been added for the MARS / ARES, and for the Mantid alien.
- You're now able to fire cannons and perform Evasive Roll while retreating in the air combat, and the tooltip for the Retreat button has been updated to reflect the new retreat mechanics for this Milestone.
- The air combat UI has been updated so that the selected aircraft now shows a selection ring at all times, as previously it was a little difficult to spot which aircraft was actually selected.
- The Operation Point generation UI in the bottom left now correctly shows decimals.
- Rewrote a number of Xenopedia entries to reflect mechanical changes made in Milestone 6 (e.g. dropship capacity, Gemini jump capability, Endgame teleporter, etc). The Gemini and Pegasus entries have been rewritten entirely.
- Updated the Boreal sawmill to have some additional window variants.
- Improved the destruction state on the ATLAS Base command room table.
Balance Changes:
- Commander difficulty: enemies now have a 1.1x Accuracy modifier (down from 1.3x) and there are now 7 starting Infiltrators (down from 8). Although Commander is supposed to be difficult, the Accuracy bonus in particular seemed to be so high that you couldn't play the game "properly" that difficulty setting due to aliens basically being able to ignore key game mechanics like cover / smoke due to having such high hit chances. We'll think up a better way to increase difficulty instead.
- Mimics now grant a minor Panic decrease if shot down in Phase 2, like other UFOs.
- ENDGAME mission now supports 4 vehicles (previously 3).
- Pegasus dropship now supports 3 vehicles (previously 4).
- A couple of changes to make Psyon / Secton crews a bit less common in the early stages of the game - firstly, the initial Destroyer (which spawns near your base) now always contains Sebillians. Secondly, the third Abduction Site now always contains Wraiths.
Bugfixes:
- Fixed a crash when hovering over certain tooltips in German language.
- Fixed a crash that would occur if you tried to remove the target soldiers from your dropship when preparing for a Rescue Soldiers mission.
- Fixed a crash that could occur when loading a manual save made immediately after an air combat battle.
- Fixed a crash that would occur at the end of the UOO Bridge mission if you loaded a save during that mission.
- Fixed a bug where Infiltrator Supporters were causing +4 global panic per month each, rather than +2 panic in their local region.
- Fixed a number of issues with the obstruction shader (shown when a unit is behind an object) not correctly drawing over the shroud.
- Fixed the aircraft information panel on the Launch Aircraft panel being hidden or misaligned on non-1080p resolutions.
- Fixed grenades and explosives applying damage through indestructible floors (such as within UFOs).
- Fixed an issue where it became impossible to heal an unconscious soldier, or move into their tile.
- Fixed a bug where completed non-repeatable research projects triggered by sellable items (mostly Autopsies and Observations) would incorrectly trigger a "new project available" pop-up when recovering more of the trigger item.
- Fixed Wraith units flickering during their injury / death animation if they had their cloak active.
- Fixed Sebillians T-posing before and after their melee anmation.
- Fixed a bug where units transformed into Reaper Zombies would spawn a corpse (despite the zombie being their corpse).
- Fixed the player not getting a "VIP spotted" toast if the VIP was spotted during the enemy turn.
- Fixed soldiers spawning off-center from their teleport pads on the UOO Bridge Assault mission.
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7 hours ago, silencer said:
Yes, because there were like 4-6 events of UFO flying, one in Australia, SE Asia, and one in NA but the panic in NA went up to 90 on day 98. As far as I saw, 1 "event" raised 1-2 panic in region where it wasn't flying. But really getting 40 levels of panic in 8 days it's quite silly. Shooting down 3 UFOs only reduced this by 6 points. So by the time I will get something in NA they will say bye bye.
Yeah, it's quite possible the panic damage is overtuned and needs to be reduced. We're currently looking into it. But talking about it in the bug forums just leads to confusion and wastes developer time, as we had staff looking into your save trying to figure out what had caused the Panic to increase (because it seemed like you were trying to report a bug).
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16 hours ago, silencer said:
In day 105 in my campaing panic suddenly in 10 days spiked from 50 to 80! in all continents. If we do not have whole map cover that's a little silly
Is this a bug report? It's a bug if Panic has gone up without any obvious explanation.
If you've failed a ground mission or some UFOs have caused a lot of Panic damage because you haven't shot it down, that's also fine - but you need to talk about it in the balance discussion threads instead.
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19 hours ago, squeezechart said:
Hi there, I have checked my system and there are no minidumps. The Event Viewer shows entries in application, here's what I've got:
Thanks. This error code appears to mean that the graphic card is timing out, which isn't an issue we've seen with other users. It might sound like a basic solution, but I'd try updating your graphics card drivers and see if that helps?
Could you also load up dxdiag (just type it into the Run field in the start menu) and export your system specs?
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On 9/20/2025 at 5:34 PM, Phygnis said:
Hello Team,
I'm not quite sure if it's a bug ,a new mechanic or just me but, it's seem that for each new month i've got a panic increase for every continent (Something like +10 to +20),
I've done 2 games in Veteran :
1st Game : Day 121 (end of the first month of invasion), 5/6 Continent over 100,
2st Game : Day 151 (end of the second month of invasion), Asia is gone and the rest is to be gone next month ^^',
I'm very surprise because on [Exp 6.8] i didn't have too try hard to maintain order on Earth,
I will drop the 2 saves below, tell me if you need anything else
Thanks by advance
Note 1: Look like the UFOs generate panic globally, instead of the continent affected by their actions (But maybe it's was already the case before)
Note 2 : 1st Game -> irom man 300 2nd Game -> iron man 320Thanks. This isn't actually a bug - each UFO anomaly causes both a local Panic increase and a smaller global Panic increase.
There's a lot more UFOs in Milestone 6 though, so this might be a bit unbalanced. Feel free to add your thoughts to one of the balance threads in General Discussion about the topic if you want, as I'll be reading through them and doing another playthrough shortly. I'm surprised Panic has got so high by only day 150.
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On 9/20/2025 at 10:08 AM, Skitso said:
user_mars_corpse-1.jsonMARS Corpse is invisible (it's in the tile with the cursor here:)
This is more complex to fix than you'd think, as the "corpse" we have for the MARS is a big object and would look like it interferes with the gameplay when corpses actually do not. So I think we'll just leave it for now.
I will increase the weight of the MARS / ARES corpse though, as they're not really meant to be something a soldier can pick up.
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We fixed a bug where crouching soldiers could shoot through other crouched soldiers. You have to be standing to shoot over the heads of crouched units / the MARS.
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7 minutes ago, silencer said:
So that still stand 0 for victory is not a minimum outcome. Getting penalty for not rescuing is very bad calculation because that's double the malus. Because A) You don't have points for rescuing and B) you get penalized for not rescuing. Therefore TRUE victory reward is -30%-30%. If you rescue 5 you get no deduction which may lead to day 20 game over due to doomsday.
For true 0-30% it should be: No bonus for rescuing, but penalty for not rescuing, therefore still rescuing a civilian nets you some reduction. That is if base reduction is 30% not 0%.
I don't have a save anymore but here are SS.
Before mission
Last turn:
True outcome:
DD after mission
Yes, you’re right the victory rewards are actually -30 to +30. I’ll update that.
I’m guessing the reason you got +9 in your mission rather than +12 is because the aliens killed one of the freed civilians, so they don’t count as abducted or rescued (so effectively just +3 rather than +6).
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1 hour ago, silencer said:
Victory condition still has incorrect values. It says 0-30% reduction which is false, unless you provide me with proper math.
Rescuing 5 civilians nets you total 0% of reduction, because the 5 abducted counter that. I've rescued 7 civilians on my first abduction which gave me 9% reduction, that means 4.5% per civilian (counted as 5 = 0% bonus, which I guess is wrong math too). So the math doesn't add up for me (had 32% before mission, 23% after)
10 civilians to rescue. 1 civilian is 4.5% percent - thats 45% total, but if you rescue 5 and the total should be 30% then it should be 3% per civilian. So if it is 3% per civilian then resucing 7 should be 30% - 9% = 21%. So my reduction should be 21% not 9%
This also means on victory you still can get doomsday increase if you rescue less than 5 civilians despite the game says rescuing civilians is optional
You need to provide the save from the final turn for us to be able to double check the maths, really.
It’s +3 for any rescued civilians, and -3 for any abducted civilians. If the aliens have killed any released civilians then you don’t get credit for them, and if you’ve blown up any abduction tubes then those civilians don’t count as abducted.
Yes, if you go to an abduction site and kill all the aliens but don’t rescue any of the civilians you still win the mission and recover their equipment, but don’t get any Doomsday benefits for doing so.
EDIT: the maths looks correct to me, anyway. If you free 7 civilians then you get +21 for that, but you also suffer -9 because the aliens successfully abducted 3 civilians (which totals to +12). Effectively each civilian rescued improves the situation by +6, but it starts from -30 (which is what you’d get if you didn’t do the mission at all).
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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 the game crashing if you tried to initiate an air combat battle with only one interceptor present (which would happen for every early-game interception).
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24 minutes ago, Sandro said:
First UFO-1 interception. Total crash when loading the air combat screen.
Two files with emergency data were generated at once.bug_report_2025-09-18-02h05_ac_6.9.0_unhandled_exception_0.zip bug_report_2025-09-18-02h05_ac_6.9.0_unhandled_exception_1.zip crash_info.html crash_info.json
Thanks. I'm making a patch for this crash now, it should be live in an hour or two!
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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!
Unfortunately this update breaks save game compatibility - the bug where the Battleships were not spawning in Phase 5 can't be fixed in existing campaigns. I'll put 6.8.0 on the Experimental Legacy branch so people can continue playing it, but you'll need to capture the Eternal on the UOO Bridge Assault mission alive if you want to complete the game.
Changes:
- The Air Combat section of the tutorial has now been added to the existing tutorial.
- Added the final side-on art for the aircraft weapons in the air combat UI.
- Added an explanatory popup when the first UOO mission is unlocked, explaining you need to click the new button to launch the mission (as people often don't notice it).
- Added a new blast door variant on the Xenonaut Base mission which can be manually opened like other types of door, and does not autoclose at end of turn.
- Set various glass doors to smash like windows when shot through.
Balance Changes:
- Autopsy projects now autocomplete after Xenobiology has been researched.
- Colossus Power Fist now has +20 Accuracy to compensate for the Colossus Reflexes penalty.
- Stealthsuit heavy armour variant now reduces Accuracy by -3 (previously 0).
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Some changes to the UOO Sabotage mission:
- The enemies on the UOO Sabotage mission now all have Fusion weapons (as the player has already encountered enemies with Fusion weapons at this point).
- One Heavy Cyberdrone has been removed from the mission crew.
- The central building should now contain aliens again.
Bugfixes:
- Fixed a crash that would occur if you used startWithCheats.bat and pressed H during a tactical mission.
- Fixed Battleships not appearing in phase 5.
- Fixed shroud and fog of war not appearing inside UFOs.
- Fixed being unable to heal unconscious Xenonauts in some situations.
- Fixed Sentry guns sometimes visually appearing to be destroyed, but still being alive.
- Fixed Endgame part 1 map starting with the Chinook dropship present.
- Fixed an AI issue where enemies were strongly discouraged from moving through closed doors.
- Fixed laser weapons snapping back to view the shooter when firing at targets at long range.
- Fixed the subtitles not appearing over the intro cinematic.
- Fixed a text error in the Aircraft Weapon tooltip (the Lock Time line),
- Fixed autoclosing blast doors in ATLAS / Cleaner Base closing even if there was an AI unit stood in the doorway.
- Fixed some frill offset issues in the Western Town store map.
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16 hours ago, Bookshelf11 said:
Battleships aren't spawning after UOO destroyed, likely a similar bug like last Milestone, at day 450+ and nothing.
Gemini have extremely slow speed and lower range, slower than a Phantom or even a Angel with upgraded engines. Gemini has 3,300 KM/H vs a Phantom with engine retrofit at 4,500 KM/H, Angels with engine retrofit have the same speed. Range wise, Gemini have 5,500 KM range vs a Phantom with engine retrofit range of 6,000 KM.
Failed first UOO Bridge Assault and during my second, all of soldiers were invisible, except when one of them died and they became immediately visible and a corpse, but I'm guessing that's because they turned into a item essentially. They still behaved like normal and essentially controlled the same but just they weren't visible. I'm guessing something to do with the cutscene only playing the first time and the teleporting animation not playing. I actually abandoned the mission and tried again and still invisible, then I saved and quit and relaunched the game, still invisible. Didn't think to post save before finishing the mission, sorry.
I'm guessing you're playing a campaign you started a while ago? The Gemini seems to go 4,500KM in a fresh game. Maybe I patched that after you started that campaign.
The battleship bug will be fixed for new campaigns in the next patch - but hopefully Koki can fix your current save so you don't waste this one.
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On 9/10/2025 at 3:35 PM, Suroubureau said:
The update removed the ability to make any gauss weapons (soldier weapons). Not regulars, not advanced ones.
On 9/10/2025 at 9:08 PM, skortil said:Me too, I think after doing a research they disappear. They do not appear in the engineering tab.
Unfortunately I think this is something that must have happened to campaigns that were already in progress when we made this patch; I've tested it in a fresh game and they seem to work fine.
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19 hours ago, Skitso said:
I started a new playthrough and have now had a few missions with sebillians, but stuff still doesn't seem ok. Odd crew compositions (psyons with androns or reapers) and huge bias towards Psyon. I had my first wraith at day ~250 for example and only 2 sebillian missions so far.
I'll keep an eye on it when I do my next playthrough.
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On 9/14/2025 at 2:10 PM, squeezechart said:
I have no crash dump this time, but got a similar crash some days ago. I have attached bug report data below.
The background music was stumbling for a wile, then I got a black screen with the message:
"Your device ran into a problem and needs to restart. We're just collecting some error info, and then you can restart.
Stop code: VIDEO_TDR_FAILURE (0x116)
What failed: nvlddmkm.sys
My laptop is a Vivobook with i7-12900H, a NVIDIA RTX 3060 using driver 580.97 DCH on Windows 11
The crash happened often with milestone 6.x experimental buildsbugReport2024-05-28-20h00-GC-4.0.0-UnHandledException.zip
bug_report_2025-09-07-20h40_gc_6.7.1_unhandled_exception_1.zip
Hey - the logs for this crash report are showing a crash when you're accessing the cheat panel. Are you playing the game with cheats enabled?
Seems like if you press H with cheat mode enabled then the game crashes.
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Whatever the eventual changes to Biters are, the reasons for this particular nerf are still valid. Soldiers are frequently hit by Biters during overwatch fire, and if that happens then if they perform any action (including moving) then they're liable to be attacked by the Biter because it spawns with enough TU to reaction attack immediately. It's silly to have a situation where the optimal course of action can be to do nothing with your remaining TU (i.e. don't try to deal with the threat) so you don't eat an extra melee attack.
Plus if we're spawning a unit mid-way through a turn, I think it's only fair to give the player the rest of their turn to deal with it before it starts attacking them.
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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!
Changes:
- Biters, Zombies and Reapers should now spawn with 0% Time Units. This means if they are spawned during the player's turn (e.g. Biters spawned from overwatch fire), you don't have to worry about them attacking your units until the end of your turn.
- Made the keybindings for the tactical combat "Soldier Rotate" and "Interact With " editable, as currently both are bound to RMB.
Bugfixes:
- Fixed a crash related to the Cyberdrones.
- Fixed an AI hang that could occur after an AI unit fell from a collapsed floor.
- Fixed an AI hang that could occur if two enemy units got stuck on the same tile.
- Fixed being unable to build Advanced Gauss Weapons after running the engineering upgrade project (only existing weapons were being upgraded, not future ones).
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13 hours ago, Ascylon said:
Description: Basically the title, when ending a turn on a base defence, alien turn seems to never end and enemy activity just keeps blinking. Attached the save game, just press end turn and it should happen again.
Thanks. Yeah, I can reproduce this - we'll get it fixed.
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17 hours ago, Suroubureau said:
The research upgrades all existing gauss weapons to advanced ones, but cannot make new advanced ones, only regulars.
Now I have both pistols in the armory.
Thanks. Yeah, I know what's causing this. I'll get it fixed.
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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 the game crashing after various types of tactical mission by temporarily reverting the change to make autopsies autocomplete. We'll take a look at a proper fix next week that will allow us to re-introduce this change without the crash.
- Fixed the upgraded Guardian Armour incorrectly being much heavier than the standard Guardian Armour.



[experimental MILESTONE 6 [6.9.1] - 19 SEP 2025] freeze to black screen, VIDEO_TDR_FAILURE (0x116)
in Xenonauts-2 Bug Reports
Posted
So our tech director took a look at this and this was his feedback (mixed in with a few generic recommendations). Just to be sure, you previously played X2 on the same machine and didn't suffer these problems before Milestone 6?
Observations:
When TDR tried to recover the GPU/driver, an allocation failed (system/VRAM/pagefile resource exhaustion is a strong candidate)
Disk C: Only 9.4 GB free of ~975 GB. Pagefile heavily used (25.6 GB in use).
→ Critically low free space + large pagefile usage = classic setup for STATUS_INSUFFICIENT_RESOURCES.
HAGS (Hardware‑Accelerated GPU Scheduling): Enabled for NVIDIA; Intel reports “AlwaysOff”.
→ Mixed HAGS state across hybrid adapters is a known source of instability on some systems.
What might be failing?
Resource exhaustion during or right after a TDR attempt
The consistent 0xC000009A strongly implicates insufficient system resources (pagefile/commit, kernel paged pool, or VRAM budget) while the graphics stack was trying to recover.
The 9.4 GB free on C: The OS can’t grow the pagefile, write dumps, or satisfy DXGI paging pressure → recovery failure → BSOD 0x116.
Hybrid graphics + HDR + mixed HAGS state = fragile path
The game likely renders on the NVIDIA dGPU but presents through the Intel iGPU. With HDR enabled, composition uses expensive swapchains and sometimes Multi‑Plane Overlay paths.
HAGS on NVIDIA + “AlwaysOff” on Intel can yield driver timing mismatches that surface as TDRs on some systems.
VRAM pressure at 4K
6 GB VRAM + 4K + HDR + modern post‑FX can exceed budgets; when DXGI eviction/commit can’t find room (and the pagefile can’t back it), allocations fail → 0xC000009A.
Overlay hooks (NVIDIA overlay, Broadcast, Discord, Steam, RivaTuner, etc.) can worsen stability on hybrid/HDR paths.
Potential fixes: