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Posts posted by Chris
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1 hour ago, Skitso said:
It just seemed odd as the cursor was yellow only around that exact place around the door. Otherwise it was normal green. At least I couldn't find any logic there...
It's because moving to that tile is more expensive as you have to crush a wall to get there.
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On 2/8/2025 at 7:42 AM, Skitso said:
This is just a visual polish and not an actual bug, but shouldn't all items and units that are out of players FOV be either not visible at all or just a black silhouette? Currently props that are larger than the tile they in, are partly visible as seen in the image attached.
EDIT:
It actually does work here. Large items that are not in FOV are just a black silhouette:It's a limitation with the FOW system. The slice of the asset that's revealed is sitting on a revealed tile, so that's why it's shown. If you see examples of it, put them in one big thread for us to look at because it means we have to try and reduce the size of the affected objects to better contain them within their tiles.
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This is a small hotfix for the 5.8.0 update released earlier today to fix a potential gameplay issue, plus some research updates.
Changes:
- Fixed a potential issue that could cause various game objects to unlock too early.
- Updated the strategic operations "Daily Increase" text to be more descriptive.
- Added artwork for the Interrogation: Eternal research project.
- Updated the text for the Interrogation: Eternal research project, and the Endgame intro conversations.
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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!
This update contains a number of changes that will break existing campaigns, so existing saves from 5.7.0 will not load in 5.8.0. However, if you'd like to continue your existing playthrough, version 5.7.0 is still available to play on the Experimental Legacy branch.
Key Changes:
- Mind Control: several alien units (Psyon Officer, Psyon Leader, Eternal) are now capable of psionically Mind Controlling your troops. The chance of success is based on the Psi-Strength of the alien and the Bravery and Morale of the defending soldier, with the attack being more difficult with greater distance. The attack always occurs in the alien turn, and if successful then the aliens will immediately take control of your soldier - however, the soldier will only be able to attack during the next alien turn, after which they are immediately returned to Xenonaut control (so you only lose them for one turn).
- Strategic Operations Daily Increase: the value of strategic operations now increases with time if you do not use them (then resets to normal after use). For example, the Raise Funds operation normally grants +$500,000, but this now increases by +$10,000 for each day since it was last used.
- Supporter Protection Level: each Supporter now has a "protection level", which changes every 10 days. There's a 50% chance this is just a normal value, but there's a 25% chance for the Supporter to have High or Low protection level. High protection makes recruiting / eliminating that Supporter 30% more expensive, and Low protection makes recruiting / eliminating them 30% cheaper.
- Quickload and Continue Campaign now resets the game random seed like the Load Game menu does (if you were testing the randomness of shots using Quickload and were always getting the same result, this bug was why).
Gameplay Changes - Strategy:
- The UFO Delegation system has been disabled until Milestone 6, as I think releasing it without the "Extended Mode" for people who really want to do lots of crash sites would be a mistake. However, we'll continue to balance the game assuming players will complete two crash sites of each UFO type (doing more will make the game quite a lot easier).
- Revised a significant number of plot-related research text and character conversations, which should hopefully explain the narrative better.
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Added three new research projects:
- You begin the game with "The Cleaners" in progress, and this project explains a little about the Cleaners prior to the ATLAS Base mission.
- "Autopsy: The General" is granted if you kill rather than capture the General in ATLAS Base. Both this and "Interrogation: The General" now grant some Operation Points on completion (the interrogation awards more).
- "Quantum Waveform Analysis" is unlocked after ATLAS Base, and explains why the aliens are trying to be subtle at the start of the game but then move to outright invasion a few months later.
- Added more Construction / Terror UFO missions to the timeline (i.e. UFO missions that spawn alien bases or terror sites if not shot down).
- Interrogations and Corpse Analysis projects now both grant +10% damage bonus (for a total bonus of +20% damage), rather than +20% on Corpse Analysis and +15% on Interrogations (for a total of +35% damage).
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Early Game Rebalance:
- Phase 1 now lasts three months instead of two, with the third month including Destroyer UFOs and the Cleaner Base.
- Infiltrators now only spawn on day 5 (along with a pop-up explaining that Doomsday is rising as a result). The Supporters that become infiltrators are now randomised, although it is still always one per region.
- Reduced the starting quantity and daily gain of Operation Points due to the campaign now being longer.
- Various Cleaner missions now grant Operation Points as a reward for side objectives (e.g. capturing Cleaner Data) rather than Doomsday Reduction.
- A few research projects have been delayed slightly, such as Aerial Warfare now only triggering once you've shot down a Probe UFO.
- Lots of minor changes.
- Added new artwork for the Supporter Information UI panel, and new biome preview art for the UOO-1 missions, and Operation Endgame.
- Added unique sounds for each of the strategic operations.
- Africa now has an Elite Funding supporter.
- Fusion Autorifle engineering project no longer requires the Gauss Autorifle to start.
Gameplay Changes - Air Combat:
- Xenonaut aircraft no longer consume fuel when fighting in the air combat - this mechanic rarely came into play, and when it did it mostly seemed to frustrate people (or cause confusion by making autoresolve to fail unexpectedly).
- Using Afterburners in the Air Combat now correctly blocks that aircraft from firing weapons. However, you now can use evasive roll while using afterburners (tooltips have been updated accordingly).
Gameplay Changes - Tactical:
- All explosion damage now falls off linearly from 100% (explosion tile) to 50% (outer edge of explosion).
- Units no longer turn to face their attacker if damaged by a friendly unit (which stops friendly overwatch fire costing you TU by rotating your soldiers).
- We've thinned out the number of spawn points around the dropship on Terror maps.
- Capturing the command room in an alien base now reveals the entire map. This now correctly triggers automatically at the start of each turn, rather than needing the player to move / rotate a soldier before it updates.
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Balance Changes:
- In addition to Mind Control, Eternals now also have the Mesmerise ability (3x per turn), Regeneration and Active Camo.
- Increased the Accuracy penalty from wearing heavy armour from -3 to -5 for most armour types (and -2 to -3 for Warden)
- Knife reduced from 8 weight to 6 weight, base accuracy increased from 60 to 65.
- Alien Symbiote Launcher now does 35 damage (increased from 20), but only causes 3 Armour Destruction (down from 15).
- Alien poison grenades now do Chemical rather than Thermal damage, and do 15 damage (previously 25)
- Added brief character conversations to the start of both UOO-1 missions
- The Eternal Archon on Operation Endgame part 2 now has a unique model with a custom helmet.
- Fixed a number of spawning issues with the alien reinforcement gateways on the UOO-1 Sabotage mission.
- The underground military base tileset now has pillars on the rock wall corners, which means they now block vision. This should helpfully clear up some of the line-of-sight issues in the ATLAS Base and the Cleaner Base missions.
- The UFO Scout landed variant no longer has a low-res texture compared to other UFOs.
Bugfixes:
- Fixed a crash that could occur if the HEVY caused enemy units to fall onto a ground tile that was also destroyed.
- Fixed an AI hang that could occur if a Biter spawned on top of another enemy unit.
- Fixed the bug where doors would visually get out of sync with their actual state, and look open when actually closed (or vice versa).
- Fixed soldiers being able to run inside solid UFO hulls if the movement started before the UFO hull was revealed from the shroud.
- Fixed the Orbital Bombardment timer not visually updating after the UOO-1 Sabotage mission delayed the bombardment.
- Fixed the typewriter sound sometimes not stopping after using Esc to exit the Phase screen early.
- Fixed enemy HP labels being revealed if you move any unit in the deployment phase of the Cleaner Base mission.
- Fixed an issue where destroyed roofs would sometimes appear not to be destroyed after loading a saved game.
- Fixed the empty spaces between platforms on the UOO-1 Sabotage mission becoming walkable if caught in a nearby explosion.
- Fixed drag-and-drop reloading being broken for the Colossus.
- Fixed the dynamic mission briefing text (e.g. text that displays turn limits) being broken when shown on the loading screen.
- Fixed Sebillian regeneration being visible in the fog of war.
- Fixed units being able to run off the map if certain cliff tiles were placed on the edge of the playable area.
- Fixed aircraft not showing the evasive roll animation in air combat.
- Fixed the star skybox not always displaying correctly on the UOO-1 Sabotage mission, and made it a little less contrasty.
- Fixed weapon shots and move paths etc rendering under the shroud in certain areas of the UOO-1 Sabotage mission (again, this was a skybox interaction).
- Fixed units being able to activate alien / cleaner consoles through solid walls.
- Fixed spacebar selecting the next soldier not working for several seconds after pressing C to crouch a soldier.
- Fixed the Alien Magnetic LMG not using the correct artwork.
- Fixed red text flashing up when right-clicking equipment on the Soldier Equip screen.
- Fixed a bug where the Large / Small body size hit chance modifiers were only causing a tiny effect.
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10 minutes ago, Skitso said:
While I appreciate the efforts on making the supporter system less static, I really feel making the OP costs random isn't making it that much better. What the system needs is some proper player agency, where the system is driven by concrete gameplay choises the player makes. Make the supporter protection level change by region panic or something at least.
Basing protection level on Panic level would just cause a massive snowball effect, even if you were able to deal with the fact that Panic doesn't exist as a concept until Phase 2.
There's a limit to how far we can push these systems given they're an addition to the core strategy mechanics, rather than driving the strategy layer. Especially as many of the more complex alternatives wouldn't make any narrative sense once the Cleaners are defeated at the end of Phase 1.
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Hello everyone - hope you all had a great Christmas and a happy new year. January is now over, so it's time for an update on what we worked on!
Milestone 5:
Work is continuing on Milestone 5 over on our Experimental branch. This month we released three stability hotfixes for Milestone 5, and we've spent the last three weeks working on a major gameplay update (5.8.0). Our initial plan was to release this a couple of weeks ago, but some of the changes we're making break existing campaigns and we wanted to avoid doing that more than once. We've therefore rolled the changes into one big patch which should be coming out on the Experimental branch in the next few days (hopefully tomorrow).Our goal is to lock down Milestone 5 so the translators can begin work translating all the new text later this month, which will allow for a final public release of Milestone 5 early next month.
Mind Control:
The first new addition is the alien psionic ability Mind Control, which has been granted to Psyon Officers, Psyon Leaders, and Eternals. This formula takes into account the psionic strength of the alien versus the Bravery and Morale of the defending soldier, with greater distance making the attack easier to defend against. This should make alien Eternals a bit more intimidating than before, as they have very high psi-strength!As we've experimented with several iterations of Mind Control since our original Kickstarter, for clarity - the older alien "Mind War" ability has been removed, and the Psyon Mesmerise ability no longer has a chance to Mind Control the attacker on a critical fail. The new Mind Control ability is the only way the aliens can take control of your soldiers.
Strategic Operations / Supporters:
We've also expanded the Strategic Operations and Supporters systems to address feedback about the choices becoming predictable after a few hours of play. Strategic Operations now become more effective each day they are not used - for example, the Raise Funds operation usually grants $500,000, but this increases by $10,000 for each day the operation is not used (once used, the value resets back to the default value).Supporters have also been tweaked slightly. Each supporter now has a "protection level" value that controls how expensive it is to interact with them - if they have high protection the cost of recruiting / eliminating them is increased by 30%, whereas if they have low protection then the cost is reduced by 30%. This value changes every 10 days, with supporters having a 50% chance of being in a normal state and 25% each for high / low protection.
The purpose of these changes is to make these systems less static. Instead of just waiting until you have 150 Operations Points so you can recruit a new Supporter, the player might now want to evaluate which Supporters are lightly protected and which Strategic Operations look good value.
Writing:
Over the past week or two I've been working on the plot-related writing, which has become a bit disjointed since the introduction of the plot-related missions and the Phase system in Milestone 5. We have added several new early-game research projects to ensure that the player is better informed about why the aliens are acting the way they are with regards to the invasion (mostly better explaining the limits within which they are operating), and also who the Cleaners are and why they acting the way they do.Later in the game, I've added research text to the various projects related to UOO-1 and we've also added little intro conversations to those missions as well. I'm currently working on the research text and intro conversations for Phase 5 and Operation ENDGAME, which are the last remaining placeholder research reports in the game. I'm hoping to have that completed this week.
Early Game Rebalance:
Finally, we spent a fair bit of time this month fixing some of the balance issues reported by people in the feedback threads we provided, so thanks to anyone who contributed to those whether on Steam, Discord or our official forums. One of the most common pieces of feedback was that the early game (i.e. Phase 1) felt too compressed, so we have extended this by an additional month (up to three months) and moved the Cleaner Base mission forward from early Phase 2 to the end of Phase 1.We'll be doing another pass on game balance after we release 5.8.0, as it's quite likely that the additions from earlier in the post will affect the balance. Please keep the feedback coming and we'll do our best to improve the gameplay as we finish up Milestone 5 for general release!
That's it for this month - I'll write another update next month!
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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!
I would not recommend starting a new campaign playthrough on this update, as I'll be releasing a more significant balance update later this week that will require starting a new campaign to see the changes. If you're thinking about starting a new playthrough, probably best just to wait for that one!
Bugfixes:
- Fixed another example of the 90% loading hang / crash bug, again linked to specific jungle maps.
- Fixed another example of the AI turn hang, this time related to Symbiotes spawning on tiles with other units.
- If you hover over a soldier minitab at the top of the tactical UI, pressing C to crouch will now correctly cause the selected soldier to crouch (not the one you're hovering over).
Gameplay Changes - Strategy:
- Soviet Union region bonus is now a -25% Upkeep reduction (down from -30%)
- North America region bonus is now +10 Soldier Starting Experience (up from +5)
- Failing a terror site now causes -35 Panic, not -20 Panic
Gameplay Changes - Tactical:
- Wraith cloaking is now inactive by default, and activates if the Wraith takes damage. The defence bonus per tile has increased to 3 per tile (from 1.5 per tile). This should make Wraiths a bit easier to deal with - but more importantly, it should now be possible to distinguish between different ranks of Wraith on the battlefield.
- The Cyberdrone weapon is once again a direct-fire weapon rather than an arc weapon, which means it will suffer reduced accuracy from smoke. The weapon is also now not capable of performing reaction fire.
- All thrown grenades now have -2 tiles of range.
- Smoke grenades of all types now generate a substantially larger cloud of smoke.
- Fixed Cleaners attacking civilians on the Rescue Soldiers mission.
- Added updated movement sounds and attack sounds for the Symbiote.
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On 1/13/2025 at 10:14 AM, Asmon said:
I played Xenonauts, first of its name. It was hard, very. Even more so that I always play in ironman mode. But on Xenonauts 2, I sure don't recommend it. Around day 110-120, all hell breaks loose. Everything up from Mantid is Delta Force Sniper material. They never miss, and even if they do, the usual second shot does not It's kill first, or be killed. And we all know that even 75% precision is clearly not enough to adopt a "kill first strategy". And even if you hit, you don't "one shot" ennemies. It seems aliens aren't bothered by cover, and not that much by smoke, which is'nt the case for your soldiers. Just to be clear, and to stop the "get gud" trolls: I finished Xenonauts 1 in normal difficulty with ironman" activated. As I said, I had to retry a lot. But here the game stops you very soon. And what can I say about being flooded by ennemies.(Last time it was Wraiths) as soon as the first combat turn begins. Xenonauts, as X com, was always a bit unfair(or a lot), but Xenonauts 2, after a 100 days run, brings it to a new level. And you can't really recover from a full team wipe. And even you do, the game will repeatedly throw impossible odds at you, and I mean "really impossible." Please make it fun, at least in normal diffculty, not frustrating. Even cleaner units are madly precise when they shoot.
Yeah, we're looking into terror missions being far too hard at the moment (those start appearing at about day 120 and seem to be causing a lot of problems).
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Thanks for the feedback everyone!
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10 hours ago, Bookshelf11 said:
Keep getting regular missions like terror, abductions and other UFOs like Cruisers and Harvesters but no Battleships.
I've never actually gotten this far so I have no idea the timeline of when Battleships arrive but I'm guessing they're meant to arrive after the orbital assault? I really hope I'm just impatient/extremely unlucky on spawn rates, really wanted to do a big post game write up and finishing a game I've been excited for since it went on kickstarter is fun.
Is this a campaign started in 5.5 or a fresh campaign for 5.6.0 / 5.6.1?
This bug should be fixed but I'm not sure if the fix affected existing campaigns.
Here's a fixed save game for you where they should be activated.
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23 hours ago, FOARP said:
Fully accept that this is a WIP, but in terms of plot some things about the Cleaners don't make much sense at present:
- Cleaner Agents are normal humans that have not been brain washed or anything. However, they open fire on civilians and civilians shoot at them in e.g., the extraction mission. Whilst having the Cleaner Agents be normal humans is an interesting plot-point, and sign-posts how aliens are subverting humanity, it doesn't make sense that they should be shooting at civilians if they are normal law enforcement guys. Since it seems likely to be difficult to stop them shooting at civilians, suggest either changing them to having been brain-washed the same way the General was, or removing them from missions where civilians are present and swapping them for Cleaner Soldiers.
- I'd switch up the extraction mission a bit:
- It's possible to clear the mission by killing all the Cleaner Agents, which means this isn't really an extraction mission. I'd switch it to being pure extraction - you have to get the guys to the chopper.
- Cleaner Agent reinforcements should be inbound to create time-pressure.
- The people you're rescuing get rifles which seems a bit OP - they can practically shoot their own way out. I'd switch this for pistols or maybe SMGs?
- The Cleaners disappear after the HQ mission, but since alien infiltration carries on after that, surely the Cleaners are still around in some form?
Thanks. You're talking about the Rescue Soldiers mission, right? Not the Extract VIP mission?
It's a bug that the Cleaners are attacking civilians on that mission, I'll get that fixed now. We recently added it as setting we can enable / disable on any mission we like so it's a 2 minute change.
Beyond that, most of these problems seem to be based around the idea that this should be a Extraction mission, but it's not - we've already got those, and they're a slightly different thing. Really this is an elimination mission where you bring a reduced team and your units start split across the map, and where you can grab your soldiers and retreat if you want.
I can see that it might be worth adding the threat of enemy reinforcements if you take too long, but that does complicate the victory conditions a bit if so.
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This is a small hotfix for the 5.6.0 update released yesterday, fixing an important gameplay issue and a couple of other minor issues.
For any GOG users - we're having upload problems, so this hotfix is not yet available on GOG. We'll try to resolve this over the weekend!
Changes:
- Fixed being unable to transfer aircraft between bases.
- Exploding vehicle damage is no longer subject to damage randomisation, so exploding vehicles should now inflict a maximum of 50 damage on anyone in the blast radius.
- On Abduction missions, the "Eliminate all hostile combatants" objective line is now marked as complete (with a green tick) if you eliminate all enemy units before the mission ends.
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4 hours ago, sax said:
*cries in Iron Man*
Would be great if "legacy development" in steam were the last development build instead of milestone 4, then I could've finished up my tactical save before updating.
I've set the previous build live on the Experimental Legacy build now, so you can finish the mission.
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It depends what you mean by "immense" improvement, really.
Even if we fixed the issues you've raised in your post, it kinda sounds like the fundamental problem you have is that the game is using an abstracted tile grid rather than proper 3d shot paths that take into account the collision meshes of the target and any intervening objects. We did experiment with the latter at the start of development and ultimately we abandoned it because it has a lot of negatives, mostly related to how hit chances become incredibly unpredictable and the various knock-on effects that caused.
If that's the case then no, you're not going to see immense improvements. If you just want us to iron out some problems in the existing model, hopefully you will. There are some problems with the LOS / LOF mechanics we still want to fix.
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On 1/8/2025 at 2:37 AM, svidangel said:
Had a soldier at full (73) HP and upgraded Guardian armor get oneshot by a stray bolt into a nearby snowmobile. And he was not right next to the snowmobile but about as far away as you can get and still be in the blast radius.
It's fun to have blowy-uppy cars and such (not realistic, but common for video games and movies), but it feels like the damage is a bit high when a snowmobile is more dangerous to my soldier than a cyberdrone's entire fusion blast volley. Speaking of which, it's mildly panic inducing to see a cyberdrone only a few tiles away from the front of a packed Dragonfly dropship on the first turn.
And yes, I've taken to setting off pretty much every vehicle and container I can before I get to it, I just hadn't realized that the snowmobiles would be that dangerous =/ Lesson learned.
One of the problems seems to be that these explosions are inflicting damage randomisation (which might still be bugged at 50-200% damage) rather than being a fixed 50 damage as intended. That's easy to fix.
As for the damage fall-off, I'll have a think about it.
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On 1/7/2025 at 7:49 PM, lam30007855 said:
Hi, im pretty sure i backed this game, im sure it was when it was first announced, i cant remember how much, im pretty sure it was the full game price, i logged into my account and cant seem to check or find any information about it, my question(s) are, is there a way for me to find out? and if i did back it at full price, do i get the game when it comes out, or will i have to buy it again? thanks for any help
Hi - yeah, if you've backed the game on Kickstarter then you should have been sent a key already. If you didn't get it, there's instructions for how to claim the key in this post here: https://www.kickstarter.com/projects/69341191/xenonauts-2-strategic-planetary-defence-simulator/posts/3661176?lang=es
If that doesn't work for you, send me a DM. If there's any way you can prove that you backed the Kickstarter then we'll send you a fresh key.
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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!
This update is another stability fix for Milestone 5 that hopefully fixes most of the remaining stability problems. Although we will continue to fix any bugs reported by the community, our plan is to start reviewing all the player feedback and begin making balance changes in the next hotfix.
Please note that this update contains a number of fixes for tactical maps. Geoscape saves from 5.5.0 and earlier should work fine, but some tactical saves from 5.5.0 will not load correctly. If you're having this problem, please load an earlier strategy save!
Gameplay Changes:
- The Command Points UI in the bottom right of the Geoscape is now hidden until the Strategic Operations are unlocked after the ATLAS Base mission is completed.
- The Operations Points cost for doing additional crash sites once that UFO type has been delegated now functions correctly (previously it wasn't actually deducting the cost).
- The Doomsday Counter should now warn you when you go over 100 and give you until the end of the day to fix it, rather than instantly ending the game (the warning previously wasn't triggering if the passive increase at the end of the day took you above 100).
- Living Quarters now consume power as intended.
- Evacuating civilians will no longer path through fire and poison gas.
- Added corpse artwork for the Symbiote, so they no longer use the dead Cleaner artwork.
- The UOO Bridge Assault mission objective timer (defend the mainframe for X turns) is no longer modified by campaign settings, as people who wanted to effectively remove mission timers by using the +99 turns setting were being forced to defend the objective for over 100 turns.
- Slightly increased the range of dropships to ensure they can reach anywhere in the world, as there were a few places you could put your base where it was not possible to reach certain missions.
- The roofs on the Desert construction site buildings should now be properly destructible.
- The strategic operations button cooldown overlay has now been inverted; it's shown fully greyed out when first activated and the grey overlay shrinks towards the bottom as the cooldown decreases.
Bugfixes:
- Fixed an AI hang that could occur when heavy alien units tried to crush a wall and discovered an enemy unit stood directly behind it, preventing them from being able to complete their move.
- Fixed another example of the 90% loading freeze on tactical missions, this one related to certain Tropical maps.
- Fixed a crash that would occur if you cancelled the Reduce Panic strategic operation while choosing which region to target.
- Fixed a crash that could occur during the AI turn if an explosion went partially beyond the playable area.
- Fixed a crash that could occur when dragging items on top of other items in a soldier's backpack.
- Fixed a crash that could occur if a UFO destroyed an undefended Xenonaut base that had soldiers / personnel / items midway through being transferred to it.
- Fixed an issue where the Phase 5 timeline (which contains Battleship UFOs) would not trigger correctly if you completed the UOO Bridge Assault mission at a certain time. This fix will unfortunately not help anyone who is already in this situation.
- Fixed the walkable tiles on top of shipping containers and certain vehicles being destroyed by grenades, which could cause units to fall inside the shipping containers and get stuck.
- Hopefully fixed the issue where enemy reinforcements would sometimes be invisible.
- Fixed the spawn locations on ENDGAME part 2 so units can no longer spawn inside objects.
- Fixed the UOO Sabotage and UOO Bridge Assault missions not showing the post-mission debrief screen.
- Fixed the move+shoot preview calculating TU costs slightly wrong on Soldier or Recruit difficulty if soldier rotation was part of the shot.
- Fixed the Harvester UFO triggering the "capture" victory condition before the upper bridge level had been cleared.
- Fixed units with jetpacks being able to fly out the top of the upper level rooms on the larger alien base maps.
- Fixed the Advanced Fusion Rifle project incorrectly producing basic Fusion Rifles.
- Fixed achievements for completing the campaign not triggering.
- Fixed "Ultimate Power" achievement unlocking if a single Colonel was present on the team, rather than requiring all soldiers present to be Colonels.
- Fixed dead civilians incorrectly still showing the "evacuate" hover cursor.
- Fixed the VIP minitab in the tactical UI not showing the HP and TU bars.
- Fixed the Alien Symbiote Launcher weapon incorrectly being called the "Alien Symbiote Clip" in the base stores, and not being marked as junk.
- Fixed the dockyard water edge tiles being destructible, and turning into walkable tiles when destroyed.
- Fixed one of the alien consoles not visually disappearing when destroyed.
- Fixed the roofs of the Boreal buildings.
- Fixed the crashed Observer UFO hull not having a drop shadow.
- Fixed the corner tiles in the alien base hangar rooms not revealing from the shroud.
- Fixed an incorrectly rotated floor tile in the Destroyer UFO.
- Hopefully fixed the issue that was causing certain user bug reports to contain only a single file.
- We've removed the parked Scout UFO from the UOO Sabotage mission, as it was just causing confusion and also caused some gameplay problems.
- Fixed the Geoscape timers on the left of the UI going offscreen on non-1080p screens.
- Fixed the North American region displaying Infiltration rather than Panic on hover.
- Fixed the Rush Replace button always displaying the cost as $30,000.
- Fixed typos in the Fusion Weapon Upgrade project.
- The MARS / ARES "Plasma Cannon" is now correctly called the "Fusion Cannon", and should have green rather than blue artwork and should fire green projectiles.
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On 1/1/2025 at 8:43 AM, B0ne said:
Best wishes in New year! When will the five appear in the Epic store?
Unfortunately Epic don't support Experimental branches so it'll be available on Epic as soon as we release a Stable version on the default Steam / GOG branches.
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22 hours ago, Rakiii said:
Ok I have tried some random event during final mission and used sniper rifle that scored 213 damage on Psyon.
I have also seen the damage output exceeded 150% before.
Thanks. Yeah, something seems wrong - we'll take a look.
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2 hours ago, PawelT said:
yes please. I will be able to legally complete the game.
I understand that still after 520th turn no more ufo appears? A great pity, because I would love to play longer with missions with battleships. All in all, why can't the game be played indefinitely?Hopefully this should work for you!
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On 12/30/2024 at 5:37 PM, PawelT said:
I have day 486 and no battleship has appeared so far.
Ironman, difficulty level - modified commander.
Thanks. Yeah, I see the issue here. The phase5 timeline hasn't triggered for you - I'll get this fixed.
This won't fix your save game though. Do you want me to fix this save so you get battleships? Please @ me if you do so I get a notification about your reply.
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1 hour ago, Maering said:
You're welcome, let me know if I can be of any further assistance.
Also something strange I've noticed: When raiding a crashed harvester ship, sometimes after wiping either only the first floor or first and second floors the game triggers the "UFO captured" regardless of other unexplored floors that still have aliens.
Final note, thanks you all for this amazing game, I'm having a blast playing it
Glad you're enjoying it. We'll have the Harvester capture bug fixed in the next hotfix
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On 12/21/2024 at 12:30 PM, spolokh said:
Sorry for being pedanitic, but wrong description still exists at russian localiztion.
Yeah - unfortunately, the localisation will only be updated once we release the final version of Milestone 5. Until then it'll continue to display the outdated values.
Skitso's thoughts on milestone 5.8.1
in Xenonauts-2 General Discussion
Posted
Thanks for the feedback, as always. Just to focus in on a few key points here:
EDIT - oh, actually, there was a bug with that Destroyer mission. I'll fix that.