XENONAUTS-2 V0.15.0 RELEASED!

This week we released the V0.15.0 series of the Xenonauts free public builds, with several hotfixes for some urgent bugs also being rolled out. This build contains a single ground combat mission and is available free for anyone who wishes to download it via GOG Galaxy. 

We’ve actually been releasing builds for a long time, but only announcing them on our forums – a total of eight builds have been released but the changelogs were not crossposted from our forums to this blog. Ultimately this was my mistake, as I tend to forget about this blog given our forums are where most of the community interaction occurs. Sadly this means that many people who just glance at our website miss out on the news, so moving forward I will be making more of an effort to keep the blog updated. But if it looks alarmingly quiet on the blog here then remember to check our forums instead!

Anyway, here’s a quick summary of the changes in the V0.15x builds:

  • We’ve rewritten the map editor and started creating new tilesets, so the build now contains a single new map in our new Military Base tileset. Hopefully the addition of buildings makes it feels a bit more like the old Xenonauts!
  • I got an actual artist to do some work on our branding, and he’s done a much better job than I ever could. I’ve emailed GOG to ask for assistance on how to get the desktop icon appearing correctly, but you can see what ours looks like in the game directory executable itself.
  • Like in X1, we can now control where different types of enemy spawn; e.g. alien command units can be set to spawn within certain buildings and not sprint out and fight you like they did before
  • We’ve changed the way cliff edges work, so they’re no longer made up of “walls” but instead fill a full tile … which means they have more depth and look nicer (they’re technically now props). Let us know if they act weirdly as a result.
  • You can climb on top of cliffs on special “ladder” cliffs. Use the mousewheel to move the tile selection UI up a level and then you can path up there as normal.
  • The Xenonauts now arrive to battle in a (experimental) helicopter. Needs a bit more texture work on the interior but it’s a nice addition.
  • Your soldiers are no longer eight identical clones, but eight real characters from the strategy layer! This is less amazing than it sounds though, because they’ve all got identical stats just like before … but the code for loading soldiers from the strategy layer actually does work now.

Instructions on how to get the builds can be obtained here: http://www.goldhawkinteractive.com/forums/index.php?/topic/13499-xenonauts-2-free-public-builds/

If you’re interested in the full changelogs, it can be found here: https://www.goldhawkinteractive.com/forums/index.php?/topic/19316-xenonauts-2-version-0150-public-combat-test-released/

Builds are being released every two weeks, with the next one being due on Tuesday 23rd Jan (due to the festive season). Please give the game a test and leave any comments you may have on our forums – all feedback is useful at this point in development! Hope you enjoy it!

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