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Steam News15 April 20262mo ago

Full Release 7.20.2 Released! (Experimental)

This update is only accessible by switching to our Experimental branches (instructions on how to do so here).

Full notes

Full Xenonauts 2 update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

32 fixes1 addition5 changes1 removal
  • Performance
  • Gameplay
  • Balance
  • Fixes
  • Events
  • UI and audio
changedThis is our second major post-release stability patch, containing a large number of fixes and improvements to the game. As there are a lot of changes we'll be giving this an extended run on the Experimental branch before we release it to the public!
changedGameplay Changes:
addedYou can now double click on a soldier on the Dropship soldier arrangement screen to be taken to the Armory view for that soldier.
changedBalance Changes:
changedYou can once again revive unconscious soldiers with a medikit. This is actually a bugfix, but I'm listing it here because it has big gameplay ramifications!
changedAutomed Module (both the standard version and the Colossus variant) now only heal 3 Stun Damage per turn, rather than clearing all Stun Damage each turn.

Xenonauts 2 changes

changedThis is our second major post-release stability patch, containing a large number of fixes and improvements to the game. As there are a lot of changes we'll be giving this an extended run on the Experimental branch before we release it to the public!
changedGameplay Changes:
addedYou can now double click on a soldier on the Dropship soldier arrangement screen to be taken to the Armory view for that soldier.
changedBalance Changes:
changedYou can once again revive unconscious soldiers with a medikit. This is actually a bugfix, but I'm listing it here because it has big gameplay ramifications!

This update is only accessible by switching to our Experimental branches (instructions on how to do so here).

This is our second major post-release stability patch, containing a large number of fixes and improvements to the game. As there are a lot of changes we'll be giving this an extended run on the Experimental branch before we release it to the public!

Gameplay Changes:

  • You can now double click on a soldier on the Dropship soldier arrangement screen to be taken to the Armory view for that soldier.

Balance Changes:

  • You can once again revive unconscious soldiers with a medikit. This is actually a bugfix, but I'm listing it here because it has big gameplay ramifications!

  • Automed Module (both the standard version and the Colossus variant) now only heal 3 Stun Damage per turn, rather than clearing all Stun Damage each turn.

  • The Colossus: Ultradense Plating upgrade engineering project no longer requires the Alien Fusion Weapons research to construct, just Ultradense Alloys (which brings it into line with what the Vanguard Armour research text suggests).

Strategy Bugfixes:

  • Fixed a crash that could occur if you were deleting save game files.

  • Fixed a crash that could occur in the Armory if items glitch and get stuck while being dragged around.

  • Fixed a crash that could occur on the Geoscape after both the interceptor and the UFO are destroyed.

  • Fixed a crash in the pre-mission soldier equip screen for the UOO missions that would occur if you double clicked the "Quantum Gateway" dropship name in the bottom right.

  • Fixed a crash that could occur when placing the Access Lift for a new base.

  • Fixed it being possible to remove soldiers from airborne dropships (leaving them permanently stuck in the "Airborne" state) by double clicking the Armory soldier list to bring up the assignment menu, and then trying to replace a soldier in the dropship.

  • Fixed the Stalker Stealth Armour incorrectly not showing the jetpack on the soldier paperdoll when equipped.

  • Fixed existing base buildings that had been upgraded by an engineering project not charging upkeep costs (newly built ones worked as normal).

  • Fixed a situation where you could be on the Game Menu (Esc) after an air combat, but be unable to interact with any of the buttons.

  • Fixed the "all Colonels on a team" achievement triggering if the team consisted of only vehicles.

  • Fixed the Data Raid mission briefings incorrectly saying the rewards were 0-200 Operation Points (it's actually 0-100).

  • Fixed the Eternal Observation research project not increasing the Training Rate, despite the description claiming it did.

  • Fixed a variety of tooltips either having typos, having misleading information, or not existing.

Tactical Bugfixes:

  • Fixed a crash that would occur if you lost ENDGAME part 2.

  • Fixed a crash that could rarely occur when loading a tactical save after having a "character conversation" play at the start of the mission.

  • Fixed a crash that could occur at the end of the ATLAS Base mission.

  • Fixed being unable to revive unconscious soldiers with a medikit.

  • Fixed an AI hang that could occur if an alien that had mind controlled a Xenonaut fell unconscious during the alien turn.

  • Fixed mind controlled Xenonauts continuing to attack like a hostile unit until end of turn if they were released from mind control during the alien turn (e.g. if the alien was killed by reaction fire).

  • Fixed mind controlled Xenonauts being able to fire their weapons even if they had no ammo in them.

  • Fixed units being able to pass through walls if there was an open door "on top" of it (i.e. sharing the same tile edge).

  • Fixed some roof edge tiles not properly causing units to fall if they were destroyed.

  • Fixed the teleporters costing 0 TU to activate manually if you right-clicked the exit teleporter rather than the one the soldier was standing on.

  • Fixed the camera not following the teleported soldier when you right-clicked the teleporter to manually teleport.

  • Fixed an issue where a teleporter would trigger if a soldier stood on it attempted to make a move that included a turn, but did not actually have enough TU to move off the teleporter, and so only did the turn action.

  • Fixed Reapers not spawning on the tile where the Zombie they hatched from just died.

  • Fixed an error in the alien spawning logic that could cause Symbiotes to spawn on the other side of solid walls from the impact point of the projectile that spawned them.

  • Fixed the Reaper Alpha corpse item being too large for the ground area, which meant that if you picked it up you couldn't put it down again!

  • Fixed the Advanced Medikit not playing a "heal" sound when used (like the standard Medikit does.)

  • Fixed some instances where fire tiles could end up floating in the air (which would occur if they were spawned by an explosion that also destroyed the roof tiles they were spawning onto).

  • Fixed a dockyard warehouse roof destruction edge frill spawning misaligned.

  • Fixed one of the alien props (the purple couch thing) z-fighting with the floor on the upper levels of UFOs.

Source

Steam News / 15 April 2026

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