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Posts posted by Kouki
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On 2/15/2026 at 6:52 PM, fusion-waffle said:
Description
Crash to desktop after completing first UFO crash site mission of campaign
What Happened
- Was playing first UFO crash site mission of campaign (a scout UFO crashed in farm biome)
- Won mission by alternate victory condition (taking and holding UFO for 3 turns)
- Game displayed "mission complete" banner then crashed to desktop
Further Information
Symptom is similar to the crash experienced when completing soldier recovery mission. Interesting that a similar crash can occur in other ground combat mission types, not just the special soldier recovery mission.
Please see attached bug report zip generated from this crash.
bug_report_2026-02-15-21h37_gc_7.0.0_unhandled_exception_0.zip 10.64 MB · 2 downloads
edit: same as observed for soldier recovery mission, attempting to load any of the autosaves for this mission also causes the game to crash when the loading bar reaches 90%
Thanks, we'll look into it and get it fixed asap
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On 2/14/2026 at 3:02 PM, fusion-waffle said:
Description
minor - text readability- cleaner SMG tooltip text for hit bonus wraps awkwardly
What happened
Noticed while playing first ATLAS base mission of campaign. The cleaner SMG has a "2.5%" hit bonus, the extra two characters of the ".5" bonus combined with the new point blank info seems to make the text description wrap & partly overlap the lines of text above & below.
Other information:
The hit bonus text layout for the standard xenonauts ballistic menu (pistol, rifle, shotgun, machine gun) do not have this issue.
resolution: 2560x1440
Thanks, we'll get this fixed
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On 2/14/2026 at 2:56 PM, Skitso said:
Effect ,9x -> should probably be 0.9x
Also, description fails to mention reduced accuracy. (Adding additional armour increases the protection offered at the cost of increased weight and reduced accuracy)
Also, the accuracy penalty isn't shown as a red segment in the accuracy skill bar as in earlier builds.
Thanks, we'll get it fixed
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On 2/14/2026 at 12:45 PM, Marian said:
game CTD while loading save game in first mission so I drag and drop a zip file into this post
bug_report_2026-02-14-05h31_lo_7.0.0_unhandled_exception_0.zip 5.93 MB · 0 downloads
Yeah, there's currently a bug that's causing autosaves to crash when attempting to load, we're working on getting it fixed.
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On 2/14/2026 at 6:26 PM, Skitso said:
Every crash site mission begins with the cutscene dialog that should only be played once on the beginning of the very first crash site.
Thanks, we're looking into this and hope to get it fixed asap
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On 2/14/2026 at 4:13 PM, Skitso said:
Abduction missions in dock biome still play jungle BG SFX.
Thanks, we'll look into it
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On 2/14/2026 at 3:38 PM, Skitso said:
bug_report_2026-02-14-09h35_gc_7.0.0_unhandled_exception_0.zip
As soon as the 'mission completed' popped up, the game CTD'dEDIT: Can't load any of the saves from that GC. Game CTD at 90% loaded. I'll attach one of the earlier saves too just in case
auto_groundcombat_turn_6_start-51.json 1.95 MB · 2 downloads
Thanks for the report! We're currently looking into this and will try to get it fixed as soon as we can
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On 2/15/2026 at 1:51 PM, Skitso said:
Thanks, we'll look into this
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23 hours ago, ChrisB said:
Not sure at what point it crashed as was looking at a different screen
Thanks for the report! We've received a bunch of reports similar to this and we're currently looking into it,
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20 hours ago, Melee said:
Save turn_2_start loads. Save turn_2_end and all later autosaves and manual saves crash to desktop around 90% loading. The saves start crashing after the barracks door is opened and the cleaner is captured or killed.
bug_report_2026-02-15-15h47_lo_7.0.0_unhandled_exception_0.zip 5.97 MB · 0 downloads
auto_groundcombat_turn_5_start-9.json 1.61 MB · 0 downloads
auto_groundcombat_turn_2_end-4.json 1.61 MB · 0 downloads auto_groundcombat_turn_2_start-3.json 1.6 MB · 0 downloads
Thanks for the report! We're looking into it and will get it fixed as soon as we can
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On 2/15/2026 at 3:32 AM, gprimosch said:
Crashes when loading savegame. bug_report_2026-02-14-13h29_lo_7.0.0_unhandled_exception_0.zip
Thanks for the report! We're looking into this and hopefully will get a fix out on the next patch
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On 2/14/2026 at 4:45 PM, Skitso said:
This is nice, thanks for taking the time to take a screenshot of everything (and categorizing per bioe). This helps me quite a ton! And as always, thanks for the report!
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19 hours ago, BronkoknorB said:
Stasrt first mission crashed
Bugreport as Zip Data
A crash occurred during the last session on 12.02.2026 21:16:50. A bug report zip file has been generated.
dont know how to upload
Thanks for the report! As fusion-waffle kindy stated, whenever a game crashes it generates a bug report .zip file in My Documents/My Games/Xenonauts-2/BugReports/. Simply drag and drop it when making a reply.
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12 hours ago, AndrewCorner said:
Hello,
I have issue, that when I try start the game it allways crash during loading.
Thanks for the report! You might need to manually delete the entire game, I'll outline the steps below.
- Locate install directory of the game (On Steam, right click the game -> Properties -> Installed Files -> Browse...)
- Once the install directory is located, uninstall the game in Steam.
- Once game is uninstalled, delete the xenonauts 2 folder
- Go to Documents/My Games
- Delete the Xenonauts 2 folder
- Once everything above is deleted, reinstall Xenonauts 2 -
17 hours ago, tolmeister said:
Hi devs I ran into a weird bug, here are the details:
Platform: Linux (Pop!_OS 22.04 / Ubuntu 22.04 base)
Proton version: Experimental (also tested with GE-Proton 8-30 and Proton 9.0)
Game version: Latest (as of Feb 2026)
Hardware: AMD Ryzen APU + discrete AMD GPU (no NVIDIA)Bug description:
During alien base assault missions, all audio cuts out completely after entering the mission map / loading the tactical layer. In-game sound disappears instantly.
System audio (YouTube, Spotify, browser tabs, desktop notifications) also stops entirely.
Sound does not resume until the game is fully exited (alt-tab or minimize doesn't help).
After exiting to desktop, audio returns immediately (no need to restart anything).Reproduction steps: Start a new or existing campaign.
Trigger an alien base assault mission (the bug seems exclusive to base missions — regular ground combat and geoscape audio work fine).
Load into the tactical mission map.
Audio cuts out within seconds (both game and system-wide).
Exit game → audio instantly returns.
Happens 100% of the time on alien base missions.
No crash, no error popup — game continues normally (just silent).
PipeWire is the sound server (default on Pop!_OS).
Workaround: Run systemctl --user restart pipewire pipewire-pulse wireplumber in terminal mid-mission to restore sound without exiting game.
Not happening on geoscape, regular missions, or non-base tactical fights.This command restores my youtube audio: systemctl --user restart pipewire pipewire-pulse wireplumber
Thanks for the report! Can you send us a bug report when this happens again? Pressing F11 will prompt the game to generate a bug report, which should give us some idea as to what's going on.
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On 2/7/2026 at 4:36 AM, PeterRibbit said:
It happened again in v.6.31.1 on a jungle tile. Initially the Pegasus was fine, but after quitting to desktop and loading the save file the next day, the dropship walls have disappeared.
bug_report_2026-02-06-13h34_gc_6.30.1_user_f11_0.zip 12.55 MB · 0 downloads
Thanks for the report! Your comment describing the bug happening after loading the save has allowed us to reproduce a case for the unpathable pegasus walls. It looks like the walls become pathable when you load an existing gc save. We'll look into it and figure out what's going on, thanks again!
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52 minutes ago, PeterRibbit said:
Apologies, the version is actually 6.31.1. The combat was newly generated in 6.31.1. The bug could not be duplicated today on a port tileset.
Thanks, we'll keep on the lookout as to what's causing this to happen.
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1 hour ago, Pankration said:
At the start of the 2nd part of End Game whilst troops have their weapons reloaded and shields are back to full health, the Colossus armor has had it's 'power fists' removed !
Thanks for taking the time to post a bug report! We're aware of this issue and this will be fixed in milestone 7!
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On 2/2/2026 at 1:59 PM, PeterRibbit said:
I sent an interceptor from Base 1 to a squadron (2 interceptors) that was seen on radar at Base 2. In transit the signal was lost but I told the interceptor to maintain course. When it got to the approx. intercept point, it intercepted and destroyed the squadron before a dialog was generated about the squadron being detected. After the squadron was destroyed the "ufo detected" window appeared and I clicked "launch interceptors" thinking it was a separate UFO. The game crashed, presumably since the detected squadron was already destroyed and I told it to send planes to fight it (again).
Crash reports attached, presumably the report generated twice but uploading for completeness.bug_report_2026-02-01-22h51_st_6.30.1_unhandled_exception_0.zip 8.43 MB · 1 download bug_report_2026-02-01-22h51_st_6.30.1_unhandled_exception_1.zip 8.43 MB · 0 downloads
Thanks, we'll look into this.
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4 hours ago, PeterRibbit said:
Soldiers can see, run, and shoot through Pegasus walls. Also external floor features seem to carry in through the floor. This is on an arctic map type, I'll keep you updated on if it carries over to the other map types.
In the original first game the Lightning had the same problem with unintended exit points, so it's fun to see a faithful recreation.
f11 report attached.
bug_report_2026-02-02-22h07_gc_6.30.1_user_f11_0.zip 15.43 MB · 0 downloads
Hello there, thanks for the bug report! Just to make sure, was the ground combat mission here newly generated in 6.30.1? We made a few changes on the pegasus a few patches back to fix a bug that will cause an issue if you loaded a save from an older version of the game.
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7 hours ago, PeterRibbit said:
I had a soldier throw a smoke grenade over a hill in a desert map, to land on the edge of the hill at a low % but on detonating it didn't generate any smoke at all. I reloaded and confirmed it wasn't a flashbang or other kind of grenade. I haven't been able to replicate that bug, but I did find another oddity while testing:
Smoke grenades thrown to level 2 product smoke only on level 2, while smoke grenades thrown to level 1 will produce smoke on neighboring level 2 areas as well. While this might be intended behavior (smoke rises?), it may also be a bug.
To replicate this, have a soldier throw a smoke grenade onto a patch of elevated ground and also onto a patch of low ground near the elevated ground. The smoke grenade on elevated ground will only generate smoke on elevated ground (left), while the smoke grenade on low ground will have its full effect (right).Thanks for the bug report! The first issue (smoke grenade thrown not generating smoke) is an issue that we've also encountered on testing last week, we're working towards figuring out what's causing said bug. For the other bug (smoke not propagating to lower levels when thrown on higher elevation), I'll have to double check with the team as I'm not sure whether this is intended behaviour or not.









[MS7 experimental] Ghost prop
in Xenonauts-2 Bug Reports
Posted
Thanks!