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Executive Assault 2 News

Hostile takeover first look

Hello, Executives,

It’s been a thrilling year since Executive Assault 2 graduated from early access, and it's been amazing to see the enthusiasm and support from our dedicated player community.

The success we’ve experienced has allowed me to dive back into development, embracing player feedback and enhancing nearly every aspect of the game. From refining the interface to updating the graphics and gameplay mechanics, this overhaul is designed to polish the experience and eliminate the “jank”—those issues that disrupt immersion.

One of the most exciting updates is the introduction of Hostile Takeover Mode. Inspired by the original game, this mode delivers faster, more action-packed gameplay in a single-map setting, perfect for fans seeking condensed, high-energy skirmishes.

Here's a Sneak Peek at What's Coming:
  • Enhanced Graphics Pipeline: With Unity’s latest graphics engine, Executive Assault 2 now shines with updated visuals and lighting.
  • Streamlined Interface: Your feedback has been invaluable. The interface is now simplified with additions like quick build queues, a relocated power screen in RTS mode, placement commands for construction vehicles, and all terminals now accessible with the mouse on a focused screen.
  • New Game Mode: Experience epic battles on a single, expansive map—an homage to the original game. Whether it's all-out ground warfare on a massive asteroid or intense space battles across asteroid clusters, this mode guarantees fast-paced, strategic gameplay with simplified resource gathering to keep the focus on pure action. I'll be generally keeping the original modes economy system largely separate from Hostile Takeover's.
  • Automated Tech Upgrades: Say goodbye to outdated tech! Now, new designs automatically incorporate the latest advancements, saving you time and keeping you at the cutting edge.
  • Expanded Role for Executrons: Executrons are getting an upgrade! They can now build structures, defend command outposts, and even gather personal research data from combat to enhance their companies tech tree. Picture delegating command outpost defence to an Executron while you focus on high-level strategy!
  • Multi-Crew Ships and Vehicles: Co-op gameplay takes a leap forward! Now, you can crew ships with friends, rescue teammates in shuttles, or man turrets on a starship while someone else handles the piloting.
  • New Units and Technologies: Fresh units and reimagined ship upgrades bring new tactical possibilities to the battlefield.
  • Increased Unit Cap: With significant graphical and network optimizations, I’ve boosted the unit cap. Now, each team can field up to 500 bots and ships, creating larger, more intense battles.

There’s still more to come as I continue fine-tuning, expanding the tech tree, and enhancing the graphics. Below, you’ll find highlights of match with me and Armada teaming up in a co-op game against the AI—catch a glimpse of the new upgrades in action!

Cheers,
Rob

[previewyoutube][/previewyoutube]

Version 1.0.8.386

Hello executives,

Today I'm releasing a patch to fix some small issues and changed a few game mechanics to make things easier.
[h3]New features[/h3]
  • Added target direction arrow on fighters UI to show on the edge of the screen where the enemy is
  • Waste ship is now constructed out of the side of the nuclear power station from the power screen, no need to construct from the trading port now.

[h3]Game changes[/h3]
  • Dark storm generator can only be built on the HQ
  • Bulkhead doors now open faster
  • Updated unit icons for FPS mode
  • Fighters shield multiplier has been changed from 1.0 to 0.4
  • Super ships now have 2 modes, one for firing a target and one for blowing up the main asteroid
  • Removed interstation panels and buttons on the tele-port
  • Changed Quantum detonator icon

[h3]Bug fixes[/h3]
  • Fixed cloaked station appearing on tactical map
  • Fixed unable to shoot troop transports in space after reloading a game
  • Fixed a break in the navmesh between the pads on the hulk ship
  • Fixed a bug where the RTS menu wouldn't disappear when going into menu
  • Fixed issue with telebeam
  • If a Transgalactic laser is destroyed mid firing or being rebound the beam now gets removed.
  • Fixed a bug where if you ally with another team only one of you go vision.
  • Now says ground cap reached instead of space cap if building troop transports
  • Reduced amount of rocks on missile outpost terrain to help with transport landing
  • Fixed a rare issue when the trader sometimes didn't fly off
  • Fixed an issue with hacking
  • Fixed navigation issue with crates in Super laser facility
  • Fixed navmesh issue on space mining drone control disrupting other buildings
  • Fixed a bug where sometimes the destructible door was still visible for joining Executrons
  • Fixed collision meshes in some walls like the listening outpost and mining outpost
  • Tanks no longer drive through shield gen building and corridors
  • Now saves Teleminer settings
  • Fixed a bug on Tritanium refineries saying they are outputting 2 instead of 1
  • Fixed recalled fighters not considered docked

Apart from bug fixing I have for the past month been working on a new game mode which includes new units, buildings, tech, maps and a far more intense experience for both CEO and Executrons with less emphasis on gathering resources and more on base construction and strategies.

The new gamemode is essentially a single map experience with either all bases on the same asteroid with a focus on ground combat or an 'island' style map focusing on space. You could say the new game mode is Executive Assault 1 but upgraded.

The new game mode will work in tandem with the current game so you will be able to enjoy both classic Executive Assault 2 and the new mode but also enjoy all the new UI adjustments I've made to make the game easier to play and remove confusion such as a new quick design screen on unit constructors.

I am also updating the graphics pipeline to Unity's HD system which will mean better looking lighting, faster frames and also make use of Nvidias fancy tech, it should also mean that you will get less crash to desktops as I will be using the latest stable version of unity.

I will be sure to let you know how I am getting on and will keep you posted with more updates.

Cheers.
Rob

Version 1.0.8.353

Hello executives,

Mini patch today to fix a few issues.
  • Fixed explosive drones not colliding with objects
  • Upped explosive drone damage from 100 to 500
  • Decreased construction time of Explosive drones from 60 seconds to 30
  • Can have multiple ships mining 1 asteroid by moving one of the ships
  • Fixed getting warning message for dropship landing when its landing on someone else's asteroid
  • Made level 1 weapons free as charging for them was confusing people
  • Fixed issue with controls for personal cloaking field
  • Ground units should now target buildings better
  • Fixed a bug which caused "Ghost ships"
  • Fixed error where getting back into RTS seat made the base vanish
  • Trying to dock direct controlled fighter into a starship should no longer error
  • Fixed an error where the Executron list would not update correctly if one got disconnected
  • If an allied CEO is assassinated the alliance is broken
  • Fixed power information not being synced over correctly on Command outposts
  • Shipwrecks have been disabled for the time being.
  • Can now tell troop transports to move, follow and stop.
  • Fighter drones now come out with drone fighters and drone bombers
  • A cloaked command station will no longer appear on the map
  • Telling the laser sat to change target mid firing will no longer cause an error
  • Base of assassinated CEO will continue to explode even if they have quit before the sequence
  • Fixed issue with the zoomed out sensors not grouping units correctly

Cheers,
Rob

Version 1.0.8.340

Hello Executives,

With a large influx of new customers over Christmas there has also been an influx of fresh eyes spotting niggling bugs so today you get a nice list of issues fixed.
  • Fixed destructible doors.
  • Fixed gateway probes after reloading a save having a hard time docking.
  • Fixed issues loading the hulk ship.
  • Show the arrow when telling the probe to land on something when you right click on it.
  • Gateways landed on pads will now reload already open.
  • Units inside the hulk ship will now reload.
  • Fixed issue where sometimes you cant get out of the hulk ship.
  • Custom resource dense systems random spawning function adjusted to get less errors like derelicts spawning on top of each other.
  • Move the enter and exit icons for hulks so they are more obvious.
  • Fixed issue where AI has taken over a company and the buildings don't chain react explode.
  • Factions should no longer get shuffled around if someone leaves a game being setup.
  • Fixed Holographc AI not being destroyed with outposts.
  • Fixed holographic AI's icon not appearing.
  • Fixed cloaked base internal turret icons appearing.
  • If the host quits the game setup the the session will end.
  • Tracking missiles will now lock into a better location on a ship.
  • Fighter coming out of gateway shouldn't teleport back.
  • Being near a ground turret when it explodes will no longer insta-death you.
  • Waiting for a condition to build a unit message now vanishes when its being built.
  • Removed cargo terminals from space ports as not needed and were causing problems.
  • The return goods button should still work even after loosing a goods factory and you had 2
  • Fixed problem where it was hard to pick up a crate that had been dropped on a landing pad.
  • Invader pods should no longer try and land inside solar farms.
  • Plasma bomb radius has been increased.
  • Collision box on drone control stairs have been widened.
  • Fighter movement plane has been lowered.
  • Fixed a recursive error in the command menu which would cause some slow downs.
  • Hulk ship is now visible if you join mid game.
  • Can no longer take direct control of tanks/walkers already in use by an Executron.
  • Unit info now updates when you select a unit from the sensors.
  • Updated RTS sensor panel graphics.
  • Information sats no longer stack on top of each other.
  • Executrons can now see transport routes on the galaxy map.
  • Updated personal cloak description to include that the multi tool works when cloaked.
  • Collision box around Strategic missile launcher wall has been improved.
  • Fighter weapons now inherited velocity of the ship.
  • Scroll window up and down arrows now appear correctly on some screens.
  • Units now assault Executrons.
  • Bane now triggers doors opening.
  • System cursor now vanishes if you take direct control of a starship.
  • Extended floor around Tritanium factory.
  • Fixed error in deflection array which caused slow downs.
  • Design screens on first person terminals now includes tooltip information.
  • Hidden room codes in observe mode.
  • Fixed AI spy being able to get level 3 pulse lasers before researching EMP.
  • Fixed ships following a fighter flying off the screen if the fighter docks with a spaceship.
  • If command asteroid has been destroyed Executrons can now respawn at other locations.
  • Units will now not try and hack open neutral closed doors.
  • Pressing escape will now also exit the galaxy map as well as TAB.
  • Telling a fighter which is currently under the control of an Executron to land will no longer break it.
  • Can now see under outpost cloak in observe mode.
  • Cloak and deflector fields are now synced correctly over the network.
  • Fixed fighters sometimes not coming to a full stop when reversing.
  • Infiltrator now costs 5 research.
  • Camara wobble no longer goes mad near an explosion for the Gigantilator and Atlas.
  • Fixed some navigational issues on command outpost.
  • Station will no longer auto repair if the CEO has been assassinated.
  • Mass teleport warning will now say the system units are being moved to.
  • Messed up the windows on the shipwrecks a bit.
  • Targeting displays will now allow you to target space like the super laser or missiles.
  • Fixed agent errors at start-up.
  • Fixed doubling up of mesh on some structures when joining as Executron.
  • Fixed Infestors sometimes trying to target through walls.
  • Updated civilian outpost to have correct explosion.
  • Stealthed outposts are no longer visible on the galaxy map.
  • Zooming into command stations is now a lot easier.
  • An error is fired if a science mining outpost is destroyed while a replacement cargoship is built.
  • Fixed some holes in bridge segment of Infestor ship.
  • Fixed F1 broken for Executrons calling for CEO support.
  • Fixed troops which used to be following you entering the infestor ship.
  • Fixed buttons on research screen not updating correctly.
  • Fixed exiting ship while its in a warp tunnel.
  • Can no longer take direct piloting of a ship which about to enter a warp tunnel.
  • make it so that you can dock with troop transport, screen doesn't say dock.
  • AI now researches Heavy shield before Super shield.
  • Fixed issue with left scroll button not appearing on research panel.
  • Fixed construction effect not vanishing.
  • Fixed issue which might have caused network instability.
  • Adjusted exit point for Executrons if they exit a giant gateway which has been landed on a slope.

Thanks for helping to support the game, if you enjoy playing it then please give it a quick thumbs up on Steam.

Cheers.
Rob

Version 1.0.8.193

Hello Executives,

Nice little patch today to help with some bugs and also help with some of the map balancing.

[h3]New Features[/h3]
  • The map editor has been updated so you can now choose what derelicts and civilian installations appear in a system, this should help if you are wanting to make a more balanced map. Previous map seeds created will still work.
  • Randomly generated maps will no longer place Geothermal and large mining stations next to starter systems as they have been classed as more desirable than the other derelicts.
  • Infesters have had a little overhaul where they are now stronger, bite and a new type has been added, this change was mainly because people found them more of an annoyance.
  • Destructible and standard doors have been added to derelicts and installations to make taking them a bit more of a challenge.
  • You can now see what game options have been applied when you have joined a match.
  • A requested feature to toggle traders selling wormhole tech has been added.
  • Traders now always carry wormhole tech, however the price has been massively increased.
  • The chatbox has been graphically updated but more importantly the text will hide if you open up a window, if you receive a message while the window is open it will display after it's closed.

[h3]Bug fixes[/h3]
  • Fixed bulkhead doors appearing not opening when an Executron joined a game.
  • Fixed the missile command being added to the no super weapons option.
  • The research screen now updates when you have enough research points for tech.
  • Removed the economic tab from the design screen if there isn't any tech to build.
  • Changed the mining drone control structure design to fix mining drones clipping through the roof.
  • Fixed roofs on some derelicts which wouldn't hide when looking inside.

Thank you for the bug reports, I would kindly ask that you make sure its an actual bug first before sending me one as I've had a few now where I've received something and then moments later I receive a second saying please ignore the first.

Next I will be investigating adding extra win conditions.

Cheers,
Rob