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Chris last won the day on March 17
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Milestone 7.11.0 Released! (Experimental)
Chris posted a topic in Xenonauts-2 Releases & Patch Notes
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 breaks save games - if you have an existing Milestone 7 campaign you want to continue, you can switch to the Experimental Legacy branch to continue playing 7.10.0. Although we can't make firm promises, we're expecting this to be the final time we break campaign saves! Gameplay Changes: Smoke / poison gas has been darkened somewhat as it had become hard to see which specific tiles contained smoke after we recently lightened it. Terror Sites now contain an average of 50% more Alenium, as we've fixed an issue that was causing each Alien Bomb in the map to only have a 50% chance of spawning. The fire costs of the Mantid Bio-Rifle and Bio-Cannon (which spawn Symbiotes) has been increased to 51% / 60% (from 36% / 51%), preventing the weapon from being fired more than once per turn. Accuracy of the weapon has been raised a littlle to compensate. Symbiotes can no longer be Suppressed, but can also no longer vault or climb. Reaper melee damage increased by 10%. Basic Cyberdrones now make blue explosions that do 50 damage, Heavy Cyberdrones have green explosions that do 75 damage (previously both had 60 damage green explosions). Cleaner Soldiers in the second Abduction site now have Ballistic Rifles, rather than Magnetic Rifles. The Psyons in the Cleaner Base now have Plasma weapons, rather than Magnetic weapons. The Evasive Roll cooldown of the Gemini has been increased by 0.6 seconds to 2.2 sec, which means the Gemini can now roll as often as a Phantom. Added the new style of UI arrows to the Engineering project queue. Bugfixes: Fixed two crashes during the AI turn. Fixed a bug in the tactical AI that was causing aliens to incorrectly continue to know the positions of spotted Xenonaut soldiers even after they had moved to a new position that was no longer visible. Fixed a bug in the tactical AI that was causing aliens to sometimes face away from Xenonauts in combat. Fixed a bug where the Mantid Bio-Rifle would not spawn a Symbiote if the shot hit a tile corner rather than the center of a tile. Fixed a bug where attempting to change weapons when a soldier was moving would visually update their 3D model, but wouldn't change the equipped weapon in game terms - this could lead to players accidentally using the wrong weapon. Potentially fixed an issue where it was not possible to start engineering projects even if you had the required materials - we weren't able to reproduce this, but we fixed something that could have caused it. Fixed adjacency values for new Generator buildings not showing immediately, even though the base Power generation of the structure was added immediately. Fixed a bug where items / buildings that had been upgraded by an engineering project would always display their name in English, even if playing in another language. More minor visual fixes for tactical maps and tiles. -
Milestone 7.10.0 Released! (Experimental)
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Yes, the previous milestone always goes on the Legacy branch. -
Milestone 7.10.0 Released! (Experimental)
Chris posted a topic in Xenonauts-2 Releases & Patch Notes
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! Our next update will include several bugfixes that will break saves. Although we will keep 7.10.0 on the Experimental Legacy branches so people can continue their existing playthroughs, we suggest anyone planning to start a brand new campaign waits a few days! Gameplay Changes: The Doomsday progress bar on the Geoscape now has distinct sections (which each represent 5% progress) rather than being a continuous bar, which makes it look a bit cooler. Visually improved a number of additional dropdowns and arrow buttons on the strategy UI. I've also made the arrow buttons (e.g. when recruiting new scientists / engineers) a bit more responsive to repeated fast clicks. Added progress bars to the Base Stores: Sell and Base Stores: Transfer screens, which represent the Storage Capacity of the selected base(s). Updated the position of the UFO name / hp / armour text rows in the air combat, as in many cases they were drawing on top of the UFO sprite and were difficult to read. Bugfixes: The Exit Game button once again functions correctly. Fixed tactical saves from before 7.9.0 crashing on load. Fixed a crash on the AI turn. Fixed the Collect Bounty system for crash sites getting broken in the previous update. It now correctly shows the bounty value on the button and grants the money correctly, and collecting the bounty does not charge OP. Properly fixed the tiles on either side of the Battleship UFO door not being walkable. Cyberdrones now perform an additional visual-only explosion when destroyed. Normally this cannot be seen due to the actual death explosion, but it prevents things looking silly if the Cyberdrone is killed by burst fire (as the actual death explosion can only occur after the burst has finished). Fixed some more map layout / visual issues. -
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! Gameplay Changes: We've finally implemented a more advanced model for the AI that now keeps track of "known" Xenonauts vs unseen Xenonauts, which means alien units will no longer have automatic knowledge about Xenonaut units that they have not yet encountered. Basically, this should reduce the amount of obvious AI "cheating", and make flanking aliens more effective. Research speeds have been returned to the values found in Milestone 6. We introduced a bug a few weeks ago where each Infiltrator created would permanently boost your research speed by 5% (a copy-paste error), which meant you'd frequently run out of available research even if you'd made no particular attempt to speed up your research. This has now been fixed. Batons and Knives now have a 1.25x Reflex modifier, which means carrying them in your off-hand no longer penalises shotgun soldiers. Symbiote melee attack now has a 30% chance to inflict a Bleeding Wound per 10 damage inflicted (down from 50%). Made some performance improvements for units with 360-degree vision, as the Sentinel Module was causing lag for some players. The voiceover on the intro / outro cinematic has been re-recorded with a new voice actor due to a contract issue. Added the co-ordinates back onto the Geoscape, as it turns out some players did use them. Panic levels are no longer shown in the topbar when hovering over a region in Phase 1. Added a few more crash site maps to the game that weren't previously spawning due to a setup issue. Bugfixes: Fixed the Identify Recruits strategic operation OP cost being able to go negative, and not resetting to the standard (35 OP) price after use. Fixed the Geoscape zoom speed being dependent on framerate. It's now a consistent value for everyone. Fixed the item totals on the Engineering screen incorrectly including items "equipped" on Unassigned soldiers, which could cause projects to show that you owned more copies of that item than you actually did. Fixed the soldier paperdoll disappearing if you changed the loadout of an unassigned soldier on the Armory screen. Fixed the Power Fist remaining equipped if the Colossus Armour was stripped off a soldier when they are assigned to a dropship due to there being insufficient Colossus Armours available for them to use. (Hopefully) fixed the Colossus not showing the crosshatch obstruction shader when hidden by walls etc. Fixed aliens that have suffered an overwatch attack when moving always attempting to attack back in response, rather than finishing their planned move. Fixed an issue where spawned Symbiotes could incorrectly be visible in the fog of war. Fixed the Strategic Operation info dynamic text values displaying white, rather than using the colour-coding it had in older versions of the game. Fixed a couple more wall types in the ATLAS Base maps that were not revealing properly at certain angles. Fixed the Western Town restaurant walls being invisible in the previous dew hotfixes. Fixed a number of map issues. Fixed a couple of tiles that have black z-fighting issues on Linux machines.
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3 small suggestions for the final look of the game
Chris replied to leha's topic in Xenonauts-2 General Discussion
The portrait selection idea we've had down as a "maybe" for a while - we haven't managed to get to it yet, but I'm not completely sure whether I want to allow it or not. It's a bit immersion-breaking to be able to change your soldier's face. You can imagine a soldier being given a new callsign or nickname, but their face might be too much -
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! Gameplay Changes: The cost of the Recruit Soldier mission now decreases by -1 OP each day. On the second Abduction Site, the Cleaner Soldiers now have ballistic rifles instead of magnetic rifles. This fix was done a few versions ago but didn't initially work due to a typo. Implemented some new UI buttons / dropdowns / sliders that don't use the diagonal stripe pattern on the Main Menu (and Settings etc). We'll continue to roll these out throughout the strategic UI as time permits. Bugfixes: Another fix for the tactical mission AI hangs. The UOO Bridge Assault green tiles around the mainframe (which show the tiles you are trying to defend) are now always visible, not only when in line of sight. Fixed a pink missing material error on some Cleaner Base desks.
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Hey - we've investigated this a bit further and the issue does indeed only affect Linux users. However the problem is actually caused by an issue in the asset (it had an extra material) but weirdly it only seems to manifest on Linux. Anyway, if you see any of these issues in the game please report them because I think we can probably fix the assets easily enough once we know where they are!
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Milestone 7.7.0 Released! (Experimental)
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
No, I think there's a real change we'll break saves in the near future - but once we hit the 19th March you should be safe! -
Hello everyone - it's finally happening! Our publisher announced the release date for Xenonauts 2 and unveiled our release date trailer. I've posted the press release below for you guys to read... although there's probably not much new info there if you're a seasoned follower of the game! ---------------------------------------------------------------------- We’re very excited to announce that Xenonauts 2 is leaving Early Access and releasing as 1.0 on April 2, 2026, marking the end of a journey that has seen nearly three years of steady updates and improvements to the game. Here’s our announcement trailer: The Road to 1.0 (and Beyond) Xenonauts 2 has changed a great deal during the Early Access period, with our seven major updates adding: Four new alien races, and five new types of UFO Dozens of new research projects, and the battlefield equipment and aircraft unlocked from them The new Strategic Operations and Supporters systems for the Geoscape Our expanded Cleaner storyline, with three new unique mission types Two new unique story missions set on an alien orbital station A climactic two-part final mission and ending cutscene A complete visual revamp of the air combat minigame (and a tutorial for it!) Strategic UI art that changes and improves as you progress through the game Many, many new maps (there’s now 180+ in the game) Lots of quality of life, balance and performance improvements Although reaching 1.0 is a major milestone, it doesn’t mean our work is done – we’re planning to continue patching and improving the game after the launch (and create mod tools). The feedback and advice we’ve received from the community during the Early Access period has been hugely important in making Xenonauts 2 the game it has become, and we want to thank everyone who has supported us on this journey.
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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! Gameplay Changes: Combat Shields now have a 0.5x Reflex Modifier (previously this was incorrectly set to 1x). The Campaign Name field when starting a new game will now accept non-Latin characters. Bugfixes: Fixed a frequent AI hang during the alien turn in tactical missions. Fixed alien units incorrectlly choosing to rotate away from known Xenonauts at the end of their turn. Fixed the reinforcement spawners on the UOO Bridge Assault mission spawning the reinforcements onto the wrong set of pads, making it seem like destroying the spawners didn't actually stop the reinforcements. Removed the "10 starting infiltrators" campaign setting, as it did not appear to work correctly. Fixed a couple more places where error data was being shown on tooltips. Fixed a bug with a specific industrial wall tile continuing to block vision when destroyed.
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3 small suggestions for the final look of the game
Chris replied to leha's topic in Xenonauts-2 General Discussion
Yeah, you're correct about this. It's actually a bug that you can't use Crouch reserve in addition to a weapon fire mode TU reserve, you should be able to do both at the same time. However we've got a lot of things to fix before release and I'm not sure we'll be able to fit this in too - but I'll log it as a bug and hopefully it'll get fixed eventually. Nodrak, thanks for helping him out. -
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! Gameplay Changes: Added two Scout UFO crash site maps for each biome. Updated the Geoscape UI placeholder background, and generally made the colours in that area a bit more muted. With the addition of the Supoprters / Strategic Operations and the new UI that came with it, that area had become rather busy. Added two new "tutorial" pop-notifications that explain quality of life functionality that many newer players were unaware of: Soldier screen - added a popup explaining how to sort the various tables by header, which makes managing / recruiting soldiers much easier. Armory screen - added a popup explaining the various QOL shortcuts in the bottom left assignment panel (e.g. RMB unassign, click-and-drag to reorder team, double-click to replace soldier) Added a Close button to the Soldier Loadout selection pop-up on the Armory screen. Added the final artwork for the Colossus Automed System (this now appears when the item is equipped). We've fixed a lot of localisation issues / untranslated text over the past week, and will continue to do so in the coming few weeks. We've also gone through to fix places where the UI was breaking due to foreign languages having much longer text stirngs than the English equivalent. Balance Changes: Fixed an issue where Terror Site spawned from Terror UFOs that aren't shot down (as opposed to Terror Sites that spawn automatically) were significantly harder than they should be. The AI will now always replan its actions whenever it sights a new hostile unit, which should hopefully reduce the number of aliens positioning themselves in extremely vulnerable positions. Reduced the AI "kill" bonus for certain alien species - this represents how much weighting an enemy gives to attacking a target it believes it can kill, rather than simply scoring as many hits with its weapon as possible. Practically, this means that "smart" aliens (Wraiths, Psyons, Sectons, etc) are more likely to prioritise attacks that will actually secure kills, whereas melee-only or "dumb" aliens (Androns, Sebillians) will favour the enemies that are easiest to hit (usually the closest enemies). Made another row of tiles at the front of the Battleship UFO exterior walkable, making the front door more accessible. Bugfixes: Fixed a crash that could occur if you clicked the Open Mod Folder button on the Mod Management popup when no mod existed. Fixed a bug where an AI unit would take no further actions that turn if a reaction fire shot was fired at them during their movement. Fixed another bug that was causing grenades to unnecessarily strike the ceiling when underground or inside buildings. Fixed Colossus-wearing soldiers being suppressable when they were not meant to be. Fixed the Colossus model not rendering in the tactical combat if the Automed System was equipped. Fixed the Power Capacity tooltip (which shows the power calculation) being broken on the Base screen. Fixed a lot of aliens displaying the wrong corpses, as I had not updated these after making the changes to alien ranks earlier in Milestone 7. Fixed the UOO Bridge mission briefing incorrectly listing "Elliminate all hostile units" as an objective. Fixed the Xenopedia font displaying accented character glyphs slightly differently from standard characters, making the text difficult to read in several non-English languages. Fixed several visual issues on the Western Town Cleaner data raid maps. Fixed a visual issue with the Endgame part 1 roofs. Fixed several destruction issues with alien walls.
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The point where fusion weapons start appearing is meant to be a difficulty spike, but it's not meant to be a "lose more than half your team" spike. What day did you encounter the Terror Site? I had a look at the files and I noticed that the Terror Sites spawned from UFOs (i.e. when a Terror UFO spawns and is not shot down) are significantly harder than they should be. There isn't actually a non-UFO terror site for some time after the Cruisers start spawning so I suspect that might be the issue, as it sounds like it's just the Terror Site mission that was a problem rather than being a general thing? I'll fix that issue in the next patch anyway. That said, Colossus Armour is pretty beefy these days - and that should be unlockable from Abductors, so I think you can get decent protection against Fusion weapons before they even spawn if everything is going your way.
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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! Gameplay Changes: The Psyon "Mesmerise" ability no longer checks against Morale, as it would very rarely succeed in M6. It now checks against Bravery, using a random 100 roll against this formula: (Bravery - 25) x 2. Effectively this means soldiers have 2% resist chance against Mesmerise for each point of Bravery above 25, and they become entirely immune to Mesmerise at 75 Bravery. Sebillians and Androns now have 40% resistance against Energy and Kinetic weapons respectively, rather than 50%. We've also fixed a bug where Sebillians were incorrectly set as being resistant to Thermal (i.e. explosive) damage rather than Energy damage. We've added a semi-placeholder update to the Geoscape UI background, as we need to update the background art to better integrate the region information bars that were added with the supporter system. The Colossus Automed System now has a placeholder visual appearance change when activated (a couple of the tubes turn green). We'll replace this with something "proper" once the art is done. Made another tweak to the tactical mission load speeds, as the previous set of fixes weren't giving the expected performance increases. This change should realize more of those load speed improvements. Bugfixes: Fixed a crash that could occur in the tactical combat if certain roof tiles were destroyed. Fixed various small memory leaks that could potentially cause crashes during extended play sessions. Fixed another set of places where dynamic text was showing ERROR messages instead of displaying correctly. If you see any of these issues in the English version of 7.5.0 then please do report it, even if it has been reported previously - we think we've fixed all known instances of this error text appearing in the game. Fixed the tutorial being broken (only in English-language versions of the game so far). Fixed an issue where soldier actions (especially move+shoot planned actions) would sometimes be interrupted by enemy overwatch that would then not occur. Fixed the Colossus Automed System incorrectly healing the armour HP rather than the soldier's HP. Fixed some roof tiles on the Western Town office building not disappearing correctly when destroyed. Fixed some Boreal sawmill upper level tiles having visual issues. Fixed a bug where a particular type of internal office wall would move one tile sideways when entering its damaged state. Fixed a bug where one row of roof tiles might not be correctly hidden when the rest of the roof was hidden. Fixed zombified civilians being able to "escape" the battlefield if they accidentally wandered onto the mission evac area. Fixed a minor judder on the Research screen when the scientist character is animating in from the right of the screen. Fixed the Main Menu mods button having the incorrect toolltip.