Milestone 4.21 STABLE Released!

Xenonauts 2

Wage a global war of resistance against an alien invasion. Command turn-based tactical battles, build a network of covert bases, directly control your fighter wings, and achieve strategic victory in a simulation of asymmetric warfare against a technologically superior foe.

We've now released another stability fix for Milestone 4 that fixes several more bugs and balance issues (mostly related to enemy accuracy being too high). We'll continue to collect player feedback and bug reports and tweak / fix things as necessary while we work on Milestone 5. [h3]Balance / Gameplay Changes:[/h3] [list] [*] Units now only rotate when suffering damage during the enemy turn. This avoids situations where soldiers lack the TU needed to complete their planned move after taking damage from enemy overwatch fire, as they need to turn back to face the direction they want to travel. [*] Accuracy values for all aliens has been reduced by roughly 10% overall, and enemy Accuracy modifiers have been reduced to 0.8x on Recruit difficulty (from 0.85x), and increased to 1.3x on Commander (from 1.2x). Overall, this means enemies have roughly the same Accuracy on Commander difficulty, roughly 10% less Accuracy on Soldier and Veteran, and 15%-20% less Accuracy on Recruit difficulty. [*] Wraith Accuracy has been reduced by a little more than the other aliens, as their base Accuracy was so high. [*] Secton Psionic Triangulation ability now grants +30 Accuracy when active (previously +50). [*] Automed Module now heals +5HP a turn (previously +25HP). It is therefore still excellent for healing Bleeding Wounds without spending TU, but a few Medikits are now required if you want to heal badly wounded soldiers quickly. [*] Cleaner Accelerated Rifle is no longer slightly more accurate than the human equivalent. [*] One Cyberdrone has been removed from the early Psyon terror sites / retaliation missions (so you now face 1 Cyberdrone on Recruit / Soldier, 2 on Veteran, and 3 on Commander. [*] Transfer item quantities are now preserved when you switch the destination base on the Transfer Items screen. [/list] [h3]Bugfixes:[/h3] [list] [*] If the game cannot write to the save directory, it should now display an error screen instructing you how to set a new save path rather than just crashing. [*] Fixed a bug where soldiers could lose a few TU after having their movement interrupted when spotting an enemy (they were being charged for the full planned rotation, but only rotate as far as was necessary to spot the alien). [*] Fixed a bug where soldiers and equipment were incorrectly being recovered after losing a mission (which could cause soldiers to survive the battle despite their corpses being outside the dropship / recovery area). [*] Fixed an issue where soldiers on roofs / higher levels could often not find a valid move path if they were being ordered to move more than 10 tiles. [*] Fixed a bug where the Combat Shield would sometimes not disappear visually when destroyed.  [*] Fixed the Servitor playing a human injury sound. [*] Fixed the Servitor's body not disappearing when destroyed. [*] Fixed an issue where tooltips would spawn more quickly than they should in some situations (which could be quite annoying). [*] Fixed interceptor evasive roll travelling further than intended if time was set to pass at 2x speed. [*] Fixed a UI issue where it was possible to unintentionally transfer soldiers back to their own base. [*] Fixed a bug where you could sometimes be unable to rotate the camera after loading a save. [*] Fixed an issue on one of the Dockyard maps where there were some missing concrete walls on the water edge tiles. [*] Fixed a purple error texture on the damaged state of some of the sandbags in the ATLAS Base map. [*] Made the abduction tubes slightly shorter, so they fit within the shroud of a single tile. [/list]