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  3. Mega update is now out!

Mega update is now out!

The Mega Patch is Now Live!
[p]After over a year of development and almost 2 months of community testing, I'm thrilled to finally release this massive update to everyone today. This is the biggest upgrade Executive Assault 2 has ever received, transforming nearly every aspect of the game. [/p][p][/p][h2]Highlights of what's New[/h2][p]Visual & Performance[/p]
  • [p]Massive graphical upgrade across the entire game[/p]
  • [p]Significantly improved frame rates[/p]
  • [p]DLSS support[/p]
  • [p]Streamlined, more intuitive UI[/p]
[p]Gameplay Improvements[/p]
  • [p]Streamlined mechanics with unnecessary micromanagement removed[/p]
  • [p]Enhanced AI behavior[/p]
  • [p]Extensive bug fixes and optimizations[/p]
[p]Major System Changes[/p]
  • [p]Intruder Alert replaces Red Alert - now closes doors without affecting power[/p]
  • [p]Always-on defenses - external turrets are active by default (no more forgetting to turn them on!)[/p]
  • [p]Simplified ship design - weapons and tech auto-update, no power requirements during design[/p]
  • [p]Streamlined logistics - science cargoships removed; goods now gateway directly to main base[/p]
  • [p]Construction terminal - executrons can now help build the base[/p]
[p]New Features & Content[/p]
  • [p]5 new Executron types with unique playstyle buffs[/p]
  • [p]New targeting terminals for Executrons at Gateways, Tele-ports, and more[/p]
  • [p]Expanded goods production - power cores from Tritanium, luxury goods from gold and diamonds[/p]
  • [p]New internal defenses including upgradeable turrets and doors[/p]
  • [p]Quick design interface added to main RTS screen[/p]
  • [p]Raised unit caps for larger battles[/p]
  • [p]Larger warp area making it easier to move bigger fleets.[/p]
  • [p]Ship upgrades can now be bought from the trader[/p]
  • [p]Spy now has tanks[/p]
[p]Economy & Construction Overhaul[/p]
  • [p]Outpost construction now uses dedicated construction ships (which don't vanish afterward)[/p]
  • [p]Ouposts power can now be upgraded[/p]
  • [p]Make your own power cores with Tritanium instead of buying from traders[/p]
  • [p]Expandable outpost cap system for more strategic base placement[/p]
  • [p]Upgradeable power on command outposts[/p]
  • [p]Space defense turrets now work like ground versions[/p]
[p]UI/UX Refinements[/p]
  • [p]Power station controls integrated into main RTS interface[/p]
  • [p]Construction menus accessible directly from HQ[/p]
  • [p]More familiar RTS-style building interaction[/p]
  • [p]Generic power screen for easier management[/p]
  • [p]Multi-tool is now in the pistol slot[/p][p][/p]
[h2]Why These Changes?[/h2][p]I mostly kept all the mechanics the same however I felt that the some of the core features needed streamlining a bit to help with the flow and to make the game easier to play and be picked up by new players.[/p][p][/p][p]Intruder Alert & Always-On Defenses[/p][p]Based on extensive player feedback, many new players were confused about why their defenses weren't firing, while others found constantly switching them on and off too micromanagy. Experienced players were also losing bases because they forgot to activate defenses on distant outposts. With the upcoming Hostile Takeover mode featuring fast-paced attacks, automatic defenses became essential, and I wanted to keep gameplay consistent between both modes. Power generation has been increased to accommodate this change. I know it was satisfying seeing the turrets raise out of the ground, but ultimately this approach eliminates the micromanagement of having to babysit your defenses.[/p][p][/p][p]Outpost Cap System[/p][p]While I generally dislike caps and limits, the outpost cap in Galaxy mode prevents runaway economies and encourages more strategic placement. It's more rewarding to build 2-3 well-positioned command outposts than to spam 15 smaller ones. (Note: Hostile Takeover mode removes most caps due to its different gameplay style.)[/p][p][/p][p]UI Streamlining[/p][p]The new interface brings Executive Assault 2 in line with familiar RTS conventions - select a building to see its options, click the HQ for build menus. The previous separate menu system was causing confusion and even refunds. The new approach is far more intuitive.[/p][p][/p][h2]Important Notes[/h2][p]Settings Reset[/p][p]Due to the graphics engine upgrade, all settings have been reset and a new Windows profile was created. Your custom maps are safe in the old folder at LocalLow/Hesketh Studios/Executive Assault 2 - just copy MapSeeds.gb to LocalLow/Hesketh Studios/Executive Assault 2HT to restore them.[/p][p][/p][p]Legacy Version Available[/p][p]On the off chance you still would like to continue the legacy version of the game, I've preserved it on a separate branch (including multiplayer support). To access it: right-click the game in Steam → Properties → Betas → select "legacyversion" from the dropdown.[/p][p][/p][p]Options Menu[/p][p]Since the game now uses Unity's latest graphics engine you may notice some of the graphical settings have been removed since switching them off wouldn't improve the game at all, however if there is something you still wish to have control of please let me know and I'll see what I can do.[/p][p][/p][h2]What's Next?[/h2][p]Despite months of testing, there may still be issues to iron out - but don't worry, I'll be here to address them. I'm also continuing work on the Hostile Takeover mode which needs a bit more time in the oven.[/p][p]This update represents a massive improvement in every way, and I hope you enjoy the smoother, more polished experience. Your strategies might need some adjustment due to rebalancing, but you'll find the game far less micromanagement-heavy.[/p][p]A lot of people have been asking about translating the game, this is something I am still investigating but very keen to do.[/p][p][/p][h2]Get Involved[/h2][p]Jump in and let us know what you think! The community and I are ready to answer questions on Steam and Discord.[/p][p]Thanks for your continued support![/p][p][/p][p]Check out the trailer video below![/p][p][/p][p]Cheers,
Rob[/p][p][/p][previewyoutube][/previewyoutube]