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Milestone 4.22.0 STABLE Released!
We've now released a small patch onto the public branches for Xenonauts 2 that contains a few more important stability fixes.

Bugfixes:
* Fixed a translation bug that could cause frequent crashes for people playing the game in non-English languages.
* Fixed a crash that could sometimes occur when the player opens an abduction tube.
* Fixed a crash that could occur if a berserking unit kills another unit that was about to go berserk.
Milestone 4.23.0 STABLE Released!

We've released another small patch onto the public branches for Xenonauts 2 that contains a few more important stability fixes.

Bugfixes:
* Fixed a crash on the Soldier Equip screen when changing equipment. It was previously possible to drag items using both left mouse and right mouse button, occasionally leading to situations where you could be dragging two items at the same time and one would be in an invalid state. We've fixed this by disabling right-click dragging, which we don't think should cause players any inconvenience - but please let us know if we're wrong!
* Fixed an issue where the upgraded Colossus Battlesuit would revert to the un-upgraded version after a battle.
* Fixed the Gauss / Plasma turret base defence buildings and upgrade projects so they have a consistent cost and completion time.
* Added a loading screen tip about how to use TU Reserve (right-click on the desired fire mode or crouch button).
* (Hopefully) fixed an issue where the interior walls of the Western Town restaurant buildings would not render on certain PCs.
Post edited September 01, 2024 by Atlantico
Milestone 4.24.0 STABLE Released!

We're continuing to release weekly stability patches for Milestone 4 while we work on Milestone 5. This patch makes a couple of minor balance tweaks and fixes a few more gameplay issues reported by the community.

Balance Changes:
* Weight on Automed Unit reduced from 12 to 8.
* Deviation on missed HEVY shots now occurs within an arc of 50 degrees from the intended target, reduced from 80 degrees.

Bugfixes:
* Fixed a crash that could occur when loading a tactical combat save when fighting inside late-game UFOs (this was caused by smoke tiles being spawned off the top of the map, usually caused by explosions in the upper levels of large UFOs).
* Fixed certain Harvester maps having unwalkable tiles inside the ground floor of the UFO.
* Fixed a (rare) missing move path tile.

Milestone 4.25.0 Released!

We've now released another small stability fix for Milestone 4 to the public branches while we continue to work on Milestone 5. Please do report any further bugs or stability issues as we will continue to release additional hotfixes if necessary.

Bugfixes:
* Fixed a crash that would occur if you selected the MARS / ARES Rangefinder item during a tactical combat mission, then pressed Ctrl.
* Fixed a crash that could occur if you destroyed a Cyberdrone near an environmental item that would also explode (such a vehicle, or petrol station).
* Fixed the Sentry Guns in the Cleaner Base not correctly playing their death animation when destroyed (this issue keeps reoccurring, so we've tried a new approach that will hopefully fix it for good).
* Fixed an issue where units could waste TUs performing an unneccessary rotation if their planned move+shoot action was interrupted by spotting a hostile alien.
* Fixed an issue where an interrupted grenade throw would prevent the soldier re-equipping their weapon, leaving the grenade selected but without the UI showing it.
* Fixed it being possible to walk out into the empty tile directly above a ladder, leaving a unit floating in mid-air.

Milestone 4.26.0 Released!

We've now released another small stability fix for Milestone 4 to the public branches while we continue to work on Milestone 5. Please do report any further bugs or stability issues as we will continue to release additional hotfixes if necessary.

Bugfixes:
* Fixed a rare crash that could occur if a unit was killed during the enemy turn.
* Mesmerise will no longer trigger if a shot from the HEVY Launcher misses the target Psyon, but the blast kills the target anyway.



Xenonauts 2 Monthly Development Update!

Hello everyone - hope you all had a good August. Here's our monthly update on what the team here at Goldhawk have been working on.

Programming
This month our technical director spent much of his month on honeymoon, and the rest of it fixing the trickier bugs discovered in Milestone 4 by the community. Our other senior programmer split his time between bugfixes and working on our updated internal game editor (mentioned in last month's update), which meant we only had one programmer available to work on feature implementation.

Aside from the weekly stability fixes we've released for Milestone 4 and various small usability changes / AI improvements, we added a few useful gameplay features to our upcoming Milestone 5 update. One was a much-requested update to the item sale price system, allowing sale prices to slowly regain lost value as time passes, and another was expanded options for "difficult terrain" which makes it more costly for soldiers (but not vehicles) to walk through and crush plants like hay. This may allow things such as shallow water that can be waded through on the Jungle maps, making the different biomes a bit more distinct from one another.

Invasion Phases
I've spent a lot of time this month on the new "Invasion Phase" system. This divides the alien invasion into five escalating phases, with a narrative event and some artwork and a short conversation with the Operations Director and Chief Scientist at the start of each one.

The goal here is to tie the lore together and explain how the invasion is escalating, what the aliens are doing differently and how the world is reacting to it. It also allows us to more clearly explain the shifting role of the Xenonauts throughout the conflict, starting as an clandestine organisation fighting a secret war against an unknown enemy and ending as an elite military organisation leading the fight against a full-scale alien invasion.

This coming month I'll be experimenting with several mechanical changes that we're hoping to tie to the Phase System, making the Geoscape mechanics a bit less static throughout the campaign. I'm quite excited about these, but I also don't want to talk about them yet in case I disappoint someone - they're still at the prototype phase, and could be changed or abandoned entirely based on playtesting. Hopefully I'll have more to say about this next month!

Other
Other areas of the game continued to progress over the past month. We partnered up with a couple of new illustrators, one of whom painted the new "Funding Report" artwork we've used as the cover art for this post, and the other is working on environment concepts for the tactical combat. We've also added lots of small things like some new 3D weapon models, some updated textures for certain alien combatants, and new tactical biome ambient sounds.

That's everything for this month - thanks for reading!
Post edited September 25, 2024 by Atlantico
Milestone 4.27.0 Released!

This is a small stability update for Milestone 4, which fixes a bug that can cause random crashes on both the strategy and tactical layers of the game.

Although we are now fully focused on preparing our upcoming Milestone 5 update at the moment, please do continue to report any crashes or other serious bugs you encounter - we'll continue to patch Milestone 4 if necessary.

Bugfixes:
* Fixed a crash linked to soldier / aircraft items becoming corrupted. However, this crash would not occur at the point where the item was corrupted, instead happening at the end of a tactical mission or the start / end of an air combat (and possibly also on the Armory soldier equip screen). Hopefully this fix will significantly reduce the number of seemingly random crashes experienced by players!
Xenonauts 2 Monthly Development Update! - November

Hello everyone - as we're now into the early days of November, it's time for an update on what we've been working on! The short answer is this: we made good progress in several areas last month, but frustratingly slow progress in one key area that has delayed the Milestone 5 prototype.

Milestone 5 / Strategic Improvements
Our main focus is still on getting the Milestone 5 prototype into a state where we can release it in beta for public testing. We were hoping that would happen last month, but we weren't able to make enough progress on the new strategy-layer mechanics. There were a few reasons for this, but the main one was that we continued to find new bugs that needed fixing after the Unity editor update mentioned in the previous update.

Thankfully, in the second half of the month we were able to better focus on implementing our new Supporter system. This system places four VIPs in each funding region who can be recruited as supporters by the Xenonauts to provide your organisation with a variety of strategic bonuses (more funding, faster research / engineering, etc.). Or they can be turned into panic-generating Infiltrators by the aliens. If you can recruit all of the supporters in each region, you also unlock a special regional bonus.

The Supporter system itself is now mostly functional, but we're still unsure how long it'll take us to connect it to the other game systems. For instance, the Doomsday Counter that is now active in the early stages of the game also ties into the Supporter system (with alien Infiltrators generating enemy Doomsday progress, and Xenonaut Supporters slowing it). We will also need to update the Infiltration UFO missions to turn neutral VIPs into Infiltrators if successful (where previously they simply generated Panic like other types of UFO mission), and so on.

Given what happened last month I'm not going to make any promises about when the Milestone 5 prototype will be ready - I'll just say we're working hard to get it into the hands of testers as quickly as possible.

New Missions
Milestone 5 adds new mission types - crash sites for the Battleship UFO, the two-part final mission (Operation ENDGAME), and two unique plot missions that take place on an alien orbital station (which appear around the point Cruiser UFOs start appearing).

The Battleship assets and crash site maps were completed some time ago, and this month we finished the final art assets and map setup for both halves of the Operation ENDGAME mission. The first mission on the alien orbital station is also at quite an advanced stage, with the custom art assets for that map now complete, but there's still further work to be done on the second orbital station mission.

Thankfully, this shouldn't cause delays - most of the remaining work is custom art assets, and we don't need the visuals to be final for the Milestone 5 prototype builds.

Alien Updates
Last month we added a new type of alien to the game, the Biter. These small insectoid aliens are more of a living weapon than a proper new species, as certain alien units can fire them towards enemy units - at which point they will charge towards nearby hostiles and try to bite them to death. Biters will expire within a few turns of spawning and have very low HP, but a pack of them can still pose a threat - particularly against units equipped with weapons that cost a lot of TU to fire (e.g. sniper rifles).

We also continued to make changes to our existing aliens to better differentiate them from one another. The main cannon on a Cyberdrone no longer acts like a giant plasma rifle, but is instead now a blast weapon that can inflict major damage across a large area (although it is now less likely to instantly kill a heavily-armoured soldier). We'll be finishing up some changes to the Mantid and Sebillian weapons this month too, which I'll explain in a future blog.

Illustrated UI Backgrounds
One of the coolest features in Xenonauts 1 was that the illustrated backgrounds of the strategic UI screens would upgrade as you progressed through the campaign, showing the way the new technological developments you had unlocked were changing your organisation. By the end of the game, characters had futuristic uniforms and the rooms were full of sci-fi equipment. Lots of players thought this really helped immerse them in the game.

Although implementing this in Xenonauts 2 involves repainting our existing (and perfectly fine) UI background art, we've decided the feature is cool enough that we've found some extra budget for it. Handily, the programming for this feature has already been finished, so as soon as the new artwork is done we can just slot it straight into the game. We started the sketch work for the new Research screen background last week, and hopefully you'll be able to see some results soon!

I'll leave the update there for this month - thanks for reading, and hopefully we'll have some good news on Milestone 5 in the coming weeks!
Xenonauts 2 Monthly Development Update! - December 2024

Hello everyone - it's time for the November development update for Xenonauts 2. Read on to see what we were working on last month!

Milestone 5 Prototype Update
November was a productive month for us. All the core systems for Milestone 5 are now complete and we're currently in the process of testing the initial prototype, which we'll hopefully be releasing onto the Experimental branch later this week.

As always, the first Experimental build for a new Milestone is likely to be a pretty rough experience - although all the major new gameplay mechanics are present there'll probably be a lot of bugs, balance issues, and missing pieces of content that need to be patched in. If you'd rather have a more polished experience then it'd be best to wait until the final version of Milestone 5 arrives on the standard branch early next year!

Before we move on, I just want to be clear - although players will be able to unlock the final mission and complete the campaign once Milestone 5 is out, this will not be the final update for Xenonauts 2. We still want to add more polish to the game, so we're planning another major update before the 1.0 release.

The Testing Process
Most of our work this month has been addressing the numerous gameplay and stability issues encountered in our testing. Each new batch of fixes has allowed us to play further into the game, and we're currently testing the last month or two of the campaign (so fighting Battleships and doing the final mission).

So far we've been doing "strategic" playthroughs that involve auto-winning the tactical battles for speed (the average campaign is 30+ missions), but once we confirm it's possible to complete a "strategic" playthrough we'll shift to playing a full campaign including the tactical missions. Most game-breaking stability / balance issues tend to occur on the strategy layer, so hopefully this will go smoothly - but whether we release the prototype this week as planned really comes down to how many issues we encounter.

One major benefit of this testing is that all of these campaign playthroughs have given us plenty of opportunity to playtest and iterate the new strategy mechanics. We actually found the first iteration of the new Geoscape mechanics weren't quite as engaging as we'd hoped, so we expanded them a bit more and came up with something stronger! Speaking of which...

Updated Geoscape Mechanics
I personally think the updated Geoscape mechanics are a major improvement on what we have before, giving the player more things to interact with and a wider selection of possible strategies without being too overwhelming.

Players now gain a certain number of Operations Points per day (representing the off-screen work carried out Xenonaut agents), which can be spent on Strategic Operations or recruiting Supporters. Strategic Operations provide powerful instant effects, such as allowing the player to reduce Panic in a specific region or receive some extra cash / alien materials. They are not the most efficient way to spend Operations Points, but can still be very useful in the right circumstances!

Each of the six funding regions contains four Supporters, which represent key figures in the local government who can become aligned with either the Xenonauts or the Aliens. If they fall under Alien control and become Infiltrators (usually caused by successful Infiltration UFO missions), they will generate additional Panic in the local region each month - but if convinced to join the Xenonauts they will instead slightly reduce Panic in that region each month and provide a permanent bonus to your organisation.

Additionally, each region has a unique "region bonus" that is unlocked if you recruit all the supporters in that region (e.g. the North America bonus improves the quality of your starting soldiers, while the Soviet Russia one reduces your upkeep costs, etc). However, most regions also contain a single Elite Supporter who provides double the bonus of other Supporters of the same type; prioritising recruiting these Elite Supporters from the various different regions can be an alternative to racing towards a specific region bonus.

Although I think these additions work well, my own personal opinion only counts for so much - we'll be really interested to hear what the community think of the new systems once the prototype is out!

Other Additions
We also had time to work on a few miscellaneous things this month. Firstly, the tactical combat now properly supports objects falling, so we've been able to enable destruction on building roofs. Explosions can now collapse these and cause units and items to fall onto the level below.

The illustration work is now complete on the updated Research screen background art, and this month we'll be creating the "advanced" versions of this that are unlocked as you progress through the game and gain access to more advanced technology.

We're continuing to revamp the visuals of some of the weaker parts of the tactical combat. We started work on some new models for the Sebillian aliens, and we've also updated the appearance of quite a few assets in the Farm biome. Neither of these updates are currently present in Milestone 5 but both should be patched in before we finalise it.

We've made some further AI improvements and written some custom AI for the new missions added in Milestone 5, one of which is a wave defence mission. A few updated sounds have been added to the tactical combat for the new Biter alien, and also some new unique movement sounds for the MARS / ARES / Sentry Gun vehicles.

We also set up the proper Game Over screen for the various types of victory and loss. The final victory cinematic isn't ready yet, but the new UI has unique art / text / music / campaign stats / etc so still it's a lot more atmospheric than the plain popup you got in earlier versions of the game.

That's it for this month - stay tuned for the Milestone 5 prototype, and we'll be back with another update in the new year! Happy holidays!
Xenonauts 2 Monthly Development Update!
The latest on Milestone 5, and changes to the early game...
Hello everyone - hope you all had a great Christmas and a happy new year. January is now over, so it's time for an update on what we worked on!

Milestone 5
Work is continuing on Milestone 5 over on our Experimental branch. This month we released three stability hotfixes for Milestone 5, and we've spent the last three weeks working on a major gameplay update. Our initial plan was to release this a couple of weeks ago, but some of the changes we're making break existing campaigns and we wanted to avoid doing that more than once. We've therefore rolled the changes into one big patch which should be coming out on the Experimental branch in the next few days.

Our goal is to lock down Milestone 5 so the translators can begin work translating all the new text later this month, which will allow us to plan the final public release of Milestone 5.

Mind Control
The first new addition is the alien psionic ability Mind Control, which has been granted to Psyon Officers, Psyon Leaders, and Eternals. This formula takes into account the psionic strength of the alien versus the Bravery and Morale of the defending soldier, with greater distance making the attack easier to defend against. This should make alien Eternals a bit more intimidating than before, as they have very high psi-strength!

As we've experimented with several iterations of Mind Control since our original Kickstarter, for clarity -- the older alien "Mind War" ability has been removed, and the Psyon Mesmerise ability no longer has a chance to Mind Control the attacker on a critical fail. The new Mind Control ability is the only way the aliens can take control of your soldiers.

Strategic Operations / Supporters
We've also expanded the Strategic Operations and Supporters systems to address feedback about the choices becoming predictable after a few hours of play. Strategic Operations now become more effective each day they are not used - for example, the Raise Funds operation usually grants $500,000, but this increases by $10,000 for each day the operation is not used (once used, the value resets back to the default value).

Supporters have also been tweaked slightly. Each supporter now has a "protection level" value that controls how expensive it is to interact with them - if they have high protection the cost of recruiting / eliminating them is increased by 30%, whereas if they have low protection then the cost is reduced by 30%. This value changes every 10 days, with supporters having a 50% chance of being in a normal state and 25% each for high / low protection.

The purpose of these changes is to make these systems less static. Instead of just waiting until you have 150 Operations Points so you can recruit a new Supporter, the player might now want to evaluate which Supporters are lightly protected and which Strategic Operations look good value.

Writing
Over the past week or two I've been working on the plot-related writing, which has become a bit disjointed since the introduction of the plot-related missions and the Phase system in Milestone 5. We have added several new early-game research projects to ensure that the player is better informed about why the aliens are acting the way they are with regards to the invasion (mostly better explaining the limits within which they are operating), and also who the Cleaners are and why they acting the way they do.

Later in the game, I've added research text to the various projects related to UOO-1 and we've also added little intro conversations to those missions as well. I'm currently working on the research text and intro conversations for Phase 5 and Operation ENDGAME, which are the last remaining placeholder research reports in the game. I'm hoping to have that completed this week.

Early Game Rebalance
Finally, we spent a fair bit of time this month fixing some of the balance issues reported by people in the feedback threads we provided, so thanks to anyone who contributed to those whether on Steam, Discord or our official forums. One of the most common pieces of feedback was that the early game (i.e. Phase 1) felt too compressed, so we have extended this by an additional month (up to three months) and moved the Cleaner Base mission forward from early Phase 2 to the end of Phase 1.

We'll be doing another pass on game balance after we release the next beta patch, as it's quite likely that the additions from earlier in the post will affect the balance. Please keep the feedback coming and we'll do our best to improve the gameplay as we finish up Milestone 5 for general release!

That's it for this month - I'll write another update next month!
When final Milestone 5 version - on GoG ?
Xenonauts 2 Monthly Development Update!
Hello everyone - we're now into March, so here's our regular update on what we got done during February!

Milestone 5 Progress
As always, our focus has been on getting Milestone 5 ready for public release. I said in the last update that we're hoping to do this in March and we're still on track for that, although the exact date depends on how smoothly the bugfixes go over the next few weeks, and whether there are any other things worth thinking about in terms of the best timing for the update.

In coding terms, a lot of this month was spent ironing out gameplay / stability issues and tidying up some loose ends regarding new features added in Milestone 5, so although our programmers have done a lot of work there's not much in the way of exciting new headline additions for me to talk about here. However, we did find a few days to improve the shooting path calculations in the tactical combat so the permitted fire paths better match what the player would expect, particularly around doorways and corners, as community feedback suggested this area needed more polish (turns out the system had a couple of subtle bugs that needed fixing).

Writing & Art
Last month was a big month on the writing front - the writing in the game is now largely complete. This means that all research projects now have research text, the phase briefings have been revised, more tactical missions have introductory character conversations, and there should be a more consistent narrative thread running throughout the whole game. Hopefully it's now much clearer why all the factions in the game are acting the way they are.

Finishing this allowed us to send all the new game text off for translation, and we should have localised text ready for Milestone 5's public release (this was another factor that influenced the timing).

We've added some new illustrations to the game over the past month, most of which are just adding flavour art to the new UI popups related to the new Geoscape mechanics in Milestone 5. In our recent 5.13 Experimental update we also added unique illustrations for three of the five strategic operations (which should make it easier to tell them apart) and we're expecting to have the remaining two done shortly.

Community Suggestion Review
Once Milestone 5 is done we'll start looking at what's next. Alongside the last remaining features on our roadmap (Air Combat Revamp, Ending Cinematic, Soviet Town Biome, Mod Tools) we've been reading through the many, many community suggestions that have been posted on Steam, our Discord and our forums during the Early Access period.

We're now reviewing all these suggestions as a team and looking at which ones we can include in the next major update. Although we can't add every suggestion to the game, there's a lot of good ideas here and we want to thank everyone who has given us feedback and suggestions during development - we may not always have responded immediately, but we did read them all eventually!

That's everything for this update - thanks for reading, and hopefully we'll have a big announcement in the next few weeks about the public release of Milestone 5!
Milestone 5 STABLE Released! (5.22.1)
Milestone 5 has finally been released on our public branches and is ready to play! Please be aware that this update will break saves, and if you would like to continue playing your Milestone 4 campaign then you can do so by switching back to Milestone 4 on our Legacy branch (instructions on how to do so here).

Developer Commentary
This is a major update to the game which introduces several new Geoscape mechanics that add more depth and choice to the strategic layer, and also adds significant content to the end of the game (e.g. two new types of alien, a new UFO, three new plot missions, etc). It is now finally possible to unlock Operation Endgame and complete the campaign - something we'll further improve when the ending cinematic arrives in a future update! After that, we'll spend some time polishing and hunting bugs before launching into 1.0!

We're likely to do a balance pass on Milestone 5 in a few weeks, so if you've got opinions on the game's balance please let us know in the dedicated Milestone 5 STABLE Balance & Feedback thread (there's also a few specific questions in there we're asking for player feedback on, such as squad sizes, the Colossus Armour, Wraith camouflage, etc).

Please do report any bugs you encounter in the bug reporting subforums, as we'll be watching them closely to ensure we fix any issues as quickly as possible. Finally, I just want to thank anyone who tested Milestone 5 while it was on the Experimental branch and gave us feedback / reported bugs - we really appreciate your help!

KEY CONTENT:
* Battleship UFO: the Battleship is the final alien UFO. It is extremely powerful in aerial combat and is a large multi-level UFO with a large crew of the most elite alien defenders in the tactical combat - successfully capturing one therefore provides the player vast quantities of Alloys and Alenium!
* Operation Endgame: it is now possible to unlock Operation Endgame and complete the campaign with a high-stakes assault on the alien leaders. We made this a two-part mission in homage to the Cydonia mission from classic X-Com, and we created an entirely new set of terrain tiles for the first section!
* Supporter System: each of the six funding regions on the Geoscape now contains four Supporters, representing important VIPs in the local area. There are several different types of Supporter that can be recruited by spending "Operation Points", each of which provides your organisation with a permanent bonus when recruited. Additionally, recruiting all the Supporters in a region also unlocks a unique Region Bonus. However, alien activity can also cause unrecruited Supporters to fall under alien control - becoming Infiltrators, who slowly raise Panic in the local area until you assign the resources required to eliminate them.
* Strategic Operations: the same "Operation Points" can also be used for Strategic Operations, which provide an instant benefit such as an injection of cash or lowering Panic in a specific region. The value of these operations increases with time (resetting after use) - for example, the Raise Funds operation normally grants +$500,000, but this value increases by +$10,000 for each day since it was last used.
* Invasion Phases: the campaign has been divided into five different phases that better explain the progression of the invasion, with some phases introducing or removing new mechanics to reflect the changing alien invasion strategy.
* New Missions: two new plot-related tactical missions set on an alien orbital station take place towards the end of the game, adding more mission variety to second half of the campaign. One of these is an entirely new mission type - wave defence.
* New Aliens: two new alien units have been added - the Eternal (the alien leader caste), and a small melee creature with a limited lifespan known as the Symbiote which certain enemies can fire at Xenonaut units as a form of living weapon.
* Civilian Evacuation: civilians on tactical missions can now be interacted with to order them to evacuate. Doing this will cause them to run towards the evacuation zone (next to the Xenonaut dropship) and leave the map - assuming no aliens kill them on the way!
* Mind Control: several types of alien are now capable of psionically Mind Controlling your troops for a short period of time. Bravery and Morale help defend against these types of attack.

KEY BALANCE CHANGES:
* Doomsday / Panic: Individual regions do not suffer Panic in the first phase of the invasion. Instead, there is a single global "Doomsday" counter which must be kept below 100. This is mostly for narrative reasons, but it also means the player has more time before needing to worry about keeping Panic down in each individual region (so building a second base becomes less urgent).
* Base Regional Pricing: Xenonaut bases now vary in price between $500k and $1.5m depending where in the world you place them, with the optimal locations in terms of radar coverage (e.g. North Africa / Middle East, Latin America, etc) being more expensive. This means there are more viable strategies in terms of base placement, and also means new players end up with more starting funds if they unwittingly place their first base in a "bad" location.
* Panic & Lost Regions: Lost regions will now re-join the Funding Council if their Panic level is below 100 when the funding report arrives at the end of the month. It's worth noting here that the Reduce Panic strategic operation can be used on lost regions!
* 50%-150% Damage Randomisation: In Milestone 4 both human and alien weapons inflicted between 50%-200% of their Damage value when they hit the target, but this has now been reduced back down to 50%-150%. This makes armour a bit more effective at stopping units being instantly killed by a single enemy hit.
* Explosion Drop-Off: Explosion damage now falls off linearly from 100% (explosion tile) to 50% (outer edge of explosion), instead of inflicting full damage right to the very edge of their blast area.
* Destructible Roofs: Destructibility has been enabled on building roofs, along with falling and fall damage for objects / units standing on them (unless they have a jetpack).
* Reinforcements Move: Enemy reinforcements now spend 50% of their TU on movement after they spawn, and then go into overwatch. Previously they would stay clumped on their spawn point and be easy prey for explosives.

Full Gameplay Changes
Strategy:
* The strategy layer should now be properly deterministic, so if you load a save and choose not to reset the game seed (by default it does reset) then events should play out exactly the same way every time. This might be useful for tracking down some of the more elusive Geoscape bugs!
* As covered in the Key Changes section above, we've added several new strategic mechanics such as Strategic Operations, Supporters, and the Invasion Phase system. Additionally, the Base Regional Pricing and UFO Delegation system significantly change the game balance.
* A new "Geoscape Timer" UI element has been added, which tells you how many days until your next Funding Report and any other upcoming events.
* The Campaign Victory / Campaign Loss screen has been updated with proper artwork, flavour text and music. The full campaign stats (e.g. total aliens killed, etc) are now shown for both victory and loss.
* Items now regain part of any lost sale value at the end of each month.
* The introduction of Phases (see Key Changes section) has led to a rebalance of some parts of the invasion:
-- A global Doomsday counter has replaced individual Regional Panic values for the first three months of the campaign.
-- Monthly funding is much lower at the start of the game, but increases significantly once Phase 2 begins.
-- Infiltration UFO missions no longer cause Panic, but instead convert neutral Supporters into Infiltrators that generate Panic each month. Infiltrators can be eliminated by spending Operation Points.
-- Alien materials are now more plentiful in the second half of the game.
-- Added more Construction / Terror UFO missions to the timeline. These are UFO missions that will spawn alien bases or terror sites if not shot down.
-- Failing a terror site now causes -35 Panic rather than -20 Panic.

* Various updates made to the tech tree:
-- Research speed is 10% faster on Soldier and 20% faster on Recruit
-- Research project durations have been decreased by 10%-20% for projects in the second half of the game on all difficulties.
-- Added a number of new narrative research projects at the start of the game: The Cleaners, Waveform Analysis, and General Autopsy / Interrogation (depending on whether you capture him alive).
-- Added a number of research projects at the end of the game. Some of these are related to the Battleship UFO, but most are the plot-related research required to complete the game. The placeholder plot research from older versions of the game (Alien Officer Interrogation / Alien Leader Interrogation) have been removed.
-- The second-stage Corpse Analysis engineering projects have been removed, meaning there is now a single Corpse Analysis that grants +10% damage for each alien species. Interrogation research now also grants +10% damage against that species, giving a cap of +20% damage (previously +35%).
-- Engineering projects have been added to upgrade the speed of Angel interceptors to match that of Phantom interceptors, and to upgrade the speed of Phantom interceptors to match that of Gemini interceptors.
-- An engineering project has been added to improve the protection of Guardian Armour (unlocked by researching Alien Plasma Weapons). As both Stalker Armour and Colossus Armour are somewhat specialised, Guardian Armour remains the mainline armour for quite a while!
-- Added an upgraded variant of the Stun Baton called the Electroshock Baton (unlocked from Advanced Stun Weapons research).
-- The Quantum Laboratory and Nanotech Workshop upgrades now require Alien Electronics in addition to completion of the Cleaner Base mission (meaning they arrive a couple of months later).
-- The research projects for Cleaner Autopsy and Cleaner Interrogation now autocomplete and grant extra Operations Points, as the Cleaner damage bonus becomes obsolete before most people complete them. The Cleaner Corpse Analysis engineering projects have been removed for the same reason.
-- Engineering construction times increased on Gemini / Pegasus aircraft, and on Gauss / Fusion weapons.

* Various updates made to the power consumption of various base structures:
-- Power consumption of many buildings has been slightly increased, including the Hangar and Living Quarters (which previously did not require power).
-- Power production of the Access Lift and the basic Generators has been reduced (Alenium Generators remain unchanged). Your starting base now contains an additional Generator to compensate.
-- The overall effect of this is that new bases can only construct a single Hangar and Radar with the power from the Access Lift, and expanding the base further requires construction of additional Generators.

* Various updates made to the aircraft and air combat:
-- Xenonaut aircraft no longer consume fuel when fighting in the air combat (they still consume it flying on the Geoscape). The fuel mechanic rarely came into play during the air combat itself, and when it did it mostly seemed to frustrate people (or cause confusion by making autoresolve fail unexpectedly).
-- Using Afterburners in the Air Combat now blocks that aircraft from firing weapons. However, you can use evasive roll while using afterburners.
-- Torpedoes are now faster and Missiles are now slower, so the Torpedoes will hit the target first if both are fired at the same time (usually desirable because they are very effective at destroying Armour, allowing subsequent Missile hits to inflict higher damage).
-- Evasive Roll now travels a consistent distance whatever speed the air combat is set to.
-- Weapons now have a minimum fire range in the air combat, correcting for the fact that weapons actually fire from the center point of all aircraft / UFOs. This doesn't really affect Xenonaut interceptors, but it should make a big difference against large UFOs with powerful frontal weapons - these would sometimes fire when interceptor flew across the middle of the UFO, instantly causing massive damage that could not be evaded.
-- Increased the acceleration values of all aircraft in the air combat, as they were set to about 10% of their intended values (which made aircraft speed up far too slowly).
-- Cruiser UFOs now have a slightly lower top speed, as Phantoms could often struggle to catch them.
-- The weapons on the Cruiser / Abductor UFOs now do reduced damage and have smaller fire arcs.
-- The Interceptor UFO now has 20 Armour instead of 2 Armour, and has a much higher turning rate / turn acceleration.
-- All UFOs should now regenerate 1 Armour per hour on the Geoscape if damaged but not destroyed in combat (previously they would regenerate HP but never repair their damaged Armour).

* Various usability / UI changes:
-- Geoscape: Slightly increased the range of dropships to ensure they can reach anywhere in the world, as there were a few places you could put your base where it was not possible to reach certain missions.
-- Base Stores: The "Sell Junk" button is now disabled if there's no junk to sell.
-- Base Stores: Completing the Corpse Analysis engineering projects will now mark the appropriate corpses as "junk" items.
-- Soldiers: Added injured / wounded text colouring on the soldier list.
-- Xenopedia: Updated various autopsies to better display the weapons of units with integrated weapons (e.g. Mentarch).

[continues]
[continued]

Tactical Combat:
* The Civilian Evacuation system allows you to click on a civilian from an adjacent tile, which causes them to path towards the evacuation zone near the dropship as quickly as possible. This does not cost TU to use. Note that evacuating civilians will ignore any hostile units they encounter, so make sure their escape route is safe!
* Open doors now act as physical objects that block movement, vision and shooting. Units will automatically close open doors that are interfering with their move path.
* Suppressing a unit now reduces their Reflexes by 50%, which makes them easier to hit with melee weapons.
* Various fixes and updates have been made to the shooting mechanics in an attempt to reduce the number of instances where shot paths seem to pass through solid walls or travel at unrealistic angles through doors / corners etc.
* Sloped building roofs now correctly block line of sight and shots / throwable objects from all angles. All building roofs are now destructible, and units / objects will fall down to the level below if the floor beneath them is destroyed. Units suffers 25% of their max HP in damage for each level they fall, and 10% of their max HP in Stun Damage. Any unit they land on will be immediately knocked out.
* Units now only rotate to face their attacker when damaged during the enemy turn. Having rotation occur in the player turn could be frustrating, as soldiers hit by reaction fire would rotate towards their attacker and sometimes be left without enough TU to complete their planned actions.
* Performing melee attacks on hostile units now grants attribute progress towards improving Reflexes.
* Hay now costs additional TU to move through, and is crushed the first time any unit moves through them. This penalty does not apply if the unit doing so is Crushing (e.g. vehicles, Colossus Armour).
* Capturing the command room in an alien base now reveals the entire map. This now correctly triggers automatically at the start of each turn, rather than needing the player to move / rotate a soldier before it updates.
* Various updates to aliens:
-- Eternals have been added to the game on Battleships and inside the largest Alien Bases. These powerful alien units have a number of different abilities, including Mind Control.
-- Mind Control is now active on Psyon Officers, Psyon Leaders and Eternals. The chance of success is based on the Psi-Strength of the alien and the Bravery and Morale of the defending soldier, with the attack being more difficult with greater distance. The attack always occurs in the alien turn, and if successful then the aliens will take control of your soldier for one turn. Mind Control is broken if the alien responsible is killed or stunned.
-- Psyon "Mesmerise" ability can now only be used once per turn by each Psyon.
-- Killing a Psyon providing a Psionic Triangulation link to a Secton now suppresses the Secton, rather than causing a morale break (e.g. flee / panic / berserk). This should be easier to understand, and should provide the player more tactical benefits due to Suppression also removing 50% TU the following turn.
-- Some Mantids now carry Symbiote Launchers, which fire eggs towards their enemies that hatch into Symbiotes - small, aggressive melee aliens with low HP and a lifespan of only three turns. Pistols are particularly useful against them due to their low TU costs.
-- Sebillians now carry LMGs instead of Rifles, and some been issued with a special type of grenade that spawns large clouds of poison gas.
-- Wraith Cloaking Field is now inactive by default, and activates if the Wraith takes damage. It then deactivates again if the Wraith takes damage, and so on. The defence bonus per tile has increased to 3 per tile (from 1.5 per tile). This should make Wraiths a bit easier to deal with - but more importantly, it should now be possible to distinguish between different ranks of Wraith on the battlefield.
-- Wraith Cloaking Field is now disabled by stun damage (as well as normal damage).
-- Wraith soldiers now have a 30% chance of spawning with a grenade.
-- Cyberdrone cannon is now an AOE weapon that fires 3 explosive shots (damage per shot has been reduced).
-- Androns and Cyberdrones should no longer seek cover, nor back off if facing large numbers of hostile units.
-- Androns should no longer crush alien doors or walls when moving around UFOs / alien bases.
-- Cleaners are no longer hostile to civilians / local forces on certain map types.
-- AI units of all kinds should no longer clump together quite as much as before.
-- Alien units should hopefully be a bit less aggressive on Terror Missions, as we fixed a bug where seeing dead civilians would trigger them to think they were in active combat.

* Various updates to weapons and armour:
-- Increased the Accuracy penalty from wearing heavy armour from -3 to -5 for most armour types (and -2 to -3 for Warden)
-- The maximum deviation on a missed shot is now 10 degrees. As well as looking more realistic, this makes the HEVY more effective.
-- A couple of bugfixes related to the way corners (e.g. walls, doorframes) and fire arcs work for missed shots have made the HEVY less likely to unexpectedly blow up the user.
-- All thrown grenades now have 2 tiles less range.
-- Smoke grenades of all types now generate a substantially larger cloud of smoke.
-- Demolition grenades now spawn smoke and fire on detonation.
-- Cleaner Accelerated Rifle now has identical stats to the Accelerated Rifle.
-- Knife reduced from 8 weight to 6 weight, base accuracy increased from 60 to 65.

* Various UI / usability changes:
-- Settings: There's now an option in the settings to force the camera to return to its previous location or move to the currently selected soldier once the AI turn is finished.
-- Tactical: Pressing R will now reload your weapon.
-- Tactical: We've added an "abort mission" button to the tactical combat UI, as not everyone was aware you could access it through the Esc menu.
-- Tactical: The soldier minitabs along the top of the tactical UI now also display the secondary weapon if the primary weapon is a combat shield.
-- Tactical: Mind controlled units remain in the topbar minitabs (but cannot be interacted with, as if the soldier was dead).
-- Tactical: You can now set a move path to an obstructed tile that contains a unit or a terrain object under the shroud, although unit movement will end once the obstruction is revealed (this prevents players "scanning" the shroud to identify what is there).
-- Tactical: The currently selected soldier now displays with orange shading if obstructed, whereas all other friendly units display in green. This makes it much easier to see which soldier in the dropship is currently selected.
-- Tactical Inventory: Scrolling between soldiers can now be done using up / down, as well as left / right (this mirrors the Soldier Equip screen).
-- Tactical Inventory: You can now click outside the inventory panel to accept the changes and close the panel.
-- Mission Debrief: Added tooltips to the post-mission debrief screen for the soldier promotion icon, and the soldier kills icons.

* Various updates to different mission types:
-- Ambush / Cleaner Base / Base Defence: Pressing the "Commence Mission" button at the end of the pre-mission deployment phase no longer softlocks the game for a couple of seconds.
-- Ambush: These missions now reveal the position of all enemies during deployment, so you can better choose where to deploy your soldiers.
-- Data Raid: If you return all the soldiers to the dropship without having sabotaged enough computers for the mission to count as a victory, the game will now spawn a pop-up telling you this and asking if you want to end the mission anyway.
-- Data Raid: Updated the objective text to be slightly clearer about how many computer desks need to be interacted with for victory.
-- Abduction: Updated objective text so the "Eliminate all hostile combatants" line is now marked as complete if all enemy units are eliminated before the mission ends.
-- Rescue Soldiers: Added camera scroll from the target soldiers to the rest of your team at the start of the mission.
-- Terror Site: We've thinned out the number of spawn points around the dropship on most Terror maps.
-- The underground military base tileset now has pillars on the rock cave wall corners that block vision. This should helpfully clear up some of the line-of-sight issues in the ATLAS Base and the Cleaner Base missions.

Visual / Audio Updates:
* Fixed various kinds of minor visual issues in lots of different tactical maps.
* Added various new terrain tiles for the tactical combat. These are mostly alien tiles related to the new missions (e.g. Operation Endgame, Battleship UFO, the alien orbital missions, etc) but there's some visual updates to the Farm biome, new Alien Singularity Core and Alien Antigravity Generator models inside the UFOs, and a new oil pumpjack prop for the Desert biome.
* Added new 3d models for the Wraiths, including entirely new designs for the heavily-armoured elite Wraiths.
* Added Soldier Equip screen paperdoll artwork for the various advanced MARS / ARES weapons.
* Alien Magnetic LMG now has the correct 2D art, and has a new a 3d model that matches it.
* The MARS / ARES "Plasma Cannon" is now correctly called the "Fusion Cannon", and should have green rather than blue artwork and should fire green projectiles.
* MARS Smoke Launcher now has a sound / projectile / visual effect that is more appropriate for a smoke launcher.
* Alien grenade projectiles now match their artwork.
* Added artwork for the Andron Praetorian corpse.
* Updated inventory artwork for the Reinforced Shield.
* Updated preview artwork for Fusion Grenade engineering project.
* The landed variant of the UFO Scout no longer has a low-res hull texture compared to the crashed variant.
* Removed a duplicate soldier role icon.
* Added new or updated sound effects for:
-- Ambient sounds for various tactical biomes and strategic UI screens
-- Winning or losing a tactical mission
-- Accelerated and Gauss weapons
-- Alien Fusion weapons
-- MARS / ARES / Sentry Gun movement and death sounds
-- MARS / ARES rocket turret weapon
-- Dropship take-off sound on the Geoscape

[concludes]
Post edited April 01, 2025 by Atlantico
Bugfixes:
General:
* Quickload and the Continue Campaign button now both reset the game's random seed, which is default behaviour on the Load Game menu. If you've previously been testing the randomness of shots using Quickload and getting the same result every time, this bug was why!
* Fixed the "Ultimate Power" achievement (all Colonels in a squad) being unlocked if a single Colonel was present on the team, or if you play a base defence mission containing only Sentry Guns.
* The War Machine achievement now correctly reads "Equip a soldier with Vanguard armour" for all translated languages.

Strategy:
* Geoscape: Fixed a crash that could occur if a UFO destroyed an undefended Xenonaut base that had soldiers / personnel / items midway through being transferred to it.
* Geoscape: Fixed a rare multi-threading crash related to saving the game.
* Geoscape: Fixed the map not wrapping correctly on rightward movement.
* Base Management: Fixed the Laser / Gauss / Fusion base defence turrets not having a tooltip.
* Soldiers: Fixed a UI bug where selecting soldiers would cause the Training Capacity bar to decrease.
* Soldier Equip: Fixed several issues where the game could crash when moving inventory items.
* Soldier Equip: Fixed the ammo capacity tooltip being broken when comparing items on the Soldier Equip screen.
* Soldier Equip: Fixed the tooltip for the Stalker Armour showing the linked tooltip for the Wraith Cloaking Field, not the human equivalent.
* Soldier Equip: Fixed the Colossus tooltip not having enough space to display the various effects.
* Soldier Equip: Fixed the colour-coding for wounded / injured soldiers in the bottom left soldier list, as it was getting out of sync in some situations.
* Base Stores: Fixed a crash that would occur if you tried to sell a MARS / ARES.
* Base Stores: Fixed the MARS / ARES incorrectly having a $0 sell value.

Tactical Combat:
* Fixed a crash that could occur if you accidentally killed The General in ATLAS Base with an explosive weapon before he had been revealed from the shroud.
* Fixed a crash that could (rarely) occur on enemy overwatch fire.
* Fixed a rare crash that could occur if an offscreen bullet hit something while the camera was still trying to pan over to track it.
* Fixed zombies incorrectly spawning two Reapers when stunned, which could then cause a crash in some circumstances.
* Fixed an issue where a teleporter would still trigger if a unit ended a move on it due to their move being interrupted (e.g. by spotting an alien, or because of enemy reaction fire).
* Fixed a bug where most of the internal crew of Harvester UFOs were not spawning, leaving the UFO largely undefended.
* Fixed some abduction missions loading incorrect map variants with too few abduction tubes.
* Fixed a bug where soldiers would sometimes not carry out move actions even though the UI tells you there are enough TU to do so.
* Fixed a pathing calculation issue where the game would sometimes tell you a soldier lacked enough TU to reach a tile, but would then recalculate and allow a longer movement if you chose a different tile.
* Fixed some pathfinding issues for jetpack-equipped soldiers, where the game was incorrectly claiming a "path cannot be found" if the soldier did not have enough TU to reach the spot (rather than showing how far the unit could move).
* Fixed pathfinding incorrectly calculating costs for units with Crushing making moves that involved crushing multiple objects.
* Fixed interrupted soldier moves not always reimbursing the player with the correct number of TUs.
* Fixed an issue where units would sometimes not turn if attacking as part of a move >> shoot preview action, leading to their arms facing a completely different direction to their torso.
* Fixed some (but not all) instances of shroud drawing over materials with transparency, such as the glass parts of alien abduction tubes etc.
* Fixed an issue where fleeing aliens would often flee directly towards your units.
* Fixed an issue where the shroud would sometimes not be revealed on certain tiles, even if a unit walked into them.
* Fixed some displayed "hit chance" labels being offset when passing through certain types of smoke.
* Fixed some displayed "hit chance" labels being offset in certain camera circumstances.
* Fixed the issue where destroying a shipping container would often not destroy the ladder attached to it.
* Fixed an issue where certain dropped items could not be picked up.
* Fixed destroyed splinters of wood hovering in the air after destroying certain sawmill walls.
* Fixed the Psyon Mesmerise triggering incorrectly when a "missed" shot from an explosive weapon kills the Psyon.
* Fixed an issue where in some circumstances the UI would show the fire mode icons for the medikit on top of the normal fire mode icons for a pistol in the other hand.
* Fixed an issue where thrown grenades would sometimes get stuck in mid-air and explode on the wrong tile (or leave flares floating in mid-air.)
* Fixed EMP Damage and Stun Damage numbers incorrectly being shown on Commander difficulty, when normal damage numbers are not.
* Fixed the bodies of aliens that had been killed on impact in a Harvester Crash Site being placed on the empty mid-level of the UFO.
* Fixed there being an invisible and indestructible tile on the bridge of the Harvester that blocked shooting and movement.
* Fixed the move+shoot preview calculating TU costs slightly wrong on Soldier or Recruit difficulty if soldier rotation was part of the shot.
* Fixed the crashed Observer UFO hull not having a drop shadow.
* Fixed pressing "C" to crouch causing the wrong soldier to crouch if you were hovering over one of the soldier minitabs at the top of the screen.
* Fixed Cleaners attacking civilians on the Rescue Soldiers mission.
* Fixed Sebillian regeneration being visible in the fog of war.
* Fixed units being able to activate alien / cleaner consoles through solid walls.
* Fixed spacebar selecting the next soldier not working for several seconds after pressing C to crouch a soldier.
* Fixed a bug where the Large / Small body size hit chance modifiers were only causing a tiny effect.
* Fixed a bug where loading a tactical save could make UFOs briefly appear with black boxes and shroud errors.
* Fixed the Servitor pausing for too long before playing their attack animation.
Milestone 5.23.0 Released!
This hotfix contains the first batch of fixes for Milestone 5. It fixes two serious bugs - the first being that alien Mind Control effectively never fails, and the second being a crash linked to mind-controlled civilians.

Please let us know if you're experiencing bugs or major gameplay issues as we'll do our best to hotfix any problems as they arise! (We'll be releasing another hotfix with additional fixes onto the Experimental branch on Monday.)

Changes:
The ARES now moves as though it is equipped with a jetpack, and it no longer suffers fall damage.
Alien Mind Control should now not attack the same soldier more than once per turn.

Bugfixes:
* Fixed a crash after ordering a mind-controlled civilian to evacuate.
* Fixed a bug where a failed alien Mind Control attempt would cause a successful Mind Control attack on the same target immediately afterwards.
* Fixed vehicles suffering instant death from fall damage if the roof they were standing on was destroyed.
* Fixed hovering vehicles (ARES, Servitor, Cyberdrone) incorrectly suffering fall damage.
* Fixed the MARS / ARES not properly playing their destruction animation if destroyed by fall damage.
* The shot information panel (in the bottom right of the tactical UI) no longer incorrectly displays some lines in light grey rather than the normal dark grey, and the +10% Crouching hit chance bonus is now displayed in a consistent manner with the other multipliers.
Milestone 5.24.0 Released!
This is another hotfix for Milestone 5 that fixes a few crashes and other gameplay issues. We've got another hotfix planned for this week, so please do report any issues you encounter and we'll do our best to fix them!

Changes:
* Mind Control success chance now reduces by -2% for each tile between the caster and target (rather than -1%).
* Abduction tubes now stop their humming sound when opened.

Bugfixes:
* Fixed a tactical crash that could occur at end of turn, or when alt+tabbing.
* Fixed a crash that could occur when selling items on the strategy level.
* Fixed an issue that was preventing aliens from using Mind Control (introduced in the last build).
* Fixed aircraft armour plating sometimes not removing their +armour bonus when unequipped, causing the interceptor to incorrectly gain a permanent buff.
* Fixed the tactical UI soldier minitabs (at the top of the screen) displaying the name of a dead zombified soldier as "reaper Reaper Zombie".
* Fixed the crosshair / shot hit chance calculation not updating immediately if you're hovering over an enemy and then press "C" to crouch.
* Fixed some instances where some stacked shipping containers were not correctly destruction linked, occasionally causing floating containers and some other issues.
Milestone 5.28.1 STABLE Released!
This is another hotfix for Milestone 5 that fixes a few crashes and other gameplay issues. We're still tracking a small number of stability issues in Milestone 5 and will continue to release patches when we have fixes for them.

Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them!

Gameplay Changes:
* End of turn autosaves are now enabled by default (in addition to the standard start of turn autosaves), and we've cleared all existing user settings to ensure this feeds through. We're going to keep this enabled for a few weeks because we're getting a lot of end-of-turn bugs reported that we can't track down because we don't have an appropriate save. If you find these extra saves slow down the game too much, you can always manually disable them in the game settings.
* The camera is no longer forcibly locked to moving soldiers - the camera will now only move / change height level if the moving soldier is selected and the player is not manually moving the camera. This should hopefully remove the annoying camera lock while still allowing the camera to track soldiers in situations where the player would want it to happen (going through teleporters / climbing up onto roofs / etc). Please let us know if there's still situations where the camera is behaving awkwardly!
* Combat shields no longer take damage when the soldier carrying them walks through poison gas.
* Added new artwork for the Alien Singularity Core research project.
* Sped up loading times when loading a tactical save from the Load Game screen.

Bugfixes:
* Fixed a crash that could occur when loading a tactical mission.
* Fixed shot modifiers (heavy armour penalty, injury accuracy reduction) sometimes being double applied.
* Fixed soldiers initially being invisible after moving up a level via a teleporter.
* Fixed the Sebillian heal animation playing on aliens that aren't visible.
* Fixed transferred soldiers not being able to change armour if the type of armour item in their planned loadout is not present at the new base.
* Fixed the soldier HP bar for wounded soldiers on the Soldier Equip screen incorrectly rounding up, so showing some soldiers at full HP when they were still slightly injured.
* Fixed some of the objective text for the UOO Sabotage and UOO Bridge Assault missions not correctly disappearing after completion of those missions.
* Fixed various visual issues with the Western Town biome, the largest being the long-running issue with the restaurant interior walls rendering pure black (even when visible). However, there were several other more subtle rendering issues in this biome that we've also fixed that should clean up the visuals of Terror Sites.
* Fixed there being some "holes" in the walls of alien bases (this was just one particular wall tile not rendering correctly).
* Fixed some issues with the walls flickering in certain Farm barn buildings.
* Removed a filing cabinet that was obstructing an office window (but still allowing you to shoot through it) in a particular terror map.
* Fixed an issue with the text for a certain Geoscape anomaly in the German translation.
* Fixed the MARS showing age as -1 years.