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bug_report_2025-07-02-18h37_wn_5.38.1_unhandled_exception_0.zip crash_info.html crash_info.json
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Nice update! Well done!
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Not sure what happened. Played last night. Today went to go load my game. All my saves are gone and deleted. Any help?
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Hello everyone - it's time for our monthly development update! Read on to see what we've been working on in June... New Assets: I mentioned last month that the main focus of Milestone 6 was adding new content to the game, and we continued to add new assets to the game this month. The first of these is the new 3d model for the alien Heavy Servitor unit (which can be seen above), which I think is a nice addition to the game and much more distinct from the basic Servitor than previously. This means we've now added unique 3d models for all of the new alien unit variants added in Milestone 5. Various other new assets were added too: The illustrations for the final cinematic is now complete, and the cinematic is now being put together by the animation team that made the intro cinematic. We added a proper background to the UOO-1 Sabotage mission. The platforms that make up this level were previously floating in empty space, but are now contained within the (fairly elaborate) hull of an alien space station. Work has continued on the new Soviet Town terror biome, which we're hoping to have finished in the coming month. Inventory tile artwork was added for the Alien Bio-Rifle weapon given to the Mantids in Milestone 5. Corpse / stunned inventory art for the new Heavy Mentarch was also added. Air Combat Refresh The biggest code changes this month were to the air combat section of the game, which has had a major interface facelift and several usability improvements. We've only completed part of this visual refresh so far, but next month we'll be updating the background, the battlefield UI and the various combatants with sharper and more attractive replacement graphics to finish the job. The gameplay changes so far have mostly involved adding extra information to the UI - for example, the Evasive Roll buttons now show a cooldown bar overlay so players no longer have to guess how long until the ability is available again. The weapon tiles also show a reload progress bar for similar reasons. We've also made minor tweaks to the control system so it's easier to select aircraft and give them orders. Next month we'll be making some actual mechanical changes, like refining the way speed / acceleration work and switching the interceptor retreat mechanic back to how it used to work in older versions of the game (where aircraft had to reach the edge of the battlefield to retreat). Once all that is done, we'll finally be able to start implementing the air combat section of the tutorial. Launch Aircraft Panel Prior to starting on the air combat, we also made some quick improvements to the Launch Aircraft panel. Hovering over an aircraft in the list now shows a pop-up panel on the left that shows additional information on that aircraft, including its full loadout of weapons and equipment and exact values for HP / Armour / Fuel. If the aircraft is a dropship, it instead shows all the soldiers assigned to it. We made some improvements to the aircraft selection logic here, too - previously this was a bit clunky, and potentially confusing for newer players. Shroud Fixes: Community bug reports for Milestone 5 were much less frequent in June than in previous months, which allowed us to shift our attention towards some long-standing issues with the shroud system in tactical missions. Anyone who has played the game will have encountered these - ranging from objects like cursors / fire + smoke / weapoon projectiles all incorrectly drawing underneath shrouded areas, to more subtle things like us being unable to reveal the rear side of doors in alien base maps. We're hoping to have fixes for some of these issues in the next week or two. However, these are quite thorny problems and there's always a chance it'll take longer! Modding Documentation: The updated Xenonauts 2 modding documentation can be found here: https://github.com/GoldhawkInteractive/X2-Modding/ Again, it's worth mentioning that the average player will struggle to mod the game until we finish the mod tools, which we'll probably start work on after Milestone 6 releases. The documentation will be most useful for C# coders want to do code injection, or intrepid pioneers with a very high tolerance for manually editing JSON files that were never intended to be readable by humans. Milestone 6 Stability Test: Finally, we're planning a stability test for Milestone 6 on the Experimental branch this month - most likely between the 7th-11th July. There's still quite a bit of work to do before Milestone 6 is finished (both in terms of adding content and doing a balance pass), but we'd like to start finding and fixing any major crash bugs while we work towards a "proper" test build for Milestone 6. As always, thanks for reading the update. We'll be back with another at the end of July!
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I've always suggested doing this like you.,But the problem is that AI knows where you are.,But you don't know where he's in.,As long as you enter his range, whether he sees you or not,There's a high probability that the next round will suddenly appear and give you a shot.,I'm not dissatisfied with the game mode, but this perspective AI does reduce people's game experience.,After all, even a hardcore game should work gameplay.,If it's just a hardcore, what's the difference between it and reality?
- Last week
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1. tactic advice : keep free TU on the end of turn so you COULD shoot AI somehow sees your free TU as danger, so it is much more careful to attack you. Then if it does, you can win the encounter. After a while, you get a experience, how interruption EXACTLY works (carefully reading tooltips helps), so you can use the game rules to your advantage. Otherwise speaking do not run like headless chicken. 2. it is war. It means you kill them an they kill you. who stands on the end wins. Thats how it works since first ape used a stick as weapon. Get use to it. It is NOT Holywood war = where 5 gifted super heroes save the world by massacre thousands aliens while one soldier get a flash would on his biceps and second soldier gets broken heart. 3. stop QQuing and turn Iron man ON.
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Rewards for soldiers?
ih8california replied to CaptainSPrice's topic in Xenonauts-2 General Discussion
This was my proposal in discord: https://discord.com/channels/702822278148390983/1286692960171458670 where if your soldier reaches COL rank and a bunch of other conditions, you'd get a capstone ability. -
[5.38 stable - tactical] 2 same crash site maps in a row
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
ok, here you go. There's a save before the first crash site (geoscape), a save from the last turn of the first crash site (tactical), a save just before the second crash site (geoscape) and a save from the first turn of the second crash site. (tactical). Hope this helps. user_before_first_destroyer-2.json user_last_turn_of_first_destroyer-3.json user_before_second_destroyer-4.json user_first_turn_of_secord_destroyer-5.json -
[5.38 stable - tactical] 2 same crash site maps in a row
Kouki replied to Skitso's topic in Xenonauts-2 Bug Reports
Hey Skitso, thanks as always for the reports! Do you still have the geoscape save for this? Ideally if you have both saves before and after the UFOs were shot down, that'd be great. As for the sebillian crew thing, we're changing a bunch of stuff for milestone 6, but basically the the first scout spawns a guaranteed mantid crew while the first destroyer is guaranteed to be a sebillian spawn, we're changing some of those guaranteed ufo crew spawns (not sure if we're changing the first scout ufo, but the first destroyer will be changed) so that should help with the crew spawning the same alien type all the time. I've tested this a bit as well on 5.28 and 27 to make sure and was able to get a psyon ufo crew on both cases in around the first 5 ufos (scouts and destroyers), so I think it should be working properly. Was this not the case on your playthrough? EDIT: Took a look at the dockyard maps(there are currently 3 for the small crash site per biome) and it looks like it was setup correctly. What most likely happened here is that the game picked the least used map for said biome and then randomized the next crash site map(if the maps were all used the same amount of times, it will randomize the next one) which coincidentally gave the same map. -
Hello there, thanks for the bug report! Can you send us the log file so we can see why the game is not loading properly? You can usually find this by going to Documents\My Games\Xenonauts 2\Logs, you should see a .log file named "output" (note that this is different from the files named "output.log". Can you attach said file here so we can give it a look?
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Thanks for taking the time to post a bug report! Yeah, this map has a spawn node that was misplaced inside the battleship UFO's hull. We've made a fix for this but it won't be out until milestone 6. As for the game having no sound, does restarting the game restore audio? And is this the first time this happened for you?
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The Psyon is running around the battleship between walls unable to be targeted or killed. bug_report_2025-06-30-07h15_gc_5.38.1_user_f11_1.zip also no sound even after reloading the game, previously had sound.
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The gameplay is good. I prefer thinking about the whole map over the x-com reboot's series of mini encounters. Don't rush to move all your units off the plane. It provides excellent cover. When I have very experienced units I avoid moving them out of it until I have swept the area they are moving into. I usually have at least two low value units with shields to take point and act as mobile cover if one of the better units is left exposed. If they stay alive long enough to improve, they get a different loadout and graduate from being scouts/mobile cover. Robots are also ok for exploring ahead. Injured/damaged/shieldless units fall back.
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Ianles started following Capturing Alien Weapons For Ground Combat Fun!
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JamesGrecy started following Milestone 5.33.0 Released! (Experimental)
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jackbou started following Old proposal
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I think everyone has faced such a scenario, just got off the plane and was caught off guard by the aliens who were ambushed, I think at this time everyone will wonder whether the aliens are invaders or us, in the final analysis, this is the production team's incorrect thinking about their own gameplay. like old xcom, you may be able to use your soldiers as consumables but it doesn't work in Xenonauts2, because the cultivation of soldiers is too slow if you lose a high-attribute soldier, You need to take longer to train him (some people may say that's why you should use SL, but SL doesn't solve the problem fundamentally, it's just an insurance measure that allows you to keep trying and making mistakes, and when he can't solve it, then it's time for you to lose something important, and too much SL will only make people angry and boring instead of experiencing the fun of the game). and for example, the new XCOM, which cleverly turns the player from the beginning to stealth, This mechanic gives the player a head start so that the player will not feel the difficulty as soon as they come up, saying that Xenonauts2, at the moment there is only an ambush for the scavengers, this gameplay is undoubtedly shallow, we have agents, there are planes and all kinds of equipment, we can give full play to their usefulness, for example, by consuming a certain point can let us know the specific situation of the battlefield, and even we can ambush the aliens before they land to catch them off guard, there are many ways to improve the gameplay, I hope that the production team can not be too limited to the current framework, and innovate and improve where it makes sense (that's all I want to say, if only I could get a response from the production team).
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Actually, the whole problem is in the title. The game starts loading, logos pass, a loading screen appears with a helicopter and running squares in the left corner and... that's it. You can watch it endlessly, nothing will change. The version is relevant for steam (today I downloaded and installed the game and immediately launched it) My system definitely meets the minimum requirements. So I don't think the problem is in the hardware, especially since more demanding games launch and work without problems. I would like to figure it out with your help and finally evaluate your game personally. I have high expectations for it and it would be a shame if it all ends before it even starts. Sincerely, a potential fan of your game.
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Rewards for soldiers?
CaptainSPrice replied to CaptainSPrice's topic in Xenonauts-2 General Discussion
More ranks and medals. Also @Chris why soldiers dont receive +2 HP when all get +2 TU/Str/Acc/Reflex/Bravery ???