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Executive Assault 2 News

Beta version 0.435.38.983 ready for testing

Explorer update beta release

Hi everyone, the new Explorer update is now on beta for you all the test

Please only join the test if you actually want to help contribute to the games development and submit bug reports else please wait for it to be available on the public branch.

To join, activate the beta branch which code is explorertest under the games properties in Steam, if you get invalid code please restart Steam.

Since the tutorial has been disabled I have updated the manual to reflect how to now play the game so please refer to it to work out some of the new features, however I will just briefly explain what's changed.

[h2]Overview[/h2]
Along with bug fixes across the board you will also notice graphic and sound upgrades too, the biggest changes to the game are in the economy and how you gather and process goods as well as base and outpost building in preparation for all the new event and mission content coming.

[h2]Resources[/h2]
You now mine resources from nearby asteroids and nebula which you then convert using the Atomizer into Energen (currency) which you use to build everything.

Different resources are worth more like Titanium and gold which are as you would expect are rarer.

There are now large asteroids which you can build deep core mining facilities on which will give you an infinite source of resources, you will also see nebula dotted around which will allow you to build gas processing outposts which will giver you lots of rare resources and is considered the top tier of resources gathering.

There are now multiple goods you can process your resources into which have a much higher trade price than selling the raw resources as you would expect.

The trader is now less of an important part of the game and more of a bonus when it arrives so you will see him less but great to sell goods to and buy interesting tech from.

[h2]Buildings[/h2]
All 3 factions now have their own unique bridges.

You can now build multiple of most building types now including research facilities and docking bays.

The mining, research and defence outposts are now just pure derelicts which you can no longer build your self or add onto and have to just find in deep space and capture.

A trading station has been added to the game where you can sell your goods and also (eventually) get missions from.

To build in another star system you have to deploy an outpost core in it which you can then expand into what ever sort of space station you need.

Once you have a mining station setup a trade route will automatically be setup which you can view from the galaxy map, here you can also add more cargo ships to it and even setup your own custom routes such as to the trading station.

Quantium has been added to the game, a very rare resource which cannot be mined and can only be bought from traders, given as a reward for completed tasks or found, this is used in the construction on certain buildings.

The spy faction is now the only lot with teleportation technology which includes the inter bridge teleporter, you can also inter station teleport between outposts.

[h2]Missions and events[/h2]
A new mission and event system has been added to the game, this will be the cornerstone of the story and exploration side of things which has replaced the single player campaign, the advantages are that it makes the game much more replayable with random mini stories and events happening as you play, new missions can be added with game updates, an editor is included so you can add your own, can also be enjoyed in multiplayer. Currently there are very few but these will be expanded on much more once bugs and issues have been sorted.

There are now colony and trader specific missions you can get and try and complete to get resource and tech bonus’s, to complete one you dock a ship with the cargo at the colony landing pad for example and drag the goods onto their cargo hold to get the reward.

[h2]Unit design and upgrades[/h2]
As well as the usual tech you can research there are also now upgrades you can apply, these generally cant be researched and have to be found/traded or given as a reward.

Upgrades enhance units in such a way to make them more powerful than a similar equipped ship giving you an advantage.

The ability to apply certain techs to certain loadouts has been replaced with a power system where the ship generates a certain amount of power from its reactor, trying to put heavy power hungry cannons onto a small ship will result in being unable to manufacture the ship, unless you are able to boost its power generation by putting in a better reactor.

[h2]Gameplay updates[/h2]
You can now currently have up to 11 star systems with more on the way.

Graphical enhancements all over the place

The fleet cap has been raised to 80

You can now manually dock and take off inside small ships with Q as up Z as down, A and D are left and right.

Wormholes have been added which will connect distant star system and used by ships automatically provided you have researched the relevant tech.

The monolith and decimated have been removed for the time being and will come back as part of a story arc.

Red alert is now system specific which when activated will cause certain structures to only operate at 50% efficiency so best not leave on all the time.

The outer weapons on the docking bay have now been replaced with a defence structures which can be built around the station, i hope to expand on this more including the looks

[h2]What's in the works[/h2]
  • Executrons have been disabled as they are a little unstable at the moment and I would like to get feedback on CEO gameplay first in single and multiplayer before moving onto multiplayer Executron game play.
  • Adding in loads more missions and events eventually.
  • Adding the mission editor so you can make your own.
  • Adding in protestor mode.
  • Adding in loading and saving over multiplayer
  • There is a known issue with wobbly and flickering in some star systems which is being looked at.
  • If you find that you are getting a low frame rate in a star system with a 3d planet in the background with an atmosphere, try turning down the background quality in the settings (this is currently only applied once in a game and not on the main menu).
  • Loading and saving should be pretty stable at the moment so please feel free to try it.
  • Game optimisation to increase framerates.
  • AI improvements


[h2]Final thoughts[/h2]
Just wanted to say a big thank you for your continued patience as the game is developed and to the testers who helped to get it to this point, you might not see me around much especially on Steam as I'm either in Discord or I am spending my time working on the game rather than making videos or putting out announcements which seems to have lead some people to think the game has been abandoned but you can be sure the game is being worked on and will eventually be finished.

Streaming and posting about the update is allowed and encouraged and you have permission to leave the sound/music on in your videos.

Please submit bugs inside the game and constructive feedback on Discord or Steam (complements are always welcome too), it will need balancing so I look forward to hearing your ideas and reading your debates, I can imagine there will be a few missed bugs on release of this patch so please be patient while they are fixed.

Enjoy!

Cheers,
Rob

Update to version 0.435.32.9

Hello Executives,

A small update today to fix a few niggly bugs and added some community requested features such outlines when you are construction buildings and a refactoring of the pathfinding system to improve pathing stability, also the randomly generated maps should be a bit more balanced.

- [x] Now shows construction Outlines
- [x] Minor error when telling mining ships to mine asteroids in other systems fixed
- [x] Change heavy cannon sound
- [x] Menu now can only be opened once
- [x] Fixed Tactical interface getting stuck
- [x] Installed new Pathfinding system to improve pathing stability
- [x] Lobby counter now shows correct amount of rooms
- [x] changed the way mini maps are randomly generated for more balanced maps
- [x] Drone fighters can no longer be told to dock at docking bays
- [x] Ships will now target any structure under a shield
- [x] Fixed mid-game heavy stuttering

Cheers,
Rob

Version 0.435.32.5

Hi executives, this patch today should help make multiplayer more stable and the game memory leak less along with a few other fixes, it also adds the Invader ship too which helps the Industrial faction land troops onto stations without the need of troop transports and the docking bay.

- [x] Added start game lobby screen
- [x] Can now choose the AI faction
- [x] Can now choose your team colour (wohoo!)
- [x] New Invader ship added and replaces long range ship for Industrial
- [x] Upgraded multiplayer scripts to handle disconnections/intermittent internet connections better.
- [x] Updated Unity.
- [x] Optimised scripts to help improve frame rate.
- [x] More control given to cargo ships
- [x] Cargo ships can now pickup cargo pods
- [x] Leaving system destruction radius increased
- [x] Protestors can now invade any of your star systems and not just the home system
- [x] Crates are now placed onto your back
- [x] An error where base upgrades went past 0 has been fixed
- [x] Trader team should no longer turn black
- [x] Removed telling a cargo ship to goto a system and assigning it to the station there, need to physically specify which station now
- [x] Radius graphics have been altered
- [x] Exit buttons added to all screens if you need to exit such as Executron construction
- [x] Popup messages no longer appear for executrons
- [x] Ai will send ships to help guard its outpost ships if needed
- [x] Can no longer bring up menus using the F keys if in Executron mode
- [x] AI attacking has been tweaked
- [x] Fixed AI doing a bouncing ship between system effect
- [x] Tellinging a docked ship will now make it undock and then move to the destination
- [x] All ships with cargo bays now have maximum capacities.
- [x] Fixed a selling of radioactive waste bug where it would do 100 when you only sold 5
- [x] Fixed a gap in the deflector array wall
- [x] Fixed a gap in the research facility
- [x] Removed _MainTex error from logs
- [x] Fixed docking issue with ships sometimes pausing outside if they come in from the wrong direction
- [x] Missile damage reduced to 100
- [x] Swarm missile reduced to 500
- [x] Number of drones carried on carriers reduced
- [x] Drone health increased
- [x] Sorted out crash if you made a custom map with just 3 systems.

As always improvements are continuous and please submit bugs within the game so that I get a log.
Also this update has changed a few core multiplayer and game scripts so as much as I have tested there might still be some issues.

Cheers,
Rob

The faction update - v0.435.30

Hello Executives,

I am excited to finally release the Faction patch for everyone to enjoy, it has been a very long and trying few months but it has been well worth the wait.

The new patch includes loads of new ships, tech, buildings, music and play styles including:

Industrial: Cannons, nuclear power, clones, large powerful ships, these are for the companies who like to crush anyone standing in their way.

High Tech: Lasers, fusion power, robots, sleek expensive ships for those who prefer a balanced clean way of winning.

Spy: Pulse energy, solar power, cyborgs, stealthy ships, spy plants, teleportation, for those who prefer to undermine from the inside rather than full out assaults.

The patch also adjusts some of the gameplay mechanics such as how the power works, how to assault stations, patrols, shields etc so please read the in game help and tool tips too although no need to do the tutorial again as that only shows the very basic concepts of the game.

The reason for the patch was to not only to open up the tech tree as there didn’t seem to be much point for example having 3 different versions of the same weapon if everyone just went for the lasers or missiles, but also it opens up so many possibilities in terms of gameplay, ideas and not having everything look the same.

There is of course a lot more to do and plenty of balancing with the new tech which I hope you will continue to help me with not to mention the bugs that need fixing. Current known issues are the loading and saving is still experimental, some buildings still need updating to the new look, handling low quality network connections during multiplayer games,some path finding issues in regard to sending units around the base and the AI doing some strange things, all of which I will address in the near future.

Once things are settled again I hope to give Executrons more things to do, an in-game encyclopaedia of all the units and buildings, continue work on the protester mode, add even more tech and hope to eventually add a single campaign if people still want one.

Please feel free to join the Discord channel which is a great place to chat about the game, find people to play with and make new friends, the full change log can be found there in the Announcements section.
Join Executive Assault 2 Discord

[previewyoutube][/previewyoutube]

Thank you again for choosing to support the game and its continual development.

Cheers,
Rob

2nd faction progress update.

Hi executives,
Just an update on how things are getting on:
  • Most of the buildings have been updated to now match the faction you play.
  • Construction animations have been added.
  • Dynamic backgrounds have been added.
  • AI strategies have been improved and use the faction play styles.
  • All new units including the Z11, Z12, Cyborg, Infiltrator, spy plants and clones have been added.All new spaceships for the Industrial and spy factions.
  • All the new faction updates now work over multiplayer.
  • New music.
  • Mass teleporter super weapon is in the game.

Still to be done:
  • Super weapons need to be added in, so far the Monolith and Decimator ships are in, but the building versions still need to be added. I have made the Transgalactic laser and Nuclear missile, but still need to add the asteroid nudger.
  • Executrons need to be added back in.
  • Map editor needs to be added back in.
  • Scenario editor needs to be added back in.
  • Loading/Saving needs to work with the new factions.


Big thank you to all those testing the game on Discord, if you fancy giving it a go and help test please follow the link below, remember its still under heavy testing so features are still shaky and unbalanced, however with the excellent beta testing from the group it has been proceeding faster than anticipated so I can't imagine it will be too long before it comes onto the main branch.

Join Discord channel Discord faction beta update

Below are a selection of images from the latest update.
Cheers,
Rob.