Full notes
Full Xenonauts 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Workshop
- Performance
- Fixes
- Maps
Xenonauts 2 changes
We've now released v7.27.3 onto the main branches, and the consolidated patch notes can be found below.
Gameplay Changes:
The Laser Weapons research entry has been updated so the displayed damage multiplier is now 120% rather than 135%, which accurately reflects the pre-upgrade damage values of Laser weapons. The research text has also been updated to better hint at the possibility of future upgrades.
Mods now no longer have a "maximum version", as this was causing a lot of false confusion about mods being out of date. Generally speaking our "major version" patches should not break mods - so a mod made in V7 should work in all versions of post-release V7. The game now only generates a warning if we move onto the next major version (e.g. V8).
Bugfixes:
Fixed a bug preventing users uploading mods to Steam Workshop via the game.
Fixed a rare crash that could occur if two squadrons simultaneously intercepted the same UFO and then one successfully shot it down.
Fixed a rare crash that could occur when moving items in the Armory.
Fixed a rare crash that could occur on UFO interception.
Fixed a rare crash that could occur when assigning a soldier to a strike team slot on the Armory screen.
Fixed a rare crash that could occur during the AI turn when enemy units were moving.
Fixed a rare AI hang related to overwatch fire against mind-controlled units.
Fixed a broken sawmill building that was causing a small number of Boreal crash site maps to fail to load.
Fixed transparent items like abduction tubes rendering below the shroud in some circumstances.
Fixed an issue where sometimes the mission briefing lines would fail to render correctly.
Fixed the jungle map stone walls having issues with their colliders.
Source
Changelog.gg summarizes and formats this update. How we read updates.
