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KickStarter Xenonauts 2 - now available on Early Access

Jaedar

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Learning about Early Access for the first time?
The air combat is still "a work in progress" in X2. You can only auto-resolve air battles.
This is fake news. You can play the air combat outside the tutorial. It's basically identical to X1, except I don't remember being able to choose starting position and facing for interceptors in X1.
 
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BTW air combat is something that deserves a special mention here as it appears to have gotten somewhat more difficult (in a good way). I am about two months in and the original fighters are now basicaly obsolete (medium sized UFOs will defeat them and small ones will outrun them). The addition of alien fighters is also cool (I remember them being a thing only in UFO: Aftermath, they absolutely shit all over your starting fighters), so there is at least some positive development here.
 

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Im going to wait when they polish this game more at least remove game breaking bugs. When i first started the campaign on the release version a week ago i had a team full of accelerated weapons, went on to that mission where you save civvies from tubes, and then bam i lost all my weapons. Since then i put this game on hold until they fix every major issue, and judging by the crap this game had at release, it will be long time until they remove all game breaking bugs that can potentially happen up until the end game, if they had such problem with a bug that happens literally in the second[?] month of the game.
 

hellbent

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Im going to wait when they polish this game more at least remove game breaking bugs. When i first started the campaign on the release version a week ago i had a team full of accelerated weapons, went on to that mission where you save civvies from tubes, and then bam i lost all my weapons. Since then i put this game on hold until they fix every major issue, and judging by the crap this game had at release, it will be long time until they remove all game breaking bugs that can potentially happen up until the end game, if they had such problem with a bug that happens literally in the second[?] month of the game.

Yeah, I just had my first base defense and it was running janky and buggy. My soldiers all had messed-up textures. I also had a sentry gun return from zero hitpoints and start attacking my soldiers with a melee attack after getting "killed" by a reaper. Pretty sure that vehicles / guns should be invulnerable to the reaper's "zombie" attack.
 

hellbent

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This is fake news. You can play the air combat outside the tutorial. It's basically identical to X1, except I don't remember being able to choose starting position and facing for interceptors in X1.
Didn't work when I tried to manually resolve - controls would not work at all and there was a message about it being a work in progress. If you're getting different results, I'm guessing it was a bug on my end. I'll load up the 1.25 release update and do a new campaign and see if that fixes things.
 

Jaedar

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This is fake news. You can play the air combat outside the tutorial. It's basically identical to X1, except I don't remember being able to choose starting position and facing for interceptors in X1.
Didn't work when I tried to manually resolve - controls would not work at all and there was a message about it being a work in progress. If you're getting different results, I'm guessing it was a bug on my end. I'll load up the 1.25 release update and do a new campaign and see if that fixes things.
I did also get a notification of WIP, but everything worked when I dismissed it. This was first day of EA, so maybe it broke since then. The tutorial also won't let you manually resolve.
 

jungl

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game definitely has balance issues had a soldier shells all miss in a point blank shotgun blast. I'm sorry if you are going to sign up and call yourself a lieutenant in a top secret military organization you better be able to win the game of tag and touch the giant alien directly in front of you. Kindergarteners with mental disabilities are more competent wtf.
 

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game definitely has balance issues had a soldier shells all miss in a point blank shotgun blast. I'm sorry if you are going to sign up and call yourself a lieutenant in a top secret military organization you better be able to win the game of tag and touch the giant alien directly in front of you. Kindergarteners with mental disabilities are more competent wtf.
1690201779594.png
 

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BTW air combat is something that deserves a special mention here as it appears to have gotten somewhat more difficult (in a good way). I am about two months in and the original fighters are now basicaly obsolete (medium sized UFOs will defeat them and small ones will outrun them). The addition of alien fighters is also cool (I remember them being a thing only in UFO: Aftermath, they absolutely shit all over your starting fighters), so there is at least some positive development here.
Weirdly, you still get some upgrades for the original fighters. I just used them as missile carriers (missiles get upgraded throughout the game)
 

Stavrophore

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BTW air combat is something that deserves a special mention here as it appears to have gotten somewhat more difficult (in a good way). I am about two months in and the original fighters are now basicaly obsolete (medium sized UFOs will defeat them and small ones will outrun them). The addition of alien fighters is also cool (I remember them being a thing only in UFO: Aftermath, they absolutely shit all over your starting fighters), so there is at least some positive development here.
Weirdly, you still get some upgrades for the original fighters. I just used them as missile carriers (missiles get upgraded throughout the game)
Cannons too.
 

Joggerino

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BTW air combat is something that deserves a special mention here as it appears to have gotten somewhat more difficult (in a good way). I am about two months in and the original fighters are now basicaly obsolete (medium sized UFOs will defeat them and small ones will outrun them). The addition of alien fighters is also cool (I remember them being a thing only in UFO: Aftermath, they absolutely shit all over your starting fighters), so there is at least some positive development here.
Weirdly, you still get some upgrades for the original fighters. I just used them as missile carriers (missiles get upgraded throughout the game)
Cannons too.
Yeah but your original fighters are too slow and weak to go into close range combat with the later alien ships.
 

Jaedar

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Yeah but your original fighters are too slow and weak to go into close range combat with the later alien ships.
One thing I will say for X2 is that the ufo ai is quite good and not letting itself get flanked. Even approaching it from 2 opposite sides I could not manage to close to minigun range without taking hits (weakest ufo vs starting interceptors).
 

Joggerino

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Yeah but your original fighters are too slow and weak to go into close range combat with the later alien ships.
One thing I will say for X2 is that the ufo ai is quite good and not letting itself get flanked. Even approaching it from 2 opposite sides I could not manage to close to minigun range without taking hits (weakest ufo vs starting interceptors).
Oh yeah, I used that tactic a lot in X1. Doesn't work in X2, as you said.
 

geno

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Hello everyone - we've reached the end of July, so it's time for our monthly development update. It's been an exciting month, with Xenonauts 2 finally launching into Early Access on July 18th. The launch has been a huge success, with the game selling over 40,000 copies in the past two weeks, and the whole development team is really grateful to anyone who supported us by buying a copy!

Here's what we've been up to this month and what we have planned for the coming month!

Critical Bugs & Performance Fixes:
Almost all of this month has been spent fixing critical bugs like crashes or anything else that ruins the gameplay experience for players. We actually thought the game was pretty stable going into Early Access, but going from a pool of twenty to thirty regular testers to having tens of thousands of players exposed a LOT of issues we were previously unaware of.

The last couple of weeks have therefore been rather intense, as we've had to patch the game numerous times to address these issues. Thankfully the worst of this should now be behind us; we released 1.28b on Friday which improved performance and has fixed the bulk of the critical bugs. Work continued over the weekend and we've now fixed the memory leak players have been encountering and also (finally) managed to find and fix the annoying bug where terrain objects would sometimes get destroyed but not visually update (leading to units being able to shoot or move through what appeared to be a solid object).

Our immediate priority is to finish up the last couple of crashes we're aware of, and fix a couple more serious gameplay bugs - e.g. grenades missing when displaying 100% chance to hit. This should leave the foundations of the game in good enough shape to move on to other tasks.

Loading Times:
Once that is done, we'll be starting work on optimising the load times - hopefully this will happen towards the end of this week. There's not much more to say on this point beyond the fact that we're aware of the issue and we'll be working on it soon.

Milestone 2:
We're then planning to spend the remainder of the month working on Milestone 2. This will be the first major update for the game and it will involve changes to the campaign, which unfortunately means it will break save games (although you can continue to play your Milestone 1 campaign on the Legacy branches if you want).

As the programmers have a lot of bugs and usability improvements to be working on, I'm planning to focus on the air combat balance and the pacing issues in the existing campaign for Milestone 2. This is likely to extend the playable time beyond 180 days but it will not introduce additional UFO types to the game - it's more likely that we'll be expanding the role of the Cleaners at the start of the game instead.

The first Milestone 2 build will likely arrive on the Experimental branch in the next two or three weeks, where it will go through a number of iterations based on player feedback before being released onto the standard branches.

Expanding the Team:
Finally, the income from our Early Access launch means we can now expand the team to speed up development. The first positions we're looking to fill are that of a Level Designer and a Gameplay Programmer. If anyone is interested in applying, I've linked the job posts below:

Overall, July was a great month for the project and we've really enjoyed seeing people playing the game we've been working on for so long. We look forward to delivering more upgrades in August!
Now they have enough money to delay the game for another five years
 
Last edited:

Atlantico

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The weeks since release into Early Access have only been used for bugfixing and bugfixing is still the only thing on the horizon.

Beta testing sucks, but honestly apart from the lack of content after 180 days, the game is very playable. I've had one or two crashes since July 18, none in the last two weeks and everything that should work, does work.

The game is slow at loading, oh boy is it slow. The dev is talking about "optimizing" but we'll see. We'll see.
 

geno

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The weeks since release into Early Access have only been used for bugfixing and bugfixing is still the only thing on the horizon.

Beta testing sucks, but honestly apart from the lack of content after 180 days, the game is very playable. I've had one or two crashes since July 18, none in the last two weeks and everything that should work, does work.

The game is slow at loading, oh boy is it slow. The dev is talking about "optimizing" but we'll see. We'll see.
That's how they work. They release a version with new features or changes and then they spend a month fixing bugs.
 

Atlantico

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Well anyway, the 1.29 update is out. Fixes some memory leaks that happen during saving games, resulting in more consistent loading times.

Some gameplay and balance tweaks as well. I don't expect any more updates until the "milestone 2" is out next month, but that's ok the game plays without any issues as it is.
 

PapaPetro

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The weeks since release into Early Access have only been used for bugfixing and bugfixing is still the only thing on the horizon.

Beta testing sucks, but honestly apart from the lack of content after 180 days, the game is very playable. I've had one or two crashes since July 18, none in the last two weeks and everything that should work, does work.

The game is slow at loading, oh boy is it slow. The dev is talking about "optimizing" but we'll see. We'll see.
The release must've got lost in the mix for me.
So how is the 2 holding up against 1?
(Finished X-Division mod way back when)
 

Atlantico

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The weeks since release into Early Access have only been used for bugfixing and bugfixing is still the only thing on the horizon.

Beta testing sucks, but honestly apart from the lack of content after 180 days, the game is very playable. I've had one or two crashes since July 18, none in the last two weeks and everything that should work, does work.

The game is slow at loading, oh boy is it slow. The dev is talking about "optimizing" but we'll see. We'll see.
The release must've got lost in the mix for me.
So how is the 2 holding up against 1?
(Finished X-Division mod way back when)
One line review: It's X1 polished, now with 3D!

The 3D is very subtle, and is exclusively used to be able to turn the camera in tactical combat and zoom in on the strategic map. It looks like line art still. I like that.

On the whole it is an improvement over X1, at least what we have so far. So setting aside story and plot, which is very incomplete at the moment, the main strategic and tactical gameplay is IMO much better refined. Some new elements have been added, such as an enemy human faction and new types of tactical missions have been added, such as assassination missions and timed missions.

That being said, this is Early Access still, so this isn't a complete game. Half of it is missing. The plot ends on day 180 and there are no UFOs larger than medium at the moment. So right now, you can start a new game and play until midgame and then you can start again! Early Access sucks, but I only bought it to support development. More like a donation on my part.

I still enjoy playing the game in Early Access, what we have is good. It's incomplete and it is subject to change and so on, the game is stable and doesn't crash so if you want to try it, it's safe enough. Runs on any potato, the system requirements are basically: a toaster or a pocket watch.
 

PapaPetro

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That being said, this is Early Access still, so this isn't a complete game. Half of it is missing. The plot ends on day 180 and there are no UFOs larger than medium at the moment. So right now, you can start a new game and play until midgame and then you can start again! Early Access sucks, but I only bought it to support development. More like a donation on my part.
This is the meat!
That's a huge bummer that they left it endgame anemic like that; it's the exact thing I wanted to see what they were going to do with the genre.
Like, it's a no-brainer how to do an XCOMlike up to midgame, but the variations come in the endgame with the existential escalation of the threat(s).

Smells like a tech demo for Æternal Early Access
dollars.png
...
:negative:
 

Atlantico

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That being said, this is Early Access still, so this isn't a complete game. Half of it is missing. The plot ends on day 180 and there are no UFOs larger than medium at the moment. So right now, you can start a new game and play until midgame and then you can start again! Early Access sucks, but I only bought it to support development. More like a donation on my part.
This is the meat!
That's a huge bummer that they left it endgame anemic like that; it's the exact thing I wanted to see what they were going to do with the genre.
Like, it's a no-brainer how to do an XCOMlike up to midgame, but the variations come in the endgame with the existential escalation of the threat(s).

Smells like a tech demo for Æternal Early Access
dollars.png
...
:negative:
I think the devs are very wise to get the fundamentals correct before adding meat on the bones. X2 is 85% a tactical game, 14% strategic and 1% plot.

The tactics are now today at this moment very solid IMO — there's still some balancing to be done e.g. add more features like prone, more weapons, aliens etc, but honestly I wouldn't even bother playing the game now if the tactical part wasn't perfectly playable. Fortunately the tactical part is mature.

The strategic part certainly needs more development, air combat and base management could see more depth and I think that it will.

The endgame is TBD. It's what it is, and I'd expect at least another 6 months before this is released. Usually I never touch Early Access games and honestly I'd rather wait until this one is released, but I like playing tactical missions even if they are open ended so to speak.

It sounds like you should wait until the game is released.
 

Taka-Haradin puolipeikko

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https://store.steampowered.com/news/app/538030/view/3766758277171082668
Xenonauts 2 October Development Update!
It's time for our regular Xenonauts 2 development update. Here's what the development team has been busy with this month!

Milestone 2
Our main focus this month has been Milestone 2, which is undergoing testing on the Experimental branches. This is now feature complete - we're concentrating on bugfixes and balance changes while we wait for a few more maps / art assets / research texts to be completed. We're expecting to be able to release it onto the default Steam branch a couple of weeks from now, about halfway through November.

Milestone 2 contains a lot of updates, including several new types of tactical mission, a new UFO type, and some significant changes to the early part of the campaign to expand the role of the Cleaners (there's more details about this in our previous development update).

Air Combat Rebalance
One thing worth mentioning in more detail is our rework of the air combat. We've implemented a more freeform equipment system for Xenonaut aircraft and then rebalanced the air combat itself so it rewards skillfully maneuvering your aircraft in a similar way to the original Xenonauts, while also trying to remove a few of the more abusable tactics (e.g. it's no longer possible to continually use evasive roll to circle-strafe around an enemy).

This means the overall balancing pass has touched almost every part of air combat. We've tried to create distinct identities for all the different types of weapons you can fit on your interceptors, make the different UFOs pose different challenges to the player, and added some new UFO weapons and aircraft equipment to increase variety.

Of course, many people prefer to simply autoresolve the air combat - and this is one of the ongoing balance issues we're aware of in Milestone 2. Making the game playable for people who only use autoresolve has led to the air combat being a little too easy for people who use only manual autoresolve, so we're going to be working to fix that over the next week or two.

AI Improvements
We've also started upgrading the AI this month. We begun by focusing on the civilian AI, as they currently don't behave in a very realistic way - as MANY players have noticed! I'm not sure if we'll have a patch ready for Milestone 2, but if not then we should have noticeable improvements in place for Milestone 3.

Additionally, many of the issues we've found with the civilian AI were caused by problems with the general AI model - which means fixing them will make the aliens a bit smarter too!

Loading Times & Unity Upgrade
Another thing we've been actively working on is improving loading times, with the eventual goal of reducing load times by roughly 50%. The good news is that we're making steady progress here, but the bad news is that players are unlikely to see any improvements until Milestone 3.

This month we experimented with stripping some further data out of our saved game format and found this sped up loading times by 25%-30% on our current (very outdated) version of Unity. However, when we tested this change in a more modern version of Unity, we found something interesting: load times were sped up by 25%-30% even if we disabled our change. It turns out recent versions of Unity have optimised that part of their loading process already.

As upgrading Unity will also bring a lot of other improvements to the game (e.g. better performance, proper support for borderless window mode, etc), we're planning to do that as part of our plans for Milestone 3. In the meantime, we're working on multithreading as a way to deliver the remaining ~25% loading time reduction.

Conclusion
Although there's plenty of smaller things I could talk about, I'll end things here. I think we've had a productive month overall, and personally I've particularly enjoyed seeing progress towards fixing some of the largest remaining problems raised by players at launch (slow loading times, bad civilian AI, the air combat needing more work).

As always, thanks for reading - I'll write another post next month!
 

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The game is pretty fun now. It has been improved a lot. The best part is that early games have been expanded a lot with the Cleaners. And the new kind of missions, like VIP escort etc.
 

Taka-Haradin puolipeikko

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Milestone 2 Update Released!
Our first major Early Access update to Xenonauts 2 has now officially been released - please be aware that this update breaks existing save games, but if you want to keep playing your existing campaigns please switch to our Legacy branches where you can keep playing Milestone 1 (instructions on how to do so here.)

We're going to be watching the Steam forums carefully for feedback and bug reports, so please let us know if you encounter any bugs or other problems!

As we've made a LOT of changes to the game in this update, I'll start by highlighting the most important improvements here with a little developer commentary (the full changelog is further down).
Key Changes:
Cleaner / Early Mission Rework:
A lot of players mentioned that the pacing in Milestone 1 felt off. Many people liked the addition of the Cleaners, but felt they were barely involved in the game. They didn't feel threatening, and their whole storyline could be completed in as little as two or three missions. This contributed to an overall feeling of being rushed through the game content.

We've extended the playable time to 200 days by adding additional content to the beginning of the game. Most of this is related to the Cleaners, with a number of extra tactical missions and mission types being added to make the most of the unique opportunities provided by having an alien-aligned human faction in the game.

The storyline of the game has been rewritten to reflect this. We've returned the player to being a silent protaganist, and introduced The General (the predecessor of the Commander) as antagonistic character that appears in the tutorial and the first mission. The early game now has a little more narrative than it did previously, and it's worth replaying the tutorial if you're interested in the lore.

The entirely new mission types include Rescue Soldiers, Convoy Ambush and Rescue VIP, but in general we've created a larger pool of Cleaner missions (with more map variants) that can be randomly chosen. You'll now spend more time fighting the Cleaners, and there should be enough variety that it does not become boring or repetitive!

Panic & Funding Rebalance:
On harder difficulty settings, Milestone 1 had an issue where the player was forced to spend a large amount of their income building new bases and aircraft right from the very beginning of the game - otherwise Panic would rapidly get out of control, either causing you to lose the game directly or causing your funding to drop significantly. There was therefore only one "correct" way to play the strategy layer, which made the game less fun.

We've made several changes that give players more initial flexibility. Panic now drops by 10% per region at the end of each month, and funding is now no longer affected by Panic level (provided you haven't lost the region). Of course, expanding early is still a very strong strategy - but you can now experiment with other options too.

Probe UFO:
As the "Cleaner phase" at the start of the game is now quite a lot longer, we had to push back the point where the Scout UFO began to spawn. This meant we needed to add a new UFO to the early game that didn't produce crash sites or unlock too much advanced technology.

The new unmanned Probe UFO appears in the very early stages of the game. This small UFO does not create crash sites, but instead creates wreckage that awards a small amount of Alloys when shot down. Because it is relatively weak, we also use it as an early-game escort craft once larger UFOs start to appear.

Aircraft Payload System & Air Combat:
In Xenonauts 2 we want the aircraft equipment loadouts to be more varied and flexible than they were in Xenonauts 1, giving the player more space to customise their aircraft to fight in different ways.

Interceptors no longer have fixed weapon slots that can only take particular types of weapons. Instead, they can now carry a much wider variety of weapons and equipment - but they have to respect a total Payload limit (i.e. equipment weight).

There's also been a significant amount of balancing work done on the air combat itself, making the difficulty curve of the invasion fairer and making the air combat battles themselves more engaging.

"Heavy" Soldier Armour Variants:
One of the less cool things in Milestone 1 was that you could research advanced new armour types and then discover that many of your soldiers just weren't strong enough to use it (the Guardian was the worst offender here). Conversely, stronger soldiers had little opportunity to carry heavier armour beyond equipping the armour plate module (which filled backpack space).

Each type of soldier armour in the game now has a "heavy" variant that is enabled by a checkbox. This provides extra armour, but also adds extra weight (and usually reduces Accuracy slightly). This gives the player more choice when equipping their soldiers, and allowed us to consolidate the starting Tactical Suit / Defender Armour into a single item.

Civilian AI Improvements:
Players frequently complained about how incredibly dumb / suicidal the civilians were in Milestone 1, so we decided to fix this.

We fixed several bugs that were interfering with the AI (which should make all AI units a bit more effective) and then we worked on the civilian AI specifically, to make them behave in a more realistic manner. This work also lays the foundations for upgrades to the alien AI in Milestone 3.

CHANGELOG - Gameplay Changes:
Economy:
  • Cash can now go negative on the strategy layer due to upkeep / wage costs. If you have negative funds after receiving your monthly income for two consecutive months, you lose the game.
  • Funding is no longer dependent on Panic level (unless the region is actually lost).
  • The starting base has one less Hangar and one less Angel interceptor.
  • Aircraft are slightly more expensive to build, and you now have to pay for their equipment items indvidually.
  • Cost for constructing new bases has been reduced from $750k to $500k.
  • Soldier cost increased from $10k to $20k.
  • Upkeep on base structures and aircraft increased by 50%.
  • Upkeep costs for upgraded buildings (e.g. Alenium Generators) reduced to match those of their basic equivalent.
  • Slightly updated the construction cost and sell prices of all manufactured soldier weapons. Shotguns and Rifles are now slightly cheaper, Gauss weapons are more expensive, and Lasers & Gauss weapons have higher starting sale prices.
Alien Invasion:
  • Panic now falls by 10% of the current total in each region at the end of the month.
  • Shooting down a UFO now reduces Panic by -1, rather than -2.
  • The Cleaner Base no longer continually spawns Panic-raising anomalies on the Geoscape until destroyed. Instead, the Cleaners generate regular tactical missions on the Geoscape that will raise Panic if you do not complete them (these stop when the Cleaner Base is destroyed).
  • Most alien activity now occurs a couple of weeks later than it did in Milestone 1, as this makes space for the extra Cleaner missions. There's a couple of extra early-game research projects to fill this space.
  • The new Probe UFO is the first type of UFO to spawn. It is unmanned and so does not generate crash sites, and is weak enough that even a basic Angel can take it down relatively easily. Because the player only starts with one Angel and missiles / torpedoes now need to be researched, Scout UFOs are quite a lot more dangerous than they were in Milestone 1.
Air Combat:
  • All aircraft equipment now has to be built individually for your aircraft, rather than being unlocked as a global upgrade.
  • Most weapon damage values have been changed to take into account the new slot system on the interceptors.
  • Updated the stats on most UFOs and updated their weapon loadouts, including adding a new "hunter-killer missile" weapon to some types of UFO.
  • Missiles and Torpedoes are no longer starting items and need to be researched.
  • Added two new equippable items for aircraft - Armour and Fuel Pods.
  • The UFO health balancing system that would occur based on the number of aircraft in your squadron has now been disabled, as it seemed too easy to exploit.
  • Damage dealt by UFOs is now modified by the difficulty setting, ranging from 80% of normal on Recruit to 120% of normal on Commander.
  • The autoresolve damage of certain weapons is now reduced against targets that can evasive roll, as the autoresolve formula could generate some strange results where powerful but easily dodged weapons were involved.
  • All UFOs now use a dynamic battlefield in the air combat, where it moves based on the position of the main UFO. This prevents them flying off the map entirely.
  • When an interceptor runs out of fuel and chooses to retreat from combat, it now does the updated Retreat action where it escapes after 3 seconds (rather than the old retreat action where they need to fly to the edge of the map).
Heavy Armour:
  • All soldier armours now have a "Heavy Armour" checkbox that increases the protection offered at the cost of additional weight and a small Accuracy reduction.
  • Defender Armour has been removed, as it is now the heavy variant of the starting Tactical Armour.
  • Armour Plate modules have been removed, as this new system makes them redundant.
Tech Tree:
  • Added a number of new projects related to the new content in this patch.
  • All research projects should now have research text, and various existing projects have been edited to reflect the updated story.
  • Autopsies are no longer autocomplete missions, and can be researched after completing Xenobiology.
  • Completing an autopsy research unlocks "Corpse Analysis" engineering projects for that alien species. This consumes corpses to provide a 10% and eventually a 20% damage bonus against that type of alien.
  • Assault Shield upgrade project has been moved earlier in the tech tree, and now unlocks at a similar time to Guardian armour.
Weapons & Equipment:
  • Modules can now be moved around inside the backpack, and dropped / picked up from the ground in battle.
  • Ammo loaded into weapons now has weight. We have therefore also reduced the weight of all weapons by roughly the weight of their default ammo clip.
  • Rebreather module added as a starting item. This makes units smoke immune.
  • Stun Baton is now a starting item.
  • Stun Baton and Combat Knife are now 3x1 items rather than 3x2.
  • Machinegun ammo is now 2x1 rather than 1x1.
  • Machineguns now require 51% TU to fire the 3-round burst, not 50%.
  • HEVY now uses %-based fire modes, like all other weapon types.
  • HEVY has been reduced in weight.
  • HEVY grenades no longer inflict reduced damage if they miss the target and detonate beyond the maximum range of the gun.
  • HEVY Smoke Rounds no longer destroy enemy armour.
  • Added unique artwork for the HEVY Alenium / Fusion grenades.
  • Added unique artwork for all the different Gauss weapon ammo magazines
Tactical Combat:
  • Civilian AI has been updated to make them less suicidal.
  • Crouching now provides a 10% Accuracy bonus, but only 10% defensive bonus (down from 20%).
  • Units have their Accuracy reduced by 0.25% for each 1% of missing Health. This also includes soldiers who are sent into battle not fully healed!
  • Stun Damage now heals more quickly (the greater of 25% of current Stun HP, or 5 HP).
  • On Xenonaut Base Defence missions, the player is now given vision on all alien units after 10 turns.
  • Time Units costs for fire modes now have a minimum of 1 Time Unit, as hugely overloaded soldiers were able to fire their weapons an unlimited number of times.
  • Time Units are no longer refunded if an overweight soldier drops an item to reduce their TU penalty, as this permitted an exploit where units could use multiple 51%+ TU actions per turn. However, overweight TU penalties are only applied when you close the inventory screen so you're free to shuffle items about as long as the weight is at acceptable limits when you close the screen.
  • Fleeing units now drop their Secondary weapon in addition to their Primary.
  • Berserking will now always choose a random inanimate object as a target if no alien is nearby, and the soldier may recieve some bonus TU that allows them to fire more than normal if they berserk.
  • Laser weapons now have significantly reduced recoil compared to kinetic weapons for flavour reasons.
  • Grenades now always damage shields if the unit carring the shield is in the blast radius.
  • Shields will offer protection from grenade damage, but only if they're facing towards the tile where the grenade exploded.
  • Jetpack move costs have been increased slightly, which means soldiers will now only use the jetpack if they cannot walk the path instead.
  • Increased the damage multiplier required to gib units with a normal attack from 2x their maximum health to 2.5x their max health.
  • Accuracy of Rifle burst fire modes has been increased from 40 to 45.
Tactical Aliens:
  • Secton Psionic Triangulation now triggers when Sectons are near Psyons, rather than near other Sectons. This means they're less deadly if you encounter them in a group in early missions but equally threatening once Psyons start appearing.
  • All Cleaner units have lost -5 Accuracy and -10 Time Units, as their stats were similar (and occasionally stronger) than those of the aliens.
  • Reapers now have 70TU (from 60) and 75 Reflexes (from 50).
  • Sebillian Bravery increased to 70 (from 50).
  • Wraith Strength reduced to 55 (from 60) and Bravery increased to 60 (from 50).
  • Servitor weapon has been reduced from 70 Suppression to 30 Suppression.
  • Increased alien HP to counterbalance the corpse analysis damage increase. Early-game aliens have no increase, mid-game aliens get +10% HP, and late-game aliens get +20% HP.
Usability / Visual Changes:
Strategy:
  • The icon for the Skyhawk dropship has been updated so it doesn't look like it is flying backwards.
  • Mission briefings now accurately display the turn limits / reinforcement timers for timed missions, even when this value is modified by the difficulty setting.
  • If you have multiple soldiers selected on the Soldier screen, clicking either the Loadout dropdown or Role dropdown will attempt to assign the new value to all selected soldiers.
  • The soldier portrait is now shown on hover on the Soldier screen soldier list.
  • On the Soldier Equip screen, if you drag an item out of a slot and drop it into empty space, it now disappears and returns to the base stores rather than snapping back to its previous location.
  • The "Items Arrived" popup will now split the list by base if items simultaneously arrive at multiple bases.
  • The Damage value for weapons on their tooltip is now modified by the ammo loaded (e.g. the HEVY shows 0 damage if loaded with smoke rounds).
  • The equipment selection menus on the Aircraft screen have been updated so they size themselves dynamically, which means they can display more weapons without having issues.
  • The "Commence Research" button on the Research screen is now visually disabled if you have no research available.
  • There's now a +5 Turn mission timer option for people who wanted more than +3 but less than +99.
Tactical Soldier Inventory:
  • You can now scroll through soldiers using the left / right arrows, or by pressing the number hotkeys.
  • Scrolling past a vehicle without an inventory (e.g. MARS) now simply skips past it, rather than closing the inventory screen.
  • Added a "Reset Item Moves" button that resets all item moves and refunds all TU spent.
  • Added a new line that shows the current TU of the soldier.
  • Improved the way items stack when dropped on the ground (usually by a dead combatant).
Tactical:
  • Added a 3D model for a military officer. One variant of this is used for The General in the ATLAS Base mission, while another is used for the Cleaner Leaders on VIP Elimination missions.
  • Units will now automatically path to the intended location if using a melee weapon or placing C4 from more than one tile away.
  • Updated the Combat Shield animations so it is held straight (especially when crouching).
  • Updated the human Pistol animations, making it more obvious that the unit is armed with a pistol rather than being unarmed.
  • Move paths for jetpack-equipped soldiers now display properly.
  • Fixed various issues with the TU reserve system (which can be accessed by right-clicking the various weapon fire modes).
  • The orange TU reserve overlay is now shown on the soldier minitabs at the top of the screen when TU are being reserved by a soldier.
  • Combat Shields now play an appropriate impact sound if hit by enemy fire, and a destruction sound if destroyed. They also play a spark visuel effect if they absorb all the damage, rather than a blood splatter.
  • C4 now shows its blast radius once laid if you hover over the detonator, and will display a "Are you sure?" popup if you try to detonate it with a unit in the blast radius.
  • Using Tab or Next Soldier to cycle through your soldiers now works correctly with soldier number 10 (who was previously being placed last).
  • The combat camera zoom now switches between five preset distances, and the alt+scrollwheel zoom shortcut should now work correctly.
  • The 3D models of dropped items are now placed within the tile to look like they are laying on the ground. Weapons in the hands of dead bodies are now also hidden (as those weapons are being shown as an item on the ground).
  • Throwing a grenade through a window now shatters it.
  • Healing stun damage with a medikit now displays "Stun: -X" rather than "Stun: X", as some people thought the medikit was causing stun damage.
  • Fixed several visual issues with the Alenium Generator objects in the Xenonaut Base defence missions.
Bugfixes:
Strategy / General:
  • Fixed a cursor offset bug that could occur if you tried to switch Xenonauts 2 between multiple monitors with different screen resolutions.
  • Fixed various issues with the following achievements: First Contact, Counterfire, Unfriendly Fire, Welcome To Earth, Future Warfare.
  • Fixed surviving soldiers being labelled as "Wounded" rather than "Survived", and not showing a recovery time.
  • Fixed a bug where you could go overcapacity when hiring scientists / engineers if you had space free at a different base.
  • Fixed various visual issues with the hair / jaw of certain soldiers and the collars of certain types of armour.
  • Removed the "do you want to save?" popup on quit if the player is playing Iron Man mode.
  • Fixed an incorrect error message when trying to build the Gauss Blaster without completing Accelerated Cannon first.
  • Fixed the visual highlight when hovering over the names of unassigned wounded soldiers.
  • If you get the "You have some empty slots in the dropship!" message when trying to launch a dropship, clicking the Assign Soldiers button now leaves you on the assignment screen so you can do the assignment (previously it incorrectly used Auto-Fill and launched the dropship).
  • Time estimates for research / engineering projects that are not in progress should now always be consistent, as previously they could change by up to an hour (depending if you were closer to the start or end of the current hour).
  • Fixed a typo on the Xenonaut base defence mission briefing.
Tactical Combat:
  • Fixed smoke and suppression damage incorrectly passing through undamaged solid walls or closed doors.
  • Fixed Combat Shields not functioning correctly or displaying correctly if picked up off the ground.
  • Fixed the Secton glowing eyes that indicate Psionic Triangulation being active not triggering correctly.
  • Fixed aliens and humans being revealed if they are stunned when the player does not have line of sight on them.
  • Fixed dead soldiers sometimes surviving even when the player has a 0% survival chance.
  • Fixed moving items around the inventory incorrectly not deducting TU in some cases.
  • Fixed units being able to shoot themselves when using Ctrl+Shift to preview move & shoot actions.
  • Fixed various issues that would occur when you pick up and drop corpse items, as sometimes the game was not properly reflecting the new location of the body (both visually and mechanically).
  • Fixed units not playing their death animation correctly if they are stunned, then revived, then stunned / killed again.
  • Fixed fleeing units dropping their weapons but their 3D model not updating to show they are now unarmed.
  • Fixed revived units still visually holding the weapon they were carrying when they were stunned, despite them being unarmed and the gun being on the floor.
  • Fixed HEVY soldiers incorrectly using 1-handed weapon animations if they switch to a pistol and then back to the HEVY.
  • Fixed the 3D models of items on the ground not being removed if an explosion destroys those items.
  • Fixed a misleading error message about uncrouching.
  • Fixed blood puddles not correctly hiding when you changed camera level.
  • Fixed camera incorrectly snapping to an alien the player cannot see going through a teleporter.
  • Fixed an issue where an unloaded weapon would display 0/0 ammo, rather than 0/X.
  • Fixed melee weapons causing the target to play their injury sound twice.
  • Fixed the player gaining 50 Alenium simply by visiting an Alien Base and aborting the mission.
  • Fixed hitbox issues with the main door on some of the larger UFOs (from Observer up).
  • Fixed an issue with the Observer UFO sometimes having invisible terrain objects near its front door.
  • Fixed destroyed doors in the Alien Base maps still showing the open / close door icon.
  • Fixed the Electroshock Rifle having the incorrect silhouette in the minitabs at the top of the screen.
  • Fixed melee attacks not causing units to rotate to face the attacker.
  • Fixed AI units that are able to crush objects by walking through them absolutely trashing the interior of their UFO / base as they patrol around.
  • Fixed teleporters triggering if you do not deliberately end your move on them.
  • Fixed the Flares not appearing for a soldier if you Tab to them after having a vehicle selected.
  • Camera Rotate buttons are no longer reversed, and now show the correct keyboard shortcut keybinds on the tooltip.
  • Fixed the click hitbox on the "Visible Enemy" head icons being too large.
  • Fixed there being a floating walkable tile in the air next to the caravans on the Desert maps.
  • The radar and other large props in the Xenonaut base (like base defence turrets) can no longer be walked inside once they'd taken enough damage.
  • Pressing C when a unit is in motion will correctly queue up a crouch icon (as if you clicked the Crouch button).
  • Fixed the generators in the Xenonaut base defence Generator Room not allowing units to path through them once destroyed.
  • Fixed the human Combat Shield jetpack animations so the shield doesn't clip through the body at a 90-degree angle when in flight.
  • Fixed an issue where the Cyberdrone frontal shield was not correctly being destroyed by explosives.
  • Fixed some issues with the dockyard warehouse rollerdoor being able to get into a broken state once opened.
  • Fixed the petrol station columns still being 100% blocking in their destroyed states.
  • Park trellises no longer block vision, as they're clearly transparent.
  • Fixed smoke tiles being visually duplicated (so looking much thicker) after loading a saved game.
Well done for reading all the way through!
 

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