Milestone 5.1.0 Released! (Experimental)

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.

This update is also only accessible by switching to our Experimental branches ([url=https://www.goldhawkinteractive.com/forums/index.php?/topic/20126-experimental-stable-branches-how-to-access-them/]instructions on how to do so here[/url]) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain! This is a quick update intended to fix many of the most serious stability / game issues reported in Milestone 5, plus a few other relatively quick fixes for more minor issues. We'll release another hotfix later this week, so please keep reporting any bugs you encounter! [h3]Gameplay Changes:[/h3] [list] [*] The Panic penalty for completing a UFO Crash Site after that UFO type has been delegated has been replaced with an Operations Point cost, which ranges from 35 (Scout) to 120 (Harvester) - hopefully this helps the system feel more like a cost than an outright punishment. [*] This penalty is now displayed in red text rather than green text. [*] Request Alloys and Request Alenium strategic operations are now only available from Phase 2 onwards. [*] The cost of a strategic operation now renders on one line when hovering over the button. [*] Updated the roadmap UI element to reflect the new content added in Milestone 5. [/list] [h3]Bugfixes:[/h3] [list] [*] Fixed certain tactical missions hanging on the loading screen at 90% loaded (this was due to map corruption and affected the Boreal, Farm, and Western Town biomes). [*] Fixed a crash that would occur when the Scout UFO Delegation popup should appear - most frequently this would occur after the Funding Report on Day 60, but could also occur when a dropship returns to base after finishing a Scout UFO mission. [*] Fixed a crash that would occur whenever a UFO or mission containing a Sebillian Elite would spawn on the Geoscape (due to a corrupted unit loadout). [*] Fixed tactical mission saves becoming corrupted as soon as a civilian had evacuated from the map (sadly this doesn't fix the corrupted saves, but it will stop the corruption happening in future). [*] Fixed a crash that would occur if you blew up an enemy unit on a roof with grenades. [*] Fixed the Raise Funds strategic operation not working correctly. [*] Fixed Engineer Supporters incorrectly displaying text saying they boosted Research project speed (rather than Engineering project speed). [*] Fixed The General providing +10 Cleaner Network Progress if captured during the first mission, causing the UI for the Network Progress to appear when it should not. Instead, he now reduces Doomsday by -10. [*] Fixed the player needing to pay monthly wages for the 15 soldiers in the recruitment pool. [*] Fixed a Cleaner soldier incorrectly surviving a sniper shot during the tutorial. [*] Fixed a Cleaner incorrectly killing your soldier with reaction fire during the retreat at the end of the tutorial. [*] Fixed the game showing a Unity logo splash screen instead of the Goldhawk / Hooded Horse logos. [/list]