You can scroll through the descriptions by dragging them with the mouse or by using the right stick on the gamepad.
We will continue to address the issue of the text sticking out of the frame when the language "English" is selected. In addition, some text sizes will be changed as a result of this change.
Fixes
Fixed an issue where the game would stop when "Rematch" was selected on the "Battle Simulator" results screen.
Next weekend, Saturday 13th July we're hosting a GAME NIGHT where you can play CrossPlanet for a few hours. This will be using the playtest app, so make sure to request access on our steam page (You will automatically be granted access, and the playtest will be downloadable from your Steam Library on the 13th)
We'll start at 3pm US Eastern Time/ 8pm UK Time, and close access as we approach the end of the night roughly 5 hours later!
Hey everyone, we are pleased to announce the first part of a huge overhaul for BET! This update is focused on items, player interaction, gameplay, and graphics.
What's in Part I?
15 New And Unique Items
Player Revive System
New Ending Cutscene
Sound Overhaul
Enhancements To All Levels
Graphics And Performance Improvements
Added Free Look (Alt) And Point Emote (1)
Added DLSS 3.7 And Hardware Raytracing
Heaps Of Bug Fixes And Quality Of Life Changes
When is Part II Coming Out?
Part II will be coming October 1st See this announcement for more info and a sneak peek!
Why Two Parts?
Levels are a long and arduous task, and while we are building up a level catalog worthy of our first named update, we wanted to deliver the fresh content we've been working on for the past 4 months.
Thank You!
As always, thank you all so much for playing this game. We are truly grateful so many of you enjoy BET. I am also pleased to announce an additional member to the team, Ethan. He is back again for the summer and has been developing this gargantuan update alongside me. As one final note, this update will probably have bugs! We've been testing rigorously with members of our community for the past week but I'm sure some bugs got through. If you find any, feel free to report them in the discord.
Sticky insane update!!!!! New level and a few minor changes, also added a secret little thing to each insane level š.
Added sticky insane, which is unlocked by completing all of the sticky hard levels
āMain menuā button in the death screen now brings you to the level select
Optimized level resetting, not very noticeable unless resetting an insane level. Before when resetting key insane it would take my pc 195ms to fully reset the level and it now takes 39ms. Feels a lot better to reset more complex levels.
Menu toys now spawn at the center of the screen in the main menu
Added outline to checkpoint flag sprite
Default settings tweaked
Vsync now defaults to off
World and game timers default to hidden, level timer is still visible by default
Bug fixes
Made egg spikes actually work
Fixed bug where the setting description boxes would show on screen even when the settings menu was closed
Fixed bug where cannonballs would shoot through doors
Hello, Version 55 is here! This update is mainly just the Company Cruiser, an epic luxury transportation vehicle, capable of transporting an unimaginable amount of scrap all at once.
There are also two new creatures and some fixes. Also, you can buy weed killer.
Fixes:
Fixed some desync problems with the position of nutcrackers and mechs
Fixed inconsistent damage numbers or just totally whiffing when attacking creatures with weapons.
Fixed inconsistent damage numbers when hitting other players with weapons. Also increased the damage when hitting other players from its originally intended 10% to 20% to keep things similar to before.
Fixed incorrect positioning of a breaker box in the factory and vent spawn in the manor
Fixed the logic for weight so that it's not possible to have your speed increased
Fixed an issue where two players could get on the terminal at the same time, which would softlock one of them.
As Version 55 came sooner than Version 50, I suspect Version 60 will come even sooner. I'm planning a bunch of new scrap and new map tiles for the interiors. But for now, I hope you have fun with the truck. I made a truck for you.
This update is also only accessible by switching toĀ our Experimental branches (instructions on how to do so here)Ā - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!
Bugfixes:
We've removed grenades from all types of Wraith except Wraith Leaders and Wraith Officers, as the AI is now clever enough to know how effective grenades are and will use them (very) frequently. In a future update we'll add a small chance that other types of Wraith can also spawn with a grenade, but it'll remain a small chance.
Fixed another lockup that could occur during theĀ AI turn.
Fixed weapons in the tactical inventory backpack not being able to be moved to the equip slot or be dropped on the ground.
Fixed grenade throw modeĀ sometimes getting stuck displaying a 0% hit chance.
Fixed an AI bug that could sometimes cause AI units to move to a good attacking position and then just not fire their weapon.
Fixed an issue with the Harvester UFO on Dockyard maps where certain interior tiles could end up not being walkable (these were shipping containers by incompelely deleted by the UFO when it spawned).
Fixed the Fusion Lance engineering project not being cancellable.
Fixed a white square briefly appearing when assigning soldiers on the Soldier Equip screen.
Help Us Improve The Game!
Thank you so much for your continued support of Xenonauts 2! We genuinely appreciate all the feedback youāve provided. Your thoughts are incredibly valuable to us, so we invite you to share a Steam review to help us keep improving the game.
Hey, soles aficionados. Join us behind the scenes in another dev log, and help us uncover the mysteries of missing macadamia nuts because, obviously, that is the most important thing you can do in the final week before launch.
Anger Foot launches on Thursday, July 11, and it's about to rock your world. Trust us, we're totally not subjective here.