Xenonauts 2 - DigitalEccentric
Hello everyone and welcome to 2023!

December was a good month for the project even though it was curtailed by the Christmas holidays, as we released V25 and then opened the game up to the first wave of open beta testers. We didn't add many new features as most of our time was spent gathering community feedback and fixing bugs identified by our new (and old) testers, so I'll instead talk more broadly about what we're going to be working on in the next couple of months.

Open Beta

The first thing to say is that the open beta has already been extremely helpful. We started by inviting a small group of new testers (50) and asked them to post up their initial impressions of the game, and report any bugs / issues they encountered so we could fix them.

The response has been really good so far. Thankfully, the initial response to the game has been almost universally positive (i.e. nobody saying that they didn't enjoy the game, or that it felt too similar to Xenonauts 1 to be worth playing) but we've also received a lot of useful feedback about what people do and don't like about the game. Stability is generally pretty good but there's still a LOT of bugs reported that we're currently working through - every bug fixed makes the game feel better to play!

As we release future builds we'll be inviting new players to join the Open Beta so we can maintain a continual stream of "first impressions" posts, but we'll probably only be inviting 50-100 people for each new build. However, if you're not lucky enough to get an invite, fear not, we have a surprise coming that you'll find out about in a couple of weeks.

Upcoming Work

The dev team will mostly be spending their time working on the surprise, which we’ll share more details on Soon(™). Another primary goal is to get the tutorial implemented - veteran testers have already said they would find it helpful, so I imagine new players will be entirely lost without it! This is a quick 5-minute sequence that covers the plot events immediately prior to the start of the game, and introduces the player to the key controls for the Geoscape and tactical combat.

In other news, we're also going to be improving the difficulty settings so that people can better adjust the challenge to their level of expertise, further balancing work, and working on fixing as many of the reported bugs / usability issues as possible.

The project is entering an exciting period now and I wanted to say thanks to everyone continuing to read and contribute. Hope everyone had a good holiday!
Xenonauts 2 - DigitalEccentric
November is over so it's once again time for our monthly dev update. We've had a productive month here overall, making numerous improvements to the game and adding in several new features too.

Public Releases

We continued patching V24 this month, eventually releasing V24.7b onto the standard Steam branche. We got a lot of useful feedback on balancing from the community and I'm actively playtesting V25 at the moment with the intention of releasing it either later this week or some time next week.

V25 is going to be our first open beta build, although it'll spend a few days with our existing community beforehand so we can find any critical bugs in it before we begin the open beta. The first (small) wave of invites will probably therefore be going out in mid-December.



Alien Abilities

The biggest new feature we implemented this month were the remaining alien racial abilities. These are a bit more "active" compared to the alien powers in the first Xenonauts, with the idea being to pose interesting tactical challenges for the player. I'll give a couple of examples to show you what I mean.

The first is the Wraith, which in Xenonauts 1 could teleport around the map (not particularly funny when you were trying to find the last alien in an alien base, etc). Now they instead have an ability called Cloaking Field, which reduces Accuracy by -2 for each tile of distance when shooting at a Wraith. However, Cloaking Field is disabled for the remainder of the turn when the Wraith takes damage from any source.

The second is the Cyberdrone, a late-game alien unit which has heavy frontal armour and rotates in the direction of any sound - gunshots, footsteps, explosions, etc. Using multiple soldiers (or just throwing grenades behind it) allow you to expose the weaker rear armour and can make it easier to kill.

Hopefully this illustrates what we're trying to achieve - basically to make the player think more closely about where to position their soldiers and what attacks or equipment to use. While these abilities still require quite a lot more testing and polishing, once we have them working properly the gameplay will hopefully be richer and the aliens more memorable.

Soldier Equipment

In V24 soldiers have an equipment slot called the "special" slot (also known as the "undersuit" slot). This is basically an additional item slot where you can carry one item that gives the soldier a particular bonus - e.g. extra armour plates to boost survivability, a tactical visor to boost Accuracy, a mind shield to boost defence against psionics, etc.

As this system hasn't added as many interesting choices to the game as I'd have liked, I've spent this month updating the soldier inventory. Soldiers now have a Primary weapon, a Secondary weapon, and a single 5x5 "vest" grid which contains all the additional items they want to carry into battle (ammo, grenades, extra weapons, etc). Importantly, all the items that previously went in the special slot are now 2x2 items that fit into the vest grid like any other item.

I've been playtesting this over the past few days and I think it's a really fun change. The backpack wasn't really being used that much before, but now vest space (and the carrying capacity of the soldier) are much more important, even at the start of the game. Is it worth giving up that spare ammo magazine and two grenades for +5 Accuracy? It all depends on how you want to set up your soldiers, and it's a system I'm looking forward to discussing and balancing further during the open beta.



General Development Progress

Other than my work on the two systems mentioned above, most of my time this month has been spent discussing the gameplay experience with our community and ironing out various smaller gameplay / usability pain points in the campaign. General feedback on V24 was pretty good but there's clearly quite a few aspects of the game that are interfering with people's enjoyment of it; many of these should be improved in V25.

There's been several content updates to the game, too - the Engineering screen has now been re-skinned into our new UI style, the updated Arid biome is now present (with eight entirely new maps), and the dropships have been retextured in the tactical combat. We've also been busy planning out the tutorial and creating the map required for it, and we'll start work implementing that in December.

Finally, we've been working on the load times for the game, and have hopefully now fixed the issue where Windows would think the game had frozen and invite you to terminate the process if you had alt+tabbed out while the game was loading.

So overall a rather productive month. I'll wrap up this update there, and hopefully we'll be seeing some of you in the open beta during December! Since we'll be closed for the holidays, December's update won't be published until the first week of January.
Xenonauts 2 - DigitalEccentric
Hello Hello!

It's time for the monthly progress update. The big news this month has been the release of V24, which is now coming to the end of its testing period and should be released onto the default Steam branches in the next week or two (rather than being on the Experimental branches).

General Progress

V24 seems to have been received well by our community. It's the first time the community has seen large chunks of our new UI and some of our improved combat environments, and the game has generally been tightened up in a lot of ways. It's now feeling increasingly solid - although there's still a lot of balancing and polishing left to do to make it a genuinely good strategy game that really rewards the time you put into it!

However, as the first public release we've put out in about five months, V24 had some stability issues and we've spent much of the month fixing them up. Although this is obviously very important work, it means we've not really been working on big new features on the coding side of things. However here's some of the things we managed to get in anyway:

  • The Research screen has now been skinned in the final UI style. The Engineering screen is next and I've spent quite a bit of time this month with our UI artist trying to finalise the design for that screen. We're pretty close to that being done.
  • Most of the tiles for the Arid biome for the tactical combat are now largely done, so the only remaining work on the environment art is the remainder of the Soviet Town biome and then a final visual pass on the dropships and UFOs. I'm working on the level design for the Arid biome at the moment so hopefully it'll be in V25.
  • I've written another ~8 research projects or so.
  • We've added a system so that the sell value of items can gradually decline as you sell more and more of them. I'm going to be using this as soft pressure to discourage players from grinding too many crash sites (doing so makes the game very repetitive), as the returns will eventually fall below the Airstrike / Bounty value of the crashsite.
  • We're working on smoothing the loading process so the game doesn't keep throwing the annoying "This game isn't responding" messages in Windows if you are playing in a window.
We're planning to start work on V25 relatively soon after V24 is released onto the standard Steam branches. The main feature I'm hoping to include will be the racial abilities for the various types of alien in the tactical combat, but beyond that we'll just be focusing on content and general balancing / polish.



Playtest / Open Beta

As we want to expand the number of people playing the game and giving feedback / reporting bugs in preparation for our Early Access launch next year, we're going to be launching our Playtest branches when we release V25. These Playtest branches will be using the Steam Playtest function, which allows us to give users access to a free temporary version of Xenonauts 2 that will be deleted once the game enters Early Access.

This isn't going to be a proper open beta, as we'll only be inviting a few hundred people to join the Playtest with each update. We want a mix of fresh players and experienced players giving feedback on each update (as they tend to look for different things), and we know a lot of players will only want to play once and give some quick impressions / feedback and then come back and play properly when the game is done.

Unfortunately this means it's unlikely everyone who applies will get into the Playtest, as we've had quite a lot of signups already. However the picking is done randomly by Steam so if you're signed up you've got as much chance as anyone else - and if you're not signed up already, I've reenabled the signup button for the next two weeks. Just click the green button on the Xenonauts 2 Steam store page!

Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions or just want to chat! Otherwise, see you for next month's update!
Xenonauts 2 - Goldhawk
Hello everybody - it's time for our monthly progress update. There was no update last month because we were in the process of switching our marketing partner, but everything is back to normal now.
Marketing Partnership
Xenonauts 2 is now being published by Hooded Horse, a specialist strategy publisher who we think are a really good fit for the type of game we're making. This publishing deal is purely a marketing partnership, so Hooded Horse have no control over the design of the game, but they'll be handling future community updates and helping build some buzz around the game as we approach Early Access (which is finally approaching, and is planned for the first quarter of 2023).

This means you'll start seeing trailers and updated screenshots for the game in the near future, which should show off the progress we've made in recent months!

Development Progress
Development has gone well over the past two months. We recently released a tactical demo for Steam's Tacticon event, which was well received (it's still available on our Steam page for anyone that wants to play it!) and we're planning on launching our next Closed Beta build towards the end of next week.

The biggest feature we added was Abduction Missions, which are a new type of tactical mission that provides a bit more variation to the game. The aliens have captured a number of civilians and imprisoned them within teleporter pods, and you have a certain number of turns to rescue as many as possible before the timer expires and any unopened pods teleport away.

These missions are no harder than normal missions as only 50% of the civilians need to be rescued for you to win - but you gain resources for each extra pod recovered, allowing the player to earn extra resources by playing more aggressively than normal. Personally I think this makes them a nice change of pace from other mission types.

The other major feature we added was heavily requested by the community - giving grenades arced throw paths, allowing them to be thrown over cover or walls. Implementing a curved arc in an abstract 3D tile grid has been quite a knotty problem, but it's now working pretty well and it definitely opens up a lot more tactical options!

Beyond that, we've added a lot more assets, small features and bugfixes. In brief - achievements and cloud saves are now functional, lots of new terrain tiles have been added including a complete rework of the Xenonaut Base tileset, about twenty new research reports have been written, and three of the important UI screens on the strategy layer have now been reskinned in their final style, and quite a few more things I just don't have space to mention.

Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions or just want to chat!
Xenonauts 2 - PaulMode7
Greetings - July is now complete so it's time for this month's update.

Unfortunately, progress on the game this month has been somewhat disrupted by covid. All of the UK-based team members managed to get ill at one point or another, so - as you can probably imagine - this did not have a great effect on productivity.

While this meant we were not able to release Build V24 last month as planned, we are hard at work on it right now. There have been a lot of crashes to fix that have been introduced by all the new systems we've added since V23 but most of those should have been found and fixed. The team is now focussing on adding and polishing new content.

Breaking New Ground

Many of the terrain tiles we've been working on over the past six months have now been implemented and are starting to work their way into maps. This has been mentioned in previous updates but in V24 you should now see new (or revamped) buildings in various biomes such as the Jungle (which now has ancient ruins) and the Desert (which now has trailer park-style mobile homes). Farm maps now have a new type of barn and a storage shed, and the Xenonauts Base Defence missions feature a host of new tiles.



We're hoping to have the terrain tiles pretty much done in the next month or two, barring ongoing visual polish during Early Access. There's still a few base buildings that need tiles done for the base defence missions, and the Soviet Town biome is still incomplete - we're working on the buildings for it right now. Then it's just a case of checking through everything we have to ensure all the assets have the correct metadata set up etc. We've got a wide selection of tiles across a lot of different biomes now, so we should have everything we need to ensure the game has far more maps than Xenonauts 1.

Additional Art

We've also been adding other types of art to the game too - a few new autopsy paintings have been added to the Xenopedia, plus the Stealthsuit now has its final painted art. The UI update continues to progress with the Funding Report and the Xenopedia getting visual updates this month. We're currently working on the designs for the Base and the Base Stores strategy screen, and hopefully we can start to implement them later this month too.



Other Bits

There's not many new features that have been added this month because the coders have mostly been supporting other work. The map editor had become painfully slow due to all the data we've added to maps associated with the alien movement system (all the AI waypoints etc) so quite a bit of time was spent on improving performance there, and there was also work to be done related to the UI styling and functionality. Some of this is purely visual, but there's a few quality-of-life elements in there (eg the Xenopedia is now accessible in ground combat).

One thing we did add is the "tutorial notification" system, which you'll have encountered in other games -little pop-up notifications that appear at certain points in the game to explain information. For example, the first time you get a bleeding wound on a soldier it pops up a notification explaining how to heal them. Spotting a door pops up a notification telling you that you can right-click on the door to open it without walking through it, etc. The first batch of these will be V24 once Chris has had time to write out the text for them.

So that's been the progress over the past month. Not great but not exactly terrible either. Hopefully next update things will have gone more smoothly and we can talk more about our future plans in more detail!

Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.
Xenonauts 2 - PaulMode7
July has arrived and it's time to check in with last month's progress on Xenonauts 2. Apologies for slight slowness as we got this month's update in order - here's all the info…

There’s three main things to talk about this month: accessibility, the end of the game, and the release of V24.

Accessibility

We recently noticed that a lot of players were misunderstanding game mechanics, and given the people currently playing the game are Kickstarter backers who usually know the first game well, this set some alarm bells ringing at our end. As a result we've added a lot more information to the game this month, which should help experienced players easily understand how the different mechanics are interacting and should (hopefully) make the game much less intimidating for new players.



The first element of this is a "hit calculation" panel during tactical combat, which explains exactly how the hit chance of a shot is calculated (see above). This is a relatively simple change that makes ground combat much clearer, as it previously wasn't always obvious what you could do to improve the hit chance of a shot.



The second improvement is to the Xenopedia (research) reports, which now show the stats of the corresponding alien / UFO / aircraft / piece of equipment / etc. To make things even clearer, we've also added in a section for "abilities" that allows us to explain any unique properties - e.g. the basic Sebillian aliens have the "Regeneration: 20" and "Scaled Hide: 5" abilities and hovering over either of these displays a tooltip that explains exactly what those abilities do and how they work.

The result is a clear summary of what each thing in the game does. Importantly, this does not require the player to read the wall of text that comes with each research report - although lots of players like reading the lore, we suspect there's also a lot who would rather not have to!

As a final improvement here, we're also working on making the Xenopedia accessible during tactical combat via the Esc menu.



Next, we’ve added mission briefings at the start of tactical missions that make it clear what the objectives are, along with any special rules / alternate win conditions. Previously, this wasn't required because almost every mission boiled down to "kill all the aliens" but now we've started adding more mission variety via more complex objectives, it is definitely needed - we were finding a lot of people were getting confused on the non-standard missions.



Lastly, we’ve re-enabled the loading screen tips and added quite a few new tips. These are surprisingly useful to communicate minor gameplay or usability features that even some experienced players are not aware of.

What comes next on usability? The two main things we're currently planning out are the tutorial and little pop-up notifications that explain mechanics to players as they play (e.g. you can right-click on a door from an adjacent tile to open it, etc). We're hopeful the game will be fairly easy to learn and play once those systems are done, given our tooltips are already in a reasonably good state!

Operation Endgame

We've been working on the final mission of the game for a while now. Last month we blocked out the maps and worked on the fundamental code required to support two missions back-to-back. This month, we were doing proper gameplay testing on the mission which has led to a lot of bugs being fixed and quite a few amendments to the levels and the balancing.

It's now possible to unlock the final mission and win it. However, we want to make the experience of winning a game slightly more rewarding than it was in the first Xenonauts, where the game just flashed up a couple of lines of congratulatory text and then booted you back to the menu screen. We've been implementing a campaign stats panel to show the player (e.g. "Total Aliens Killed", "Total Soldiers Lost", etc) and we're also planning a more substantial epilogue to the game too.

Build V24 / Public Release

We're hoping to release our next closed beta version towards the end of this month, likely some point during the week commencing 18th July.

The eagle-eyed among you may have noticed that the things we're working on at the moment are some of the biggest things blocking an open beta / Early Access release (people need to be able to understand the game and win the campaign), and this is not entirely a coincidence. We're not going to publicly announce any plans yet but we're making a concerted effort to get the game ready for sale in the near future.

Thanks again for the patience on this - those of you who leave positive and supportive comments on these updates are hugely appreciated.

Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.
Xenonauts 2 - PaulMode7
Time once again for your Xenonauts 2 monthly development update! Thanks again for your ongoing patience as we continue our work on the game.

Yesterday we released V22 onto our standard Steam / GOG branches for backers to play, as it's in decent shape after the seven (!) hotfixes we have released for it over the last five or six weeks.

Obviously all those fixes and releases took up quite a bit of developer time this month, but there was also a lot of other progress on the project to report. The biggest new feature we've been working on is the updated tactical interface, which is a fairly complex beast given the depth of the tactical combat. The UI now looks better and is much less cluttered and (hopefully) easier to use and understand. Perhaps more importantly, it properly integrates the relevant information for the Morale and Armour systems which were added earlier this year.



Additionally, we started working with a couple of new illustrators at the start of the month to finish off the remaining research art. Three new autopsy paintings have been added this month and the final dropship has also been completed - we also amended the in-mission tiles for this dropship to improve its interior layout and fix some visual issues. Several more enemy units have had their corpse artwork painted too and that job is now nearly complete.



On the 3D front we've now managed to finish and rig all the female civilian models (meaning all the human models are now complete and set up in-game) and several alien armour variants from previous months were also rigged and added. In terms of environment, we're still working on the Xenonaut base biome because there's just so many different base rooms that need to be created, but progress is pretty good and the new assets are definitely looking like an improvement!

Beyond the tactical UI and bugfixes, the coders also found time to implement a proper re-arming system for interceptor weapons (previously the planes would instantly rearm when returning to base) and then do some work to support the final mission. In classic X-Com style, we have decided to make this a two-part mission so we needed to do a bit of work to support this - that all seems to be working. Both maps need further playtesting and visual improvements but in theory it should now be possible to properly win the campaign when we release the next build.

Overall, we feel like we've made good progress this month. We'll start to think about putting out the first iterations of V24 towards the end of next month to let those in the beta play with the final tactical UI and hopefully several more significant improvements too.

Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.
Xenonauts 2 - PaulMode7
Greetings - here is your Xenonauts 2 development update for April…

Bugfixes, Art and Tweaks

This month saw the release of Closed Beta V23 and a series of hotfixes on our Experimental Branch. This has been quite a bit of work since we previously hadn't released a new public build since November, but we are continuing to release hotfixes to fix the bugs found by the community and expect to be able to release it to the standard branches in the next week or two.

There's been a lot of improvements to the gameplay in V23 but many of them have been covered in previous updates. One nice thing we got in relatively recently was the final 3D art assets in place for the enemy Cleaners and male civilians, with the female civilians and some additional armour variants for the aliens due to arrive this month. Given there's multiple civilian outfits for the eight biomes we have in the game, that's a lot of new models - and we're glad it's now done, because getting them all set up has been rather painstaking work!

We've also gone through the research tree and added a few more research entries and some artwork to research projects where it was previously lacking. We've been stuck for a while with the artwork for our alien autopsies / interrogations, as we lost the artist who painted our existing autopsy art due to personal reasons and we'd been hoping he would be able to come back (because he was great) - and while that did not happen, we thankfully have managed to find someone that looks like they are capable of matching his art style. We'll therefore be adding more new research artwork to the game shortly.

Work has also continued on the environments. Recently we started work on the biome that is currently in the worst state, the Xenonaut Base biome. This is seen more frequently now because the Cleaners now attack your base in the opening months, and the Cleaner Headquarters mission also uses the same set of tiles, and it's currently a mish-mash of half-finished assets and different styles we were experimenting with. The new tiles are starting to take shape nicely and hopefully we'll be able to show some of them off in V24.

Among the various bugfixes and usability updates, there's also been various small features added to the game. The autoresolve for the air combat is being upgraded to better reflect what is happening in the air combat, so it doesn't throw out weird results (and if it does you can ignore the result and fight the battle manually). Aircraft weapons now also take time to rearm when the aircraft returns to base, etc.

Power Up

The biggest new feature that we have added this month is something we want to test out for potential inclusion in V24, which is an updated power system for your bases. This will allow you to improve the functioning of a building by feeding it more power - e.g. increase the range on the Radar, the research speed on your Laboratory, etc. As you can unlock better power generation buildings as you advance down the tech tree (as well as more advanced buildings that consume more power) this will hopefully create some interesting choices for the player. However, we just won't know how good the system is until we test it, so we can't make any promises about it being in the final game.

We'll keep you updated on our progress as ever so see you again for the next update!

Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.
Xenonauts 2 - PaulMode7
Hello everyone - time for our development update for March. Apologies for this being a few days late - the intention was to time the update to coincide with the release of V23 but we've found a couple of crashes which have pushed the release back. For those interested, we'll be releasing V23 on our Experimental branches at some point this week.

Chris has been focussing on campaign balancing this month, which is always a significant undertaking given a full campaign playthrough is probably 15-20 hours long (i.e. at least two full working days). Each attempted playthrough results in a number of balance changes that need to be made, bugs that need to be fixed, usability changes to be made, gameplay mechanics that need to be checked out because they may not be working properly, etc. This is critical work, but not especially interesting to talk about - we therefore don't have many "big" features to discuss in this update, so here's a general round-up.



Strategic Pressure / Orbital Bombardment

The main new change on the strategy layer is an attempt to introduce more strategic pressure. The Orbital Bombardment mechanic has made a return in a somewhat altered form, and it's now effectively a monthly performance target communicated in a slightly more thematic way. We're aware that the community had some concerns about this mechanic in the past, but this new format shouldn't cause any issues.

At the start of the month Orbital Bombardment increases Panic in all regions by a certain amount (e.g. +25 Panic) that increases as the game progresses. If any region has over 100 Panic at the end of the month it surrenders and is lost to the aliens, so the player must try to generate enough Panic reduction during the month to cancel out the Panic gain. Monthly funding from a region is tied to its Panic, so success means funding goes up and failure means funding goes down.

Panic reduction is achieved by defeating the alien invasion - shooting down UFOs and completing ground missions like Terror sites. These generate a local Panic reduction, but also a global reduction. The regions you are protecting best will have the lowest Panic but even undefended regions will have lower Panic if it looks like humanity is winning the war against the aliens.

The gameplay effect of this is much like the monthly funding evaluations that appear in every X-Com game, but it serves to reduce the amount of damage that can be caused if UFOs spawn repeatedly in undefended regions due to simple randomness, and it also ensures that the game ends more quickly if the player was underperforming (it was always a bit silly that it took 3-4 months to lose the game in Xenonauts even if you never shoot down a single UFO or win a tactical mission).

Base Defence Missions

We've spent quite a bit of time this month fixing gameplay issues to do with the Xenonaut Base Defence missions, as we've introduced a base attack on your main facility by the Cleaners to increase early-game mission variety. While this biome still looks a bit ugly (it hasn't had the visual pass yet) the gameplay is more solid.

The first thing was to get the Sentry Guns set up. These cheap and durable vehicles are only used in base defence missions, and they had some display issues that have now been corrected. Also, their LMGs should now be upgraded appropriately as the player progresses down the tech tree.

The second thing was the spawning / deployment phase of the mission, which had apparently got broken at some point in development. The player can now deploy anywhere in their base at the start of the mission except in rooms where aliens have spawned. Additionally, the alien crews are now correctly splitting into assault teams and choosing the correct type of room to spawn in. Most types of aliens spawn into Hangars as normal, but certain other types (e.g. Reapers) are able to spawn in random rooms due to their ability to climb through vents or teleport.

Other Features

We also spent more time this month on updating various strategic UI elements to our new style, and the updated graphics for the tactical combat UI may well make it into V23 too.

The Air Combat has also had a few more updates to ensure the new formation / deployment system works properly, and we've also set up the autoresolve to allow the player to manually fight the air battle if they don't like the result the autoresolve gives them. This protects players from the situation where the autoresolve unexpectedly destroys all your planes (usually due to low fuel).

The balance here has changed a bit too. There's now four classes of weapons that have different roles: cannons, missiles, torpedoes and energy lances. These have varying ranges, ammo capacities, and damage profiles vs armour and HP. The ability of an interceptor to perform the evasive roll maneuver is now also tied to the weapons they have equipped, so while energy lances are relatively powerful weapons they also make the interceptor carrying them more vulnerable to certain enemy attacks.
Finally, we've been working on the blockouts for the final mission this month too. We won't give too much away but there's a few unique rules on this mission that have required a bit of code work too. Hopefully the final mission will be playable in V24 even if the final art pass on the map probably won't happen until closer to release.

That's it for now - thanks for your patience as we continue working on getting the game into shape.

Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.
Xenonauts 2 - PaulMode7
Hello everyone - it's time for the February update! With this update being a bit early and the last one being a little late, we've only had three weeks since the last dev post but a lot has been done in that time.

Releasing a new public build is our main priority right now and so we're actively working on Build V23.

We've mostly been working on polishing the experience and improving the game balance, and we've spent a lot of time playing the game this month to help facilitate that. We've done a lot of work on the Air Combat, as we've been adding various new features to it recently (such as the pre-battle deployment phase and the different formations that UFOs can spawn in) and we've also had to make some quite fundamental changes to the code in order to fix a persistent bug where missile hits would not always be detected correctly.

Although it's frustrating that this issue sapped away quite a bit of time, having missiles occasionally pass straight through their target without exploding is clearly not acceptable in a game where it can mean the difference between victory and defeat!

There's already been a lot of tweaks to the game balance and we'll continue with these as we work on V23. The early-game Cleaner missions are now a research chain that give you a series of standalone missions which occur alongside the alien invasion rather than before it. We've also done a pass on all the UFO / tactical mission crews to ensure the right aliens are spawning in roughly the right numbers at the right time. There's been a load of updates to the tech tree, sometimes to fix things not unlocking correctly but mostly to ensure a relatively steady flow of research and upgrade projects throughout the game. The tech tree is more extensive than in X1 and this can cause problems in some instances, for example if the player is doing too many research projects between ground missions then it can get a bit overwhelming.

We've also fixed a lot of bugs / issues we've encountered while playing the game, and updated various game systems that weren't working quite right (e.g. the Sentry Guns). We've updated some more of the strategic UI to use the new visual style, various new terrain tiles have been added to the game and we've produced the final destruction states on more terrain objects. Windows have continued to be a pain to get working correctly, but when you play a tactical mission on a finished biome like the Polar biome things are looking and feeling good. It'll be nice when we have all the biomes up to that standard, but it's taking a while to churn through all the assets. We're recruiting a rigger to get our new civilian 3D models into the game, and if all goes well we'll have those in V23 too.

All in all, it's been one of those months where we've fixed far too many things to mention individually but relatively few of them are big headline features you can write about in updates like this.
Once V23 is out, we're planning to focus on a few more mechanics that set the game apart from the first Xenonauts, as we're in quite a nice place with development now where the campaign is largely functional and all the remaining work is adding in new assets, polishing what we have, and adding things to make the game more distinct from its predecessor.

The biggest thing we want to test is various more significant alien abilities that will hopefully make each alien race feel more distinctive. For instance, we're going to test whether it makes combat more interesting if the regenerating Sebillian aliens enter a "downed" state when killed, and have to be finished off within a couple of turns else they'll get back up again. Or whether Wraiths are more interesting if they can enter a "ghost" state after taking damage and take reduced damage until end of turn (although perhaps only from kinetic damage). Basically what we're looking for is abilities that cause the player to think about how they sequence their actions or encourage them to use a wider selection of equipment than they otherwise would.

That's it for this time - we're hoping to put out the first incarnation of V23 at some point during the week after next (w/c 7th March).

Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.
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