[IN DEV] Xenonauts 2 GOG

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Xenonauts 2 GOG

Genre: Strategy - Turn-based - Sci-fi
Works on: Windows (10, 11)
Languages: Text: English, Deutsch, español, français, polski, Português do Brasil, русский, 中文(简体), 中文(繁體), 日本語, 한국어
Modes: Single-Player - Overlay - Cloud Saves - Achievements
Released: July 18, 2023
Size: 4.1 GB
Company: Goldhawk Interactive / Hooded Horse
Installer Version: v3.8.0_(72229)
GOG Store Page || GOGDB Page || Discussion Page

ImageThis game is currently in Early Access.
About:
Xenonauts 2 is a strategy game that puts you in charge of a multinational military organization tasked with eliminating an extraterrestrial threat. Working from the shadows, you must seek out and engage the growing alien presence wherever it appears. Expand and manage a covert network of bases across the globe. Pursue research and development to bridge the technological gap with the alien invaders. Train, arm, and command your ground troops wherever the alien threat emerges.

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It is 2009 - the Cold War continues, and the Berlin Wall still stands. In the shadows, a secret organization works beyond arbitrary political boundaries to gather information about a greater threat to humanity. Mysterious sightings of unidentified flying objects and unknown beings have grown more common, coinciding with escalating international tensions and panic. Those who report such sightings frequently disappear without a trace, and it is clear that the aliens grow bolder with each passing day. Time is of the essence.
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Knowledge is power - unfortunately, little is known about the alien menace when you take charge. You will need to engage in combat operations around the globe to learn what you're up against. Eliminate extraterrestrial forces in deadly tactical battles to recover research samples, allowing your scientists to improve your equipment and slowly uncover the truth about the alien invasion.
  • A massive variety of enemy types will keep you on your toes as you fight against a multitude of species, each with their own strengths, weaknesses, and fighting styles. Securing alien bodies to perform autopsies on will give you insights into their potential weaknesses, allowing you to prepare accordingly.
  • Aliens aren't all you'll be fighting - human agents known as Cleaners work in tandem with the extraterrestrial threat, bringing with them added varieties of troops, combat locations, and mission objectives. The Cleaners work to further alien goals and objectives, operating directly under their influence - any strike against the Cleaners is an indirect strike against their alien overlords. You will have the opportunity to gather intel by infiltrating their bases, securing data, and seeing how far the conspiracy goes.
  • Every combat engagement is an opportunity to learn more about the enemy force and how it fights - if you're willing to take the risk. Will you look to quickly eliminate active threats using explosives, grenades, and missiles, or will you take a more tempered approach to secure bodies and alien technology that can be taken back to HQ for autopsies and reverse-engineering? Will you focus on the development of airpower to bring down UFOs and investigate their crash sites for additional intel? Your adversary has the advantage in both technology and equipment – any choice you make will involve tradeoffs.
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The war against the alien force takes on a global scale - as they attack indiscriminately, your troops must be prepared to operate across the globe using multiple bases, taking time between operations to rest, recuperate, rearm, research, and eventually reengage the enemy. No two campaigns are the same as complex simulations ensure even the smallest variances in decisions will have far-reaching impacts across the entire game.
  • A small radar station in Alaska detects an anomaly over the Bering Strait. Air Bases in Kamchatka and Yukon scramble jets to investigate, chasing multiple bogeys each, bringing them down over the water. Thousands of miles away, a radar station in Italy works in tandem with response teams stationed at a base in Algeria and an air base in France to take down alien operations on the Iberian Peninsula. Meanwhile, a new base is being built in Southeast Asia where the invaders have slipped through the cracks multiple times, inciting panic. Build, design, and manage multiple bases, each with its own squadrons of fighter jets and transports, radar arrays, research teams, operatives, and more. Consider the limitations of fuel ranges when you place them and use a grid-based construction system to optimally lay each of your bases out. Specialize your bases for detection, rapid response teams, research, manufacturing, and defenses as you see fit.
  • Pursue multiple avenues of research to acquire a vast variety of aircraft, vehicles, weapons, armor, and other battlefield equipment to experiment with. Your approach on the battlefield will be determined by a combination of the terrain you're engaging in and what equipment you've chosen to bring to the field. The presence of mechanized combat platforms and vehicles can tilt many situations in your favor as they break through cover and deliver particularly devastating ordnance, though their use can come at the cost of the ability to procure valuable resources from intact alien bodies and equipment. The research tree is vast, with over one hundred projects to unlock, allowing you to take on the alien threat with your own personal strategic and tactical touches.
  • Infuse alien technology across all manner of equipment, and even develop autonomous battlefield combat platforms and sentry guns to assist with your forward operations as well as the defense of your bases. If you give your engineering teams enough time, money, and resources, you'll find yourself well equipped for the threat - unfortunately, all three are perpetually scarce. Will you rush to produce automated combat platforms to minimize the threat to your operatives? Or produce additional dropships to respond to more threats at a time? Or will you seek improved armaments for your fighters to strengthen their ability to intercept and take down alien squadrons?
  • Training centers you build at your bases allow soldiers to improve their combat capabilities during downtime, but actual combat experience is of course of unparalleled value. Each mission gives your operatives an opportunity to improve their abilities according to the actual actions they take in combat, and even earn medals for their deeds.
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Whether fighting in the air or on the ground, your tactical prowess is put to the test when engaging alien attackers. Battles are extremely dangerous affairs, asking you to manage positioning, ammunition, lines of sight, cover, and much more besides - many of your operatives will get wounded, and many of them will die, but those that survive grow more experienced and are more capable of taking on future dangers.
  • Scramble jets to respond to UFO sightings, engaging them in real-time tactical battles that put you in command of your fighter wings. Tell your pilots how to maneuver and who to target, ensuring their victory while also keeping an eye on their fuel gauge and the proximity of your nearby hangars. No forced 1-1 duals here – if the aliens bring a technologically advanced and heavily armed space craft to the fight, gang up and send a whole squadron of your best planes to bring it down. The strategic layer and air battles are closely intertwined, and careful planning of your global network of bases is of the utmost importance.
  • Put boots on the ground by sending in your operatives for a variety of mission types, pursuing a range of objectives, but beware – your adversaries will not passively wait for you to discover them. Aliens will actively maneuver and seek you out from across the map, moving intelligently to strike at you from beyond visual range, hiding behind cover and taking advantage of the high ground. Maximize your chance of success through effective reconnaissance and lay ambush to eliminate the enemy.
  • The battlefield is a dangerous place, and with an alien threat that will not stand idly by as you try to hunt them down, losses are inevitable. This isn’t the story of an elite squad of heroes winning battle after battle without loss – war is hell, and many of your troops will give their lives to resist the alien invasion. Your veteran troops will be invaluable, but even your basic recruits are skilled soldiers ready for combat. It is up to you to enable them to become the veterans of tomorrow.
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Xenonauts 2 is a standalone title that does not need any experience playing the original Xenonauts to follow the story or enjoy the gameplay experience. The punishing battles, in-depth strategic layer, and complex simulations will take fans of the series and newcomers alike through a dark and deadly story about the defense of Earth and all humankind.

► Minimum System Requirements
System: Windows® 10 (64-bit)
Processor: Intel® Core™ i5-4300M / AMD® Athlon™ II X2 250
Memory: 4 GB RAM
Graphics: Nvidia® GeForce™ GT 630 (2 GB) / AMD® Radeon™ HD 6670 (2 GB) / Intel® HD Graphics 4600
DirectX: Version 11
Storage: 5 GB available space
► Screenshots
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[IN DEV] Xenonauts 2 GOG

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Post by Abramo Nardella »

1.33b_release_(67619) in post above
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Xenonauts 2 v 2.14 (69321) Milestone
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Xenonauts 2 v 2.16 (69416) Milestone
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Xenonauts 2 v 2.19
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PATCHES
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Xenonauts 2 v Milestone 2.20 (69832)
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Xenonauts 2 v Milestone 3.08b (71317)
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Xenonauts 2 v Milestone 3.0.9 (71362)
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Xenonauts 2 v Milestone 3.3.0 (71880)
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Post by sinprime »

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Post by SumTingWong »

ChangeLog
► Xenonauts 2 • 03/13/2024
ChangeLog from Steam
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Milestone 3.3.0 Released!
We've now released our Milestone 3.3.0 patch onto the normal Steam branch,
fixing several stability issues that existed in 3.0.9 (these were mostly minor
side-effects from our recent Unity 2022 upgrade).

We'll be releasing another small patch containing further bugfixes onto the
Experimental branch in the next few days, so please continue to report any bugs
you encounter!

Balance Changes & Gameplay Updates:

• Added the soldier nationality flag to the tactical UI.
• Actuator module now weighs 5 (rather than 12), and grants +20 Strength (rather
than +25 Str). This makes it slightly better at increasing carrying capacity,
and helps avoid the situation where soldiers near the 100 Strength cap would get
little or no net carrying capacity increase from equipping it.
• Added an additional five waves of UFOs after the game content ends, so players
have more time to experiment with their new equipment if they want
(unfortunately this change may only take effect for new campaigns created since
this update).
• The "ghost" soldiers that are added to your squad on the Soldier Rescue
mission will now fill empty slots in your dropship if possible, rather than
always going in slots 7-9 (which removed any soldiers already in those slots).
• The extraction region for the dropships is now a bit more generous - it
includes the side doorways etc, rather than only counting the interior of the
cargo hold.
• Stalker Armour tooltip now displays the "cloaking field" effect with hyperlink
that explains what it does.


Bugfixes:

• Fixed an immediate lockup some players were getting when booting up the game.
• Fixed doors being opened under the shroud incorrectly being visible again.
• Fixed an issue where equipment on dead Xenonauts was not being recovered from
alien bases (and the Cleaner HQ), even if you won the mission.
• Fixed the conversation not triggering when you see The General for the first
time in the ATLAS Base mission.
• Fixed players being able to assign wounded soldiers to the dropship via the
assignment menu that is generated when double-clicking an empty dropship slot.
• Fixed players being able to bypass the dropship vehicle limit using the same
assignment menu mentioned above.
• Fixed the green deployment tiles still being present if you loaded a save game
from Turn 1 in a mission that has a deployment phase.
• Fixed the heal animation from the automed unit (and possibly also Sebillian
regeneration) being incorrectly offset.
• Fixed text rows displaying much smaller / larger than intended when clicking
and dragging them (e.g. in the engineering queue, or a soldier in the dropship
soldier list) unless you were playing on a 1080p screen.
• Fixed a crash that could occur when a patrolling dropship is ordered to go to
a mission site.
• Fixed an AI hang that can occur if a unit is blocked by a Xenonaut standing
behind a door.
• Fixed an issue where unassigning a soldier with heavy armour from the dropship
could allow you to double-press the Heavy Armour button, and get the soldier
into a broken state.
• Fixed some Cleaner missions sometimes spawning after the Cleaner HQ had been
destroyed.
• Fixed certain sloped roof tiles incorrectly being destroyed.
• Fixed the Servitor sometimes playing a movement sound that does not end.
• Fixed the base icon not being removed from the Geoscape if the base is
destroyed by aliens.
• Fixed the data raid objective text being broken in Spanish.
• Fixed a desert map not containing reinforcement move nodes.
• Fixed a dockyard map where aliens can spawn inside the UFO hull.
• Fixed a dockyard map where a ladder had been placed at the incorect height.
• Fixed some pillars that were blocking movement in Western Town maps.
• Fixed a minor issue with the Abductor UFO hull hitbox in tactical missions, as
it could sometimes block shots that did not appear to be passing anywhere near
the UFO.
• (Hopefully) fixed the bug where ground tiles around the UFO were sometimes
revealed from the shroud on night missions, right from the very start of the
mission.
• (Hopefully) fixed an issue where players would be unable to zoom the Geoscape
/ Air Combat camera using the mousewheel if they also had a touchscreen
peripheral plugged in.
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