

Part of the reason that we released so many hotfixes for V22 was that many of our testers have been playing much further through their campaigns than previously, so they're encountering bugs in areas of the game towards the end that haven't yet been tested (or balanced) properly. The reception to the V22 Experimental builds overall has been very positive, both in terms of comments and the pattern of play that we're seeing from users. This is the first major update on our main branches since March (apologies for that) and we think anyone who hasn't been playing on the Experimental branches is in for quite a treat given how much the game has changed since then.

This has involved a total of 6 hotfixes, which might be a record for us!Īnyway, V22 is now out. This month we've mostly been working on turning the experimental builds of V22 into something ready to be released on our main Steam / GOG branches.

Units are generally only vulnerable to panic if Xenonaut soldiers are dying around them (particularly high-ranking ones) or the unit itself has been wounded, or if there are psionic aliens messing with their heads.īalancing is still required but overall it should be a little smoother and easier to understand than it was in Xenonauts 1.Īs November draws to a close it's once again time for our monthly update. There's now a button that allows you to spend TU in order to gain Morale, and the morale system is a bit more sensible in general. The first is that Morale always starts at 100 for every soldier, and the Bravery of a soldier (boosted by the squad commander bonus) reduces the amount of Morale damage taken when something bad happens (a soldier with 0 Bravery takes about 3x the morale damage that soldier with 100 Bravery does). We've made a few improvements relative to the first Xenonauts. This system is mostly now implemented but there's still quite a few bugs and edge cases we're working through. We actually planned not to include this in Xenonauts 2 for quite a while, but ultimately we felt the game would be weaker without it and not having it gives us fewer tools when it comes to designing the alien abilities (particularly psionic ones). The main focus of recent work has been the soldier Morale system which causes soldiers to panic when things go horribly wrong on a mission.
