Full notes
Full Xenonauts update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Balance
Xenonauts changes
We've just released a major update for Xenonauts, V21 Stable, which contains all of the changes made on our Experimental branch in the past three months. This will break all existing save games. If you want to continue your existing V20 playthrough, please follow the instructions in this thread. As you might imagine, a very large number of changes have been made to the game. You can find them all in this thread on our forums, but a few key changes have been highlighted below:
Lots of bugfixes
New loading screen added to the game
Updated mission debrief screen added
Lots of new maps added for aliens bases / terror sites
Spangly new UFO interior graphics
Load / hidden movement waiting times improved
TU costs for moving and shooting lowered
Firing weapons now uses % of max TU, rather than static costs as before
Weapon types have been rebalanced to act more differently from one another
AI now improved, particularly regarding psionics
Aliens now have access to a plasma shotgun
Updated final mission
New Singularity Cannon end-game weapon added
We are now planning to spend the next ten weeks purely on fixing bugs, polishing and optimising the game and improving usability. If you want more details of that, then feel free to drop in on our official forums!
Source
Changelog.gg summarizes and formats this update. How we read updates.
