Full notes
Full Xenonauts 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone - we've now released v7.21.3 onto the main Steam branch. This contains a number of improvements and bugfixes, but the most important thing it does is unify the two previous potential save paths into a single location to ensure that Steam Cloud works properly for everyone.
What changed
- Gameplay
- Balance
- UI and audio
- Server
- Performance
- Fixes
This process only copies files, and will not delete them. There's always a chance some users may experience issues with this migration, but you won't lose your game data if you do - the worst case scenario is that the game will temporarily be unable to load the data. Please report any problems you encounter and we'll look into them ASAP.
SAVE FILE / USER DATA MIGRATION:
The new location for user data is this path (also accessible via the new "Local Folder" button on the Main Menu screen):
C:\\Users\\ \\AppData\\LocalLow\\Goldhawk Interactive\\Xenonauts 2\\Saves\\
The game will automaticallly copy all your existing data across to the new location when you load it up, so most players will not even notice the change. The old files will be left in place, but will no longer be used.
If you happen to have files in both of the previous potential save locations, the game will show a popup at startup allowing you to choose which folder(s) you wish to copy across.
Finally, if you are manually setting a custom save path in the startup arguments (usually because you're saving to a network drive), none of this will occur and the game will continue using your existing custom path!
V7.21.3 CONSOLIDATED PATCH NOTES
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.
STEAM REVIEWS: YOUR FEEDBACK MATTERS
If you haven’t already, please consider leaving us a review on Steam. We’re very grateful for the feedback players have shared so far, and reviews do a lot to help the game’s visibility. They also help inform future patches and what the team focuses on next. If you’re enjoying Xenonauts 2, or just want to support the dev team, leaving a review would really help.
COMMUNITY RESOURCES
Finally, if you're interested in chatting with the devs or other players, we urge people to join our Discord server or visit our forums . There's also an official community wiki for Xenonauts 2, where you can find information to help you progress through the game.
Join the Xenonauts Community
Source
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