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Many of the bugs reported in the later versions of V15 have also been fixed in V16 too, as well as countless more small fixes. Switching between the primary and secondary weapons is now "sticky", making using secondary items a much more pleasant experience than it was before. There's a long list of gameplay and UX updates - most of which are small in isolation, but have a large collective effect: we've added tooltips to various parts of the game, as previously it was impossible to view the stats of certain items anywhere we've done some work to ensure fewer things are being incorrectly hidden below the Hidden Movement screen and we've brought back the cover icons from X1 that people have been asking for a while, etc. high Stress soldiers are more likely to suffer morale events / psionic attacks in battle than well-rested soldiers). At the moment the system is a little basic but I'm hoping we'll find time to integrate it into the ground combat mechanics in a more interesting way (i.e. If a soldier ever goes over 100 Stress they suffer a breakdown and are set to Wounded for a certain number of days until they recover. Soldiers gain stress from taking part in missions, but stress diminishes gradually over time. The purpose of this is to discourage the player from running too many missions: the player isn't meant to fight a crash site battle every time they shoot down a UFO). The second feature is the new soldier Stress / Fatigue system. We've added a Soldier Memorial screen (based on the popular Xenonauts: Community Edition feature) which allows you to view your fallen soldiers and the date on which they died. A new version was released for backers this week with a host of gameplay improvements but a few juicy new features as well.