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Posts posted by Chris
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Thanks for the comments everyone. I've given it all a read and noted down several things to evaluate in the balance pass for Milestone 7.
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On 1/9/2026 at 2:41 PM, Senteliks said:
Hey Chris, thanks for taking time to reply. I am just glad that after all hurdles X2 went through we are going to have released version. I understand, that in active development things come and go. And that for some of original ideas and concepts it wasn't easy to discount.
Personally, I find Reaper Hives and akin content interesting additions post release. There is a lot to explore here, if you chose path of expansions and given that you mentioned it yourself, we can assume this time around there will be ones, right?
Similarly to that localised injuries, I understand it wouldn't be everyone's cup of tea but if it's implemented as toggle able function I am sure a lot folks in that niche would welcome it (me included ). Of course it's not on and off switch I get that, but it would be awesome if you decide to revisit in a future and integrate it into a full product.
Glad to hear you haven't given up on more complex inventory and modular system.
Did you guys by any chance consider introducing exhaustion, similar to how Long War did it for Xcom and later XCOM2 devs themselves ?
There's already a functional Stress system in the game, but it's currently disabled (and I think if we turned it on again we'd probably find it needs a few updates to work properly again). It added more complexity and I wasn't sure if it benefitted gameplay enough to justify the overhead. It's certainly something I'd be willing to explore properly in an expansion - however, it's also not at the top of the list of things I want to improve.
Barring any unforseen circumstances we'll be doing some free updates and DLC for Xenonauts 2 post-release, yeah. Hopefully some of the stuff you're interested in will eventually make an appearance
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Yes, it probably makes sense to add some kind of weight limit on soldiers on the soldier equip screen.
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19 hours ago, gG-Unknown said:
MissHit grenade impact ceiling, regularly.
It is nice that after years of complains you managed set ballistic curve more flat, so grenades are useable in rooms, like alien base, BUT
due to merciless miss chance algorithm, grenade could choose different route than planed, then ends up in the ceiling. Explosion of the grenade is unexpected and far from regular miss expectation. Alien base or base defence, etc are super annoying to play. Even you (the developers) could believe, that algorithm work as expected, fix it anyway.
From player point of view, it is annoying bug and not fun !
FIX : Make sure that grenade miss chance route do not consider ceiling as surface of impact.
Thanks
You'll need to provide a save with some specific examples of missed shots being problems here. We're not going to ignore the ceiling from grenade hit paths, but with good examples of what is going wrong then we can hopefully improve the algorithm a bit more.
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Hello everyone - hope you all had a good Christmas and new year!
I just wanted to quickly ask anyone that has been enjoying Xenonauts 2 and hasn't written a Steam / GOG review of the game to consider doing so, as Xenonauts 2 will be leaving Early Access with the full release of our next major update (Milestone 7) and the review score can be an important factor in how many people are interested in playing the game at launch.
Leaving a positive review really does help us out, so if you've enjoyed your time with the game and think the project deserves a positive review then we'd really appreciate you taking five minutes to do so!
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On 1/4/2026 at 7:51 PM, Senteliks said:
That's because there aren't many games recently that scratch tactical alien invasion defense sim and I liked x1.
Now I have accepted that the game is essentially what x1 was going to be ideally -basically remaster, as many pointed out. And i know that systems like weather and atlas base were removed due to feedback or technical challenges.
But what happened with locational injuries, reaper hives? Or modular weapons- I know we sort of got it, with modules, but it's more of workaround.
This is not to criticise, just curious. Any chance this may be added later in form of content updates ?
Yeah, quite a few things changed during development. To cover a few of the things you mentioned:
- Locational injuries were kinda in the game for a bit, where being hit in different areas inflicted different amounts of damage. But in the end we felt the old 50%-150% damage randomisation was cleaner and worked better. The idea of having injuries seemed like a nice one but it was quite snowbally in practice; if a soldier gets badly hurt then it's not necessarily fun to have them also be unable to shoot / move properly too. I'm not ruling out exploring this idea more though, especially now you're managing fewer soldiers on the later missions and can pay more attention to each guy.
- Modular weapons were replaced by armour modules because we found there wasn't really enough design space to allow modification of the weapons. The existing weapon archetypes already cover a lot of bases, so for instance it'd be kinda pointless trying to increase the range and power of a rifle when you could just take a sniper rifle, etc. Plus it'd need a whole extra layer of UI which risked overcomplicating things. So we went with modules, which fitted in the existing inventory system better (although maybe in an expansion pack we'd replace modules with a more complex armour & inventory system).
- Reaper hives - yeah, maybe we'll add these in the future. People just don't seem that excited about them though, they always did quite badly when people were voting on potential Kickstarter stretch goals etc. Personally I think they could be a cool late-game mission to add a bit more variety.
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This update contains the next round of stability fixes for Milestone 6. Please continue to report any issues that you encounter and we'll do our best to fix them!
These hotfixes can sometimes break tactical mission saves, so if you experience unexpected crashes playing an existing tactical save immediately after the update please try restarting the mission by loading the pre-mission strategy save.
Bugfixes:
- Fixed a crash that could occur if the save game process failed.
- Fixed a crash related to constructing base buildings that could occur in some rare circumstances.
- Fixed a crash that could occur on strategy when changing the dropship soldier arrangement on the aircraft screen.
- Fixed a crash that could occur if a blank "construction complete" notification appears.
- Fixed a crash that could occur if a Mind Control capable unit (usually an Eternal) went berserk.
- The game will no longer crash if you attempt to create a new campaign with the same name as an existing one when the game doesn't have the required file permission to delete the old files.
- Fixed doing a F9 quickload during the air combat messing up the UI.
- Added extra logging around a couple of crashes that occur on the soldier equip screen, and set the error not to crash in non-experimental builds.
- Display a pop-up toast if an autosave fails for any reason.
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On 1/2/2026 at 5:49 PM, vnhfremen said:
I overall enjoyed it. I played whatever is default difficulty (soldier?). I never played xenonauts 1, but I played the original xcoms + the fireaxis ones. Here are some random thoughts:
-I was losing a lot of soldier early on when using accelerated/laser weapons. It felt fair and logical overall. I did not feel the need to save scum at all.
-A few times I ended up using my side arm when I meant to use the main weapon. Some kind of feedback directly on the mouse cursor would be great.
-When the enemies switch to plasma weapons, they also seem to be much more "elite" aliens. I "had" to save scum to keep things fun for me. I believe I would have rapidly failed every missions otherwise. Their precision + damage output was too much for what I was able to handle at that point. It resolved itself as I progressed in the tech tree, but I was way behind.
-The amount of tactical missions I had to do during the campaign felt just right. It took me 40 hours to complete the game.
-I enjoyed all aliens except the reapers. I felt they looked/moved goofy and did not feel scary. In addition, I did not really understand how their attack worked. I think I would have enjoyed it more if they were more lethal once they reached my soldiers but add perhaps some research specifically aimed at surviving them.
-I very much enjoyed the story missions, especially the final assault and the satellite destruction ones. Rushing to destroy gateways and clearing pocket of resistance was fun.
-I was so broke during the early game that I skipped some interesting base facilities like training center/medical center until the end of the game. I was prioritizing new bases and air interceptor (too?) heavily.
-I mostly only used smoke grenades, the flash grenades didn't seem to work against Sebillian. The flash grenades also didn't cover a wide area enough, so I end up taking overwatch fire from other aliens anyways. Grenades didn't feel like they were doing enough damage to justify their use. I may be wrong.
-Rifles in general felt underwhelming. Lacked damage potential after early game. I used shotguns / heavy / sniper / shield / mars-ares mostly.
-There's a lack of verticality in general, also getting on higher ground is a great way to get killed anyway. I would have liked some kind of greater defensive bonus to make it worth it. Only the stalker armor seemed to make rooftops viable.
-Didn't try the air combat. I probably should. It would be great if the auto resolve showed the combat. It could incentive me to take control as well. Right now I don't know if I could do better than the auto-resolve.
-I felt I needed more options to avoid getting killed turning a corner in a ufo. smoke grenades are nice but some kind of motion detection would be interesting too I think.
-The operation points were fine, I didn't think it added too much to the experience. But I only understood the use of the special requests as I was completing the game. Maybe I wouldn't have been so broke if I had understood earlier?
-I was there was more late game-changing tech. Doesn't have to be psionics or guided rocket launchers like other games but I would have liked something more.
-There was a sense of deja vu with the available tactical maps.
Thanks for taking the time to write all this out, it’s really helpful. Glad to hear you enjoyed it overall!
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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 a crash that could occur if the save game process failed.
- Display a pop-up toast if an autosave fails for any reason.
Goldhawk is closing for Christmas today, so I'm going to be leaving 6.29 on the Experimental branch over the festive period and we'll release it onto the standard branches when we're back at the office in January (I don't want to potentially introduce new crashes onto the public branch if we're not around to fix them).
Merry Christmas everyone!
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23 hours ago, gG-Unknown said:
I made a topic on this issue, ages ago. Perhaps this time it will hit.
I have recommanded this :
- soldier fell on floor - all items are dropped (same as now, so team mates could reach his inventory)
- soldier is revived on spot - all backpack items and non-active item/weapon are automatically picked up for free to the same positions as they were. Only the item in the active hand stays on floor and have to be picked up manually by player.
- in case soldier is picked up moved to different tile then revived - non items are picked up automatically
It needs a bit coding, but player will apreciate that.
Yeah, that could work. It's probably not something we can implement in half an hour though. We'll see if we have time to get to it before release.
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12 minutes ago, DrHavoc said:
I experimented a little with what happens when your troops fall unconscious and I Was surprised to find out that all your items drop including backpack items, not just the stuff you are holding on your hands. That means falling unconscious and waking up with a medikit you need virtually a whole turn to pick up your guns, grenades and clips. That does not make much sense. I think only the equipment held by the soldier, not the backup items should drop.
The problem with not dropping everything is that the items would essentially be lost if we didn't. They drop onto the ground so other soldiers are able to pick them up if they want (same logic as if the unit was killed) - e.g. players would be very annoyed if the soldier with the medikit in their backpack was stunned, and nobody could pick up the medikit to revive them.
It might be that the TU cost of picking up items is too high though.
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On 12/14/2025 at 4:26 PM, KeinCZ said:
Hi,
game crashes when building new construction at the base
https://webshare.cz/#/file/RM67Ffv67H/bug-report-2025-12-14-17h23-st-6-27-0-unhandled-exception-0-zip
https://webshare.cz/#/file/QV3PXzmbOD/bug-report-2025-12-14-17h23-st-6-27-0-unhandled-exception-1-zip
https://webshare.cz/#/file/Y8Nctjt3XZ/crash-info-html
https://webshare.cz/#/file/qAyTOiZUU9/crash-info-jsonHi - thanks. This should be fixed in the latest update!
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On 12/13/2025 at 4:45 PM, Sandro said:
Tutorial Commander start with 3.570.000 and start non-tutorial cost 3.000.000
?
bug_report_2025-12-13-23h42_st_6.27.0_unhandled_exception_1.zip bug_report_2025-12-13-23h42_st_6.27.0_unhandled_exception_2.zip bug_report_2025-12-13-23h42_st_6.27.0_unhandled_exception_0.zip
Thanks. I just tested the tutorial on Commander and I started with $3m both with and without completing the tutorial. Maybe the change was based on the where you placed the base? It costs different amounts to place the base in different regions.
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On 12/12/2025 at 1:16 AM, dipmonk said:
Just played X2 for the first time (bought the Kickstarter way back when). In general, I loved it, which is no surprise since X1 is one of my all time favs. I like the new mission types, graphics, music, QOL fixes, being able to redo air combat manually, and the main menu screen looks great on my ultrawide. Fingers crossed for mods adding map packs & custom portraits.
BALANCE
I played an honestman Veteran run since I hadn't touched X1/Xcom since 2019.
I lost ~1 soldier/mission in the first month, felt a little easy... and then for the next 7 months the game was exceedingly easy, ground & air, and I regretted not choosing the top difficulty.
Then about day 240, there was a massive difficulty spike. The aliens were one-shotting my guys w/ their new weapons (and perhaps better aim cuz they were elites?).
Then I got Vanguard armor and the game became stupid easy again.
- So I'd say X2 would benefit from beefing up the aliens in the early & mid-game. Make the aliens tougher so there's a real jump after fighting cleaners. And maybe smooth out the armor curve, and differentiate Xenonaut weapon tiers more (e.g. so accelerated becomes borderline useless and you NEED lasers).
- I'd also love if the orbital & endgame missions could be ramped up; in the orbital data raid I finished the objective with 3 turns to spare and camped my soldiers around the teleporter pads and farmed reflexes/kills until I ran out of ammo. I understand some players might rush into these missions to prevent Buenos Aires from being flattened by space bugs... can there be a balancing mechanic where the longer you delay those missions, the harder they become? Or the better your gear (e.g. running mostly guardian & stalker vs. a full squad of vanguard) the harder it is? At the very least, the amount of aliens that teleport in should grow ever greater & faster to ratchet up the tension and make it feel like a desperate underdog bid.
ENEMIES
- The AI's real dumb. Storming UFOs was dicey in X1/X-Division cuz aliens would be behind cover or hiding in corners on overwatch. And sometimes as I was getting my team in position an alien would charge out and lob a grenade. In X2 they seem to position haphazardly in the open. I only experienced two alien grenades the whole campaign.
- There's visual enemy variety... but in combat they mostly feel like different flavor sprites of the same thing cuz they're so easy to kill. In X-Division and/or X1:CE (it's been 6+ years so it blurs together), when armored Sebillians or Androns were introduced, they represented big difficulty spikes cuz the Xenonauts' current guns were borderline useless against them. Also they were a lot tougher so the Sebillian regeneration was actually meaningful, and the Androns felt like terminators cuz they were near-impervious to one weapon type. Also maybe they had more TU so their ability to walk through walls and disrupt your cover/overwatch plans happened more?
- Mantid symbiote gun is cool - but they don't shoot nearly enough of them. Give us a zerg rush!
- Mentarch floating ability has no effect on gameplay because maps aren't vertical enough and very rarely have non-traversable surfaces (water, flames). And they're generally in UFOs anyway so they can't fly over things.
- Sectons don't seem to stick together enough/come in big enough packs to make use of their triangulation. I don't think that ability is strong enough/observable enough anyway.
- Wraith cloaking is... okay, but too easy to overwhelm with bullets. Maybe better if it lasted for the entire rest of the turn so you gotta do whatever it takes to one-shot them, and if that fails, use grenades or overwatch.
- Servitor could be great... but aliens are usually so spread out that it doesn't do its job as a support healer or suppressor
- Cyberdrone is very cool except it's front armor isn't strong enough, it's too easy to kill with bullets to the face.
- Psyon mind control ability is way too nerfed. It means they're already close by and usu in weapon sights. Everytime they mind controlled a soldier (happened maybe 4x the whole campaign), I could one-shot them in the same turn. Also means mind shield module is pointless.
- Reapers are not scary. Maybe it was a fluke, but I didn't see reapers until like month 8, when I saw both reapers & reaper alphas for the first time on a terror mission. By then my soldiers & their guns could handle them with ease.
MAPS
- Not enough verticality in the maps. Why no multi-story buildings?
- Also, I miss vents. They added some additional tactical options in X1's alien bases.
- Alien base design was interesting the first time - a potential nightmare with its 1000 doors. But there weren't enough aliens, and they were too dumb, to realize the nightmare. The second base assault, I found it annoying because it took foreeeever to clear, hunting down aliens that were aimlessly wandering through dozens of little rooms. Btw it would be cool if on both base & UFO assaults, once you breach the UFO/base HQ, all the remaining aliens beeline to help defend.
- UFO interior layout is okay... but I missed the layouts in X1, which felt less like random assortments of rooms. The Corvette you'd enter this little central square room with 3 doors and it was 3 Card Monte from Hell figuring out which ones had an overwatched alien waiting on the other side and how to position for that. The Carrier had this massive ground floor bay/hanger that made a lot of sense for its ship design. The landing ship had this big open interior - you'd enter on the ground floor and aliens would rain down shots from behind railings on the second floor balcony/landing. Devious!
MISC
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If I could have my druthers, I would stretch the new mission types and appearance of new aliens into the midgame. Currently after the first two months, there are no more new aliens until late game reapers & eternals, and only the classic mission types (UFO/terror/alien base) till the orbital. Could you let cleaner missions, or cleaner-style missions (sabotage/ambush/escort VIP/etc) continue? And delay the appearance of some aliens (e.g. Psyon/Wraith/Cyberdrone)?
- Maybe the aliens retaliate after the orbital missions by sending all their remaining Cleaners at you in a kamikaze base assault? Because another issue is that I experienced one base assault early-ish, and then never again, cuz it was too easy to shoot everything down.
- One CTD - randomly, when equipping a Warden armor on a female soldier on the intermediate dropship
- A visual glitch - when a mentarch died from bleeding on its turn, its body stayed levitating
- When the sloped walls in alien bases are destroyed, it looks like I should be able to stand in their spaces but I can't. I'd think either make them indestructible or let us stand in those spaces and use cover properly.
- Typo in the last sentence of UOO-1 Bridge Assault text - "that WE have no choice"
- Maybe add info to the air combat tool tip for weapons - about needing to have a UFO selected by a plane for its missiles to fire. Took me months in-game to figure that one out (didn't matter though cuz missiles are too weak to be a factor, at least on Veteran).
- Lol at one of the soldier names being Putt Anna, I guess that must be a personalized one.
Okay, that's kind of a lot! But don't get me wrong - I had a BLAST playing the game, it's really well done, I will recommend it to others and I will definitely be playing a Commander Ironman campaign next year.
Thanks. It's always useful when players post up something this detailed, and I'm also glad to hear you enjoyed the campaign overall. I've read your feedback, and I've added a few notes below:
- Your difficulty curve feedback tracks with what I've heard from some other players too. The big spike in difficulty on day 240 comes because we're introducing alien Fusion weapons at the same time as a new rank of aliens that are tougher and more accurate than previous ranks (we'll be addressing this in Milestone 7). But it might also be that your natural level is Commander difficulty; I personally think the Cleaner missions in Phase 1 are about the right difficulty so if you're finding them too easy then it might be worth moving up.
- Can you explain further why you found the missions too easy in month 2 onwards? Was the problem that the aliens never had a chance to shoot at you at all because you could always kill them immediately? Or was it that you did take hits, but your upgraded armour was strong enough that it was easily mitigated? Could you describe your overall strategy in terms of what you prioritised on the strategic layer?
- Out of interest, did you run all the story missions as soon as they appeared (e.g. the orbital missions)? I think it's quite unusual to finish the UOO Sabotage mission that quickly. But I've not played it since the last balance pass.
- Thanks for the feedback on the alien abilities.
- Oh yeah, the alien base vents were cool. I'll create a note to see if we can add a few vents to the base maps if we have time. Depends how much time the level designer has free.
- You can still clear the command room in the alien base to get vision over the whole base. But yeah, having the AI make an effort to reclaim the command room would be interesting. I'll note that down as something to look into for Milestone 7.
- Yeah, the mission variety is a bit constrained by the structure of the game unfortunately - given that the aliens are massively outnumbered by the humans and fighting on hostile territory once the overt war starts in Phase 2, most of the mission types don't make logical sense any more. I do have some ideas for how to add more mission variety to the mid-game but that's probably DLC content at this point, because it's so time-consuming to add new missions. We've spent quite a lot of Early Access on that sort of thing already - the ATLAS Base, Cleaner Ambush, Extract VIP, Rescue Soldiers, UOO Sabotage, and UOO Bridge Assault missions were all new additions at various points during Early Access.
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On 12/14/2025 at 12:17 PM, Doshniel said:
I had a great campaign before the changes and I want to thank you for that. It was obviously the campaign for me and the game for me. It was a better Xenonauts then the any I had before. It was better then Ufo 1 and 2. I get that some people might not agree with me and I'm fine with that, since I know that some games are like that. You have a really good run because of luck and because things were different back then. It happened to me with the game Wesnoth and has happened with other games.
Thanks for a great campaign.
I get that there are many more players these days and some of them find taking out ufos on the ground to be grindy. They also don't really like controlling a lot of troops, instead they want to control very few. They don't want a lot of bases and they don't want anything that I want. They make the game more difficult and strange by making normal strategy worthless since you have to concentrate on fewer troops and less losses. Makes the game feel unrealistic with strange grenades you don't want to use and makes you not want to make any bases at all. I hope they like the game after all these changes which I wasn't in favor of. It's not the game I remember and it's simply just a lot worse then the one I played before these changes.
I'm still playing this, despite this, I like the new aircombat art. I also want to see some of the text that weren't around when I played the last campaign. It doesn't feel so good anymore though. So maybe that's it. I had a good campaign and perhaps that's all I can ask for.
Once again I thank you.Well, I'm glad you enjoyed previous versions of the game at least. Thanks for writing a nice message.
If you don't like the changes with UFO Delegation then there's already a campaign option to turn that off when you make a new game, so it's easy to go back to the old setup where you can run as many UFO crash sites as you like. There's nothing wrong with preferring to play with that system disabled.
I'm surprised that you feel reducing the number of soldiers has that much of an effect on the game - it hasn't reduced the numbers of soldiers THAT much, especially in the first half of the campaign. But if that's a big thing for you then I can't really argue with that. Unfortunately there's no simple option to change this back, but once the mod tools are done I imagine someone will mod that (or maybe make a Long War style mod). Hopefully that would give you the best combination of all the things you want from the final version of the game.
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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 a lot of crashes related to our increased error-detection in 6.27.0 Experimental being too strong. This should hopefully fix all the crashes in parts of the game that were working fine in the previous build.
- Fixed a genuine crash related to constructing base buildings that could occur in some rare circumstances.
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17 hours ago, Griefer said:
You can walk through the walls of the X-120 Gemini. I noticed that the civilians ran into my ship through the walls so I walked one of my soldiers into the wall so I could give you guys a good screenshot. You just click the wall section and have the soldier walk into it, there is no other action that trigger the behaviour.
Image and save file attached.
Thanks. This is a weird one. If I load the save I experience that issue too, but if I start a new map then the walls for that dropship work as expected. Is it maybe the mission was started in an older patch? Let me know if you experience it in any further missions.
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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 a crash that could occur on strategy when changing the dropship soldier arrangement on the aircraft screen.
- Fixed a crash that could occur if a blank "construction complete" notification appears.
- Fixed a crash that could occur if a Mind Control capable unit (usually an Eternal) going berserk.
- Added extra logging around a couple of crashes that occur on the soldier equip screen, and set the error not to crash in non-experimental builds.
- The game will no longer crash if you attempt to create a new campaign with the same name as an existing one, but the game doesn't have the required permission to delete the old files.
- Fixed doing a F9 quickload during the air combat messing up the UI.
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10 hours ago, Sisyphean said:
Ahh, thankyou for the clarification, this is my first campaign, and i didnt understand the significance of ops points before i started so i didnt really get the tooltip. Makes a lot more sense now so my bad.
No problem. To be fair, the tooltip that explains what that option does was missing until very recently!
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12 minutes ago, Sisyphean said:
I'm 155 days into a campaign and i really want to get rid of this ops points for ground missions. i was able to work around it before todays update by just spending them before i went on a mission but now i can go negative that's not an option anymore. If i were able to edit the save file that would be no problem as i could just credit myself the ops for the mission but the save file doesn't seem to be accessible (yes i can read it but its just one long string of seemingly random characters)
on the whole i sortof like the ops mechanics, its another dimension of play even if certain costs don't make much sense (150 ops for +1.5 ops per day? even discounted it takes 70 days to pay itself back) but putting a tax on ground missions is i think a bad decision, the ground missions are 80% of the game. I'm already risking my transport and all my troopers by going on the mission so why do i need to pay an extra tax on top of it?
This is definitely something that should be opt in, or at the very least an option to increase the number of each type of ship looted before it kicks in so we can turn it off that way.
anyone know how i can turn this off mid campaign or any way of editing the save so i can at least credit myself the ops points?
There's a campaign option at the start to turn off UFO Delegation, but unfortunately you can't change it mid-campaign - you either do two crash sites per UFO and get bonus cash each month for delegation, or you don't get the bonus cash and you're expected to make ends meet by running all the crash sites. But we can't turn off the bonus cash once you start a game with it enabled.
It's opt-out rather than opt-in because most people find it really grindy and repetitive to fight loads of crash sites each month, but if you'd prefer to play it that way then the option is there to do so.
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On 12/6/2025 at 4:08 AM, Gevudan said:
Managed to recreate, cleaner soldier burst fire through full cloud of smoke on commander difficulty, luckily the AI did not roll high this time, but it does seem that the AI will take whatever shots it can even if it has a real low chance of working, I have had this work in my favor where the AI will shoot through their companions from far away and they end up killing a couple of their own guys.
Yeah, that's the problem - it'll be fixed in Milestone 7. But yes, the AI should use the 30% threshold for all shots - at the moment it's not using it correctly for overwatch shots.
There's also a bug with the smoke where if you're shooting into smoke (but not out of it) then it counts one less smoke tile as being part of the shot path calculation than it should, which is probably also feeding into this issue. That'll also be fixed in Milestone 7.
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This update contains the next round of fixes for Milestone 6. Please continue to report any issues that you encounter and we'll do our best to fix them!
These hotfixes can sometimes break tactical mission saves, so if you experience unexpected crashes playing an existing tactical save immediately after the update please try restarting the mission by loading the pre-mission strategy save.
Gameplay Changes:
- Operation Points can now fall below zero and turn negative if you pay the UFO Delegation cost while not having enough OP available to cover it.
- Temporarily removed the air combat ambience track, as some people were complaining it contains a painful high-pitched whine that makes the air combat almost unplayable. Sadly I'm in my late thirties and I apparently lack the auditory range to be able to hear this (ouch), but we'll add the sound back in once our sound engineer has had a chance to strip out the offending whine.
- Added a tooltip for the UFO Delegation campaign option that explains what the system does.
- Removed the obsolete "Evasive Roll: Enabled / Disabled" tooltip line from the various air combat weapons.
Bugfixes:
- Fixed an issue where you could see round a wall in the Battleship UFO.
- Fixed the Sentinel Module tooltip not displaying the correct vision angle increase.
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On 11/28/2025 at 4:49 PM, SoftwareSimian said:
This is still broken and so visually jarring to Canadians. The aspect ratio of the flag is wrong (not all flags are 3:2, Canada and UK are 2:1, US is 19:10, etc).
Wikipedia has a nice public-domain copy of a real Canadian flag:
https://en.wikipedia.org/wiki/File:Flag_of_Canada.svgAlso a list of country flags, images thereof, and their correct aspect ratios:
https://en.wikipedia.org/wiki/List_of_national_flags_of_sovereign_statesI can even prepare you a zip file of all the correctly-formatted flags used in the game if you tell me naming convention and file format / dimensions so you can drop-in-replace your existing flag data.
Sure. I'm happy to update the image if you make a more correct one for me. However it does need to stick to the aspect ratio / dimensions of the existing flag image because it's a UI image and we expect it to be a certain size. So you'll need to bodge it a bit if necessary.
Here's the existing file:
If you make an updated file then please DM it to me to ensure I don't miss it.
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On 11/28/2025 at 9:45 PM, st3fan21 said:
A good QOL feature would be to see the city names on the map in the Geoscape even when zoomed out, especially because you can see the red ones are already destroyed by the U00-1
I don't think this would be a good idea, because there's a lot of cities and the names take up a lot of screen space when you're fully zoomed out. It would look very cluttered (which is why we don't do it).
How do I demolish a base I no long need?
in Xenonauts-2 General Discussion
Posted
There isn't a way at present. Permitting demolishing the access lift is on our to-do list but unfortunately we've been busy with higher priority issues.