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Posts posted by Kouki
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17 hours ago, Kieran said:
Each time I finish the mission game crash when loading screen appear
bug_report_2025-09-29-17h15_wn_6.10.0_unhandled_exception_0.zip 7.56 MB · 3 downloads bug_report_2025-09-29-17h24_wn_6.10.0_unhandled_exception_0.zip 7.88 MB · 0 downloads
Hello there, thanks for the report. We'll get this fixed asap
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14 hours ago, Alan Griffith said:
Trying out the tutorial, air combat part goes fine, but get the same sequence of events in tactical tutorial (after the General comes back with ultimatum) of visual/control issues leading to a crash. Tutorial is still dictating all actions so can't change sequence of events, did clean reinstall and loaded a new game, played out exactly the same.
Firstly, when told to crouch first soldier, screen shows pointer to camera controls and will not let crouch key work - after pressing the camera controls selected (rotate then height) then lets crouch key work and tutorial continue.
Secondly, the base doors close after cleaners show up, cutting half of them off. However can continue to play tutorial (shot previews through the doors show 100% block but the dictated shots still pass through doors and hit).
Thirdly, when get to the part where need to switch to pistol (after throwing demolition charge) the screen shows a pointer to the End Turn button. Clicking the pistol (or doing anything else) does nothing, and once the End Turn button is clicked, the game briefly says to target with the pistol but then crashes.
I have the Crash zip file but can't see how I link it to this post. But assuming the tutorial issue isn;t specific to me, then it should be easy enough for anyone to replicate just by clicking New Game and enabling tutorial (but I imagine most playtesters are skipping it - I'm new to v6 and wanted to see the new air combat part).Thanks for the bug report! Yeah, the tutorial is currently broken, we'll fix it asap.
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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
Looks like the save is after the panic increase, by any chance do you have one before the save so we can figure out what might've caused it?
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16 hours ago, ADederer said:
When attempting the Sabatoge the cannon mission.
1. The roofs at level 2 are not going transparent, making internal navigation blind.
2. Deployment is off-center, should be one space to right.
Thanks for the bug report! Both of these are known issues and we're getting it fixed as soon as we can.
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On 9/21/2025 at 2:16 PM, Skitso said:
Reduce Tension operation's region selection logic is frustrating. It requires me to click the region on the map but I always click the Supporter UI where the panic progress bars are, which does nothing.
I know this isn't a bug, but please fix
Yeah, the reduce tension operation can be hard to see, we have this on our planned fixes but I'll add your suggestion to the possible things to do to make it easier to use said operation.
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On 9/19/2025 at 3:35 PM, squeezechart said:
I've got another black screen related to nvlddmkm.sys; no bug report has been created despite showing 100% complete.
I was playing in cheat mode and the crash apperared after finishing the cleaner ambush site. Savegame and log attached
user_tag_25_cleaner_convoy_ambush_manual_save-5.json 2.63 MB · 1 download
Hello there, I made a reply on the previous post you've made regarding the same hard crash. We'll need a bunch of logs from you as the one the game writes does not include much hardware information.
Minidumps - This is usually in C:\Windows\Minidump, but you can also type in %systemroot% in the start menu's search box and it will open your Window's directory, there should be a folder named Minidump there, which should contain the logs (should be a .dmp file) for your most recent hard crashes.
Event Viewer Logs - Type in "Event Viewer" in your start menu's search box (or you can windows + r key then type "eventvwr.msc", then Expand Windows Logs -> click on Application, then right click -> Filter Current Log -> Tick the 'Critical' check box and click OK. It should filter it out to only the important errors. On the right hand side of the Event Viewer window, click on Save Filtered Log File As.., then upload the .evtx file here so we can take a look.

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On 9/21/2025 at 12:34 AM, 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 320iron_man-300.json 562.13 kB · 0 downloads iron_man-320.json 647.73 kB · 0 downloads
Thanks for the bug report, we'll look into it and get it fixed asap
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On 9/21/2025 at 2:53 PM, silencer said:
If you have open normal human doors, and a soldier moves past it inside building, the door closes and the soldier passes closed door. Next soldier to move has to open the door again.
Maybe pathing should include TU costs for opening/closing doors and navigate correctly? In general closing door is probably used in 2 conditions: actual no valid path or is just quicker, obstruct LOS
Yeah, the way the door functions right now is not necessarily a bug, but a side effect of the changes made. I tested the TU cost though and it seems to be accurate? Or do you mean that if a soldier goes through an open door (like the first soldier in your screenshot), that said door should be opened again after they go through it? -
On 9/20/2025 at 9:07 PM, silencer said:
This may be hard to track down. My first ever air comat did not spawn a deployment area.
Though upon reloading a save it did.
Save attached in case (just advance time for UFO to spawn), but I don't think it can help
Thanks, we'll fix this asap. Though it looks like there's a deployment area, it's just somehow barely visible.
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On 9/20/2025 at 5:08 PM, Skitso said:
user_mars_corpse-1.jsonMARS Corpse is invisible (it's in the tile with the cursor here:)
Thanks, we'll fix this asap
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On 9/20/2025 at 5:01 PM, Skitso said:
In Cleaner VIP elimination mission, if the VIP is spotted for the first time during enemy turn, no 'VIP SPOTTED' popup is displayed.
Thanks, we'll give it a look and get it fixed
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On 9/20/2025 at 4:59 PM, Skitso said:
Sorry, no save for this, but at least in the cleaner data raid mission, the double glass doors break when opened/walked through.
Thanks, might be a specific door in the data raid mission? Tested a data raid map and it was working fine on my end. Can you recall which door it was? (was it a front door? etc. will help a lot over looking at each door manually
)
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On 9/20/2025 at 10:09 PM, silencer said:
Thanks for the report! Yeah, this is most likely related to the bug where you can path through shroud, we're still working on fixing it.
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On 9/20/2025 at 3:41 PM, Skitso said:
You should be able to switch active hand while moving. I just accidentally shot the general with a shotgun as I clicked the baton while the unit was still moving.
(maybe more QOL than bug, but anyways...)
Yeah, not sure if this is a bug, but I'll bring it up with the team
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On 9/18/2025 at 6:20 PM, Voytek said:
Hi,
I have a strange case here. Im playing Xeno 2 version 0.35.1. Currently I'm playing quite important mission (leader onboard alien ship) and every time when my team reaches alien ship, game partially freezes. I have smoke coming out of the sip but cannot do or click anything. I cannot create automatic bug report (no reaction to F11 key tap) nor the manual one. Please help.
Hello, thanks for taking your time to post a bug report! Just wanted to make sure that this is indeed a bug on Xenonauts 2, because it looks like the game you've been playing is Xenonauts 1?
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On 9/16/2025 at 6:00 PM, squeezechart said:
I see; yes I tried a few cheats, but I am getting crashes related to GPU
Thanks for the response, we'll need more information as the game's crash logs isn't very helpful for hardware related crashes. For this we'll need the following.
Minidumps - This is usually in C:\Windows\Minidump, but you can also type in %systemroot% in the start menu's search box and it will open your Window's directory, there should be a folder named Minidump there, which should contain the logs (should be a .dmp file) for your most recent hard crashes.
Event Viewer Logs - Type in "Event Viewer" in your start menu's search box (or you can windows + r key then type "eventvwr.msc", then Expand Windows Logs -> click on Application, then right click -> Filter Current Log -> Tick the 'Critical' check box and click OK. It should filter it out to only the important errors. On the right hand side of the Event Viewer window, click on Save Filtered Log File As.., then upload the .evtx file here so we can take a look.

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14 hours ago, Bookshelf11 said:
Did Operation Endgame and was going to take 4 ARES with me but the mission refused to launching listing all four ARES units as unable to be taken with. I remember taking four ARES with me back in Milestone 5 so either a change or a bug. Mission launched fine once I switched them out.
When I deployed, I deployed inside of a Dragonfly and at mission start had two of my guys stuck INSIDE the right side landing gears who could not move at all. I had all 16 troops with me, just either crammed into every spot or spilling outside the dropship or otherwise clipping or starting in tiles that are occupied by the dropship, they physically could not move so had to go it essentially with two troops down. I'm guessing the Dragonfly is a placeholder for now and 16 troops were never designed with the Dragonfly in mind? Lucky that 2 more troops didn't get stuck in the left side landing gears, had a pointman and sniper get stuck.
Yeah, will bring this up with the rest of the team. Seems like you can only fit 3 ARES for endgame mission.
For the dropship showing up in endgame, it should be fixed on 6.9. Campaign saves are unfortunately not compatible, so you'll need to switch to Experimental Legacy to keep on playing. -
11 hours ago, Alienkiller said:
Hi, I tested the new Version and tried the Tutorial. It loads like it should after the Intro, but you can´t go on anymore. In the prevoius Versions it worked fine, after you clicked on the Go-On-Button in the Textbox. Now the Go-On-Button don´t have an effect anymore, dosen´t matter what you do.
There is no CTD or something else, everything else work fine there. You can Skip the Tutorial, you can go in the Options-Part and make your Adjustments etc.
Maybe the Hanging have something to do with the fully working Airfight-Part, which get integrated in the Tutorial and create an CTD from the Comrade-Report.
Yeah, the tutorial is completely broken right now. We'll get it fixed.
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On 9/16/2025 at 4:47 PM, Suroubureau said:
Its past day 420, UOO is destroyed, everything researched, nothing to do. Should I wait more, or the battleship triggers bugged again?
Also noticed that UFO spawns are few and far between. A week waiting for a single fighter group or a cruiser. Maybe battleships want to spawn, but cant?We've made a fix for this that will get included in the next patch, I've also attached a save here that w/ the fixed campaign so you can keep on playing w/o waiting for said patch.
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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.
We've made a fix for it that will be included in the next patch, but I'll also attach a modified save that will spawn battleships so you can keep on playing.
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13 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.
Thanks for the report! There's a bunch of stuff here so I'll respond to the issues one by one.
Battleships not spawning - We'll look into it but yeah it might be the same bug as last time. I can most likely give you a fixed save once we've looked into this.
Upgraded Phantom being faster than Gemini - Will bring this up with Chris as I'm not sure whether this was intentional.
UOO bridge invisible units - yeah this is a bug, we'll get it fixed.
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23 hours ago, Suroubureau said:
Its past day 420, UOO is destroyed, everything researched, nothing to do. Should I wait more, or the battleship triggers bugged again?
Also noticed that UFO spawns are few and far between. A week waiting for a single fighter group or a cruiser. Maybe battleships want to spawn, but cant?Thanks for the report, we'll look into this and get it fixed




Experimental Legacy Ground ombat Crash
in Xenonauts-2 Bug Reports
Posted
Thanks for the report! We're aware of this issue and we're working on getting a patch out to fix the bug that's causing these crashes