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Chris last won the day on April 30
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Project Lead, Xenonauts
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[V7.21.3 - General] All saved games are gone
Chris replied to Bald-boy's topic in Xenonauts-2 Bug Reports
We have now had a reply from NVIDIA, they said they'd take the game into maintenance mode and update the save path - so it sounds like the problem was that they needed to update some settings at their end. However I'm not quite sure what the expected timescale is for this fix. We've not had any further contact from them, but I'm not sure if that means they've already made the change or whether it's still being processed. Might be worth you giving it a test? I'll give you an update if we do get another email from them anyway. -
[V7.21.3 - General] All saved games are gone
Chris replied to Bald-boy's topic in Xenonauts-2 Bug Reports
I'm not sure why the saves are being cleared each time you're playing. Presumably GeForce Now is saving to some weird location that Steam Cloud can't find, but we don't know what that location is because you can't access the local folder to tell us. And then I guess it deletes the entire virtual machine when you end your session. There's very little that we as developers can do here. I've reached out to our publishers as they apparently have some kind of relationship with Nvidia to ask them what might be going on here (they emailed them just now), hopefully they'll have some kind of answer in the next few days. It's a bit concerning that nobody can play the game on GeForce Now any more at all; the new save directory is a pretty standard location for Unity games. You might also want to consider some of the options for playing Xenonauts 2 on a Mac? It's not officially supported but we have had reports of people playing on Crossover, and perhaps Whisky and Parallels are also options. -
[V7.21.3 - General] All saved games are gone
Chris replied to Bald-boy's topic in Xenonauts-2 Bug Reports
One other thing to consider - if Steam Cloud is active, you should be able to access your saves for Xenonauts 2 using this link: https://store.steampowered.com/account/remotestorageapp/?appid=538030 Hopefully then you can download them to your local machine and put them in the correct folder, and either play locally or let them sync to the correct folder on GeforceNow. -
[V7.21.3 - General] All saved games are gone
Chris replied to Bald-boy's topic in Xenonauts-2 Bug Reports
Hmmm. We're really bumping up against the limits of what we can do with those restrictions, unfortunately. Is Steam Cloud active with GeForce now? If so then maybe you can install the game locally and it'll copy the saves to your local machine and you can shuffle them around there? I'm sorry you've been left in this position. We put quite a lot of safeties in place for the save migration process but it seems like Geforce Now is blocking all of them. -
This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Another large-ish patch for the previous Experimental build, which seems to be relatively stable so far! We've made a bunch of localisation fixes over the past couple of days and we've now sent our files off for translation - once those are back, we'll release this build onto the public branches! Changes & Bugfixes: Incorporated the fixes made to 7.21.5 and 7.21.6 over the weekend, which will help avoid crashes if users have lots of old Early Access save games in their save directory. Fixed a crash that could occur if picking up items in the tactical inventory from near an area with interactive objective props (Cleaner Desks, Abduction tubes, etc). Fixed melee weapon hit chance information being incorrect in the bottom left "shot calculation" UI element. It now shows the base accuracy of the weapon as (say) 65% rather than the incorrect x1.65 formatting it used before. Fixed an issue where a planned move (the move + shoot action using Ctrl+Shift) could move the soldier onto a teleporter when using a medkit or melee weapon, causing the teleporter to trigger before the action occurred. The teleporter will now not trigger in such situations. Fixed the Alien Plasma Machinegun using the same 2d tile art as the Alien Plasma Rifle. Fixed the Aircraft fuel tooltip still incorrectly talking about aircraft running out of fuel in air combat. Fixed a typo in the Alien Plasma Weapons xenopedia entry. Fixed some more translation issues.
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Xenonauts 2 Release Date - 1.0 April 2026
Chris replied to Chris's topic in Monthly Development Updates
Yeah, we won't be breaking save games again unless there's a large post-release patch for some reason (maybe if we do a free update to accompany some DLC or something). But that won't be happening for a while, if ever. -
Full Release 7.21.6 STABLE Released!
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Your save games won't be gone, but the game is trying to read saves from a different directory now. We can help you find them / move them across if there has been a problem. It's best to create a bug report for it as I don't check these threads very often. If you go to the Main Menu and click the Local Folder button, are there any files in the /Saves/ directory? Often the problem is that there is lots of saves in there, so it takes a 20-30 seconds for the Load Game window to show the full list. -
[V7.21.3 - General] All saved games are gone
Chris replied to Bald-boy's topic in Xenonauts-2 Bug Reports
Hi - so in the Steam options for the game, you can set launch arguments. Try this: -localGameFolder="%USERPROFILE%/Documents/My Games/Xenonauts 2/" If that doesn't work, then maybe try switching to the Steam beta branch called "v7.20.4" as that's the older version of the game. That should let you finish your campaign and then you can switch back to the newer version if you want to keep playing. -
[7.22.1 - General] Stalker Armor doesn't show jetpack.
Chris replied to Shotcrete's topic in Xenonauts-2 Bug Reports
Thanks. This bug doesn't seem linked to the jetpack itself, it seems to be linked to the fact the unit has 0 TU. If their TU is refreshed then they path normallly. I'll chat to the programmers about it. -
[V7.21.3 - General] All saved games are gone
Chris replied to Bald-boy's topic in Xenonauts-2 Bug Reports
Hey - hmmm, I guess it depends how you're getting the game onto GeForce now. Are you putting your games onto GeForce Now via your Steam account? If so we could probably put an older version of the game on a branch for you to play, or maybe you could use the command line arguments to set the updated file path? Let me know what your setup is anyway. -
Thanks. This looks like an issue with the game loading files - does it happen if you start a fresh campaign? The issue might also go away if you do a hard reinstall of the game, as it's perhaps caused by a corrupted file:
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Thanks. Do you have a controller plugged in, or any other input device? That's often the cause of UI input issues. Although I guess it'd be strange that this happens sometimes and not other times if so!
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Another hotfix for v7.21 to address ongoing crashes related to players having old saves in their save directory. This should fully fix the issue, but if not, players can always manually delete old campaigns from their save directory while they wait for another patch (any campaign folder that doesn't have a string of numbers at the end of the name can be deleted). Changelog: Another fix to prevent saves from several years ago causing crashes when scanning the save game folder.
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This is a quick hotfix for the v7.21.3 build released yesterday. It fixes the crashes from loading desert biome tactical saves, and the issue where the Load Game panel would display a blank list for 30+ seconds (making people think their saves were gone) if you had large numbers of Early Access saves. If you played a lot during Early Access, it might be worth cleaning out your save game folder to prevent issues in future - click the button on the Main Menu screen marked "Local Folder" and go to the /Saves/ folder. You should be able to delete any folder that doesn't have a string of numbers appended at the end, as they will be from before our 1.0 release! Changelog: Re-enabled the Crash Bug Reporter pop-up screen on startup after a crash. Fixed an issue where large numbers of old saves from the early stages of Early Access would cause the Load Game panel to show a blank list for 30+ seconds, making players think their saves had been lost. Reverted a fix to the desert bushes that was causing desert biome tactical saves to crash on load if they were made in v7.20.4 or earlier. The downside of this fix is that any desert tactical saves made in the last 24 hours will now be broken (but obviously that's the lesser of two evils). If you're getting this crash, please just load the pre-mission strategy save and restart the mission and everything will work fine. If you're playing Iron Man and you're unable to continue your campaign, please make a bug report and we'll manually fix your save for you. Added updated translation strings and some improvements to the non-English loading screen trips.
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We've now released v7.21.3 onto the main branches, and the consolidated patch notes for 7.21.0 to 7.21.3 can be found below. The biggest change is the update to the save game location in order to properly support Cloud Saves across different devices, platforms and services. Save Files & Cloud Saves Migration: Xenonauts 2 currently uses two possible user data locations that are chosen automatically largely based on operating system, as newer Windows versions put our default /Documents/My Games/ location within OneDrive and this can cause stability issues. Unfortunately, having two user data locations can cause issues for people trying to play the game across multiple computers (which are sometimes using different locations from one another) or who are playing on GOG or Epic (as these services only support a single Cloud Save location). We are therefore unifying the user data into the path shown below. You can access this directory easily via the new "Local Folder" button we've added to the Main Menu screen. C:\Users\<user>\AppData\LocalLow\Goldhawk Interactive\Xenonauts 2\Saves\ When you start v7.21.3 for the first time, it will automatically copy all your existing user data to the new location (rhe old files will not be deleted). However, if you have files in both of the old user data locations, the game will instead show a popup that allows you to select which of the folders you want to migrate (you can choose both if you want). If you are manually setting a custom save path in the startup arguments, none of this will occur and the game will continue using your existing custom path. Gameplay Changes: Fixed a crash that would occur if you put JSON files that weren't saves into the game save directory. Added a new Xenopedia popup of Accelerated Weapons. This is unlocked from Alien Magnetic Weapons, but doesn't popup by default - it just appears in the Xenopedia to make comparison with other weapon tiers easier (previously there was no dedicated entry for them). The Delegation Cost for launching a UFO mission is now shown on the Launch Combat Team button when viewing the mission information. This cost isn't actually deducted until you fly to the crash site and start the mission, but we still think this is the most useful place to show it! Missions that do not use a dropship (Base Defence, UOO Sabotage, UOO Bridge Assault, etc) now use a more intelligent system to populate the suggested soldiers. Instead of purely populating the squad by rank, they now copy the assignments from the dropship at the base where possible and then autofill any gaps with other soldiers based on their rank. Selecting an aircraft in the air combat by clicking on it will now correctly update the selection on the aircraft infopanels on the right hand of the screen. Made the Ballistic Pistol 3d model a bit larger so it's more readable when a soldier or civilian is carrying a pistol. Balance Changes: Fixed an error in the Cleaner Data Raid mission which led to all of the starting enemies having SMGs. A portion of them will now be equipped with rifles, and some will have body armour alongside their SMGs. The Defender now spawns one wave earlier as a lone UFO on Air Superiority mission (replacing similar missions that feature Fighter UFOs). This allows players to shoot them down and get Defender UFO research. Previously they were first spawning as escort craft for older UFOs that had usually already been delegated, which was an issue because you needed to win the crash site to get the research (or wait until you saw a Defender as part of an air superiority mission). Using the HEVY will now grant Accuracy progression as long as there is a hostile target within the blast radius of the planned shot. Strategy Bugfixes: Fully fixed the timing issue that was causing some tactical missions to crash when returning to the strategy layer (the fix for this in 7.20.3 worked for most but not all situations). Fixed being unable to change base selection on the Soldiers screen. Fixed an error in the Suppression tooltip that incorrectly stated that units would immediately lose 50% of their TU and all of their Reflexes, as in reality it's the opposite - they lose all of their TU, and 50% of their Reflexes. Fixed the Mind Control tooltip claimining that Suppression removes Mind Control. Fixed the Regeneration tooltip incorrectly only referring to Sebillians (as Eternals also have the ability). Fixed the Soldiers count on the Main Base screen incorrectly also including vehicles. Tactical Bugfixes: Improved the camera tracking for reaction shots to fix various instances where only the target was shown (even though it would be possible to also show the shooter by moving the camera slightly). Fixed AI units not respecting objects tagged as "Do Not Crush", which was causing Androns and Cyberdrones to wreck the inside of their own UFOs when moving around. Fixed an issue in the shot hit chance info panel (bottom right of the UI) that listed the Wraith's Cloaking Field ability too high up the calculation order, which led to the maths not making sense. Fixed the Colossus being given a second Power Fist in their secondary slot on ENDGAME part 2. Fixed one of the footstep sounds having a slight "clicking" noise at the start. Fixed another instance of the move path generating a purple missing path error. Fixed the soldier name drawing below the portrait in the tactical AI (could be relevant for long vehicle names). Fixed the Colossus losing the louder and stompier footstep sound effects when the Automed upgrade was equipped. Fixed the little decorative bushes in the Desert biome triggering the "half cover" indicator on the cursor even though they have a 0% stopping chance. Fixed walkable meta tiles on top of shipping containers remaining behind after the shipping container was destroyed.