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Executive Assault 2 News

Version 0.431.0 - Invasion update.

Hi Executives,
Today I bring out the invasion update, a revamp of the way stations are attacked.



Troop transports have been removed and replaced with the Gateway facility, each facility comes with a Gateway probe (upgradable to 3) which when flown and docked with another station will open up a spacial fracture between the two allowing instantaneous transport between your base and the theirs (think star gate...but its not a star gate...its a gate way! Cough), it is basically the same as a troop transport only the troops are not on the probe directly but waiting for the gateway to open.

This means that you can send robots and Executrons straight over to the enemy base as long as the Gateway probe is still connected meaning they can join the action very quickly, also means troops can come back through so it is important to monitor this and also raise a forcefield over the gateway if needed by pressing the relevant button. Mechanoids can also use the gateways too.

I hope you will like this update as it really does bring the excitement of space station combat back to the game which was lost when troop transports came pre loaded with troops.
You can of course still use star fighters to fly and dock at stations as well.

The only thing lost is the ability to fly on the troop transport in the back, however this mechanic did not work well over multiplayer as well as troops kept falling out and had all sort of issues with scripting and bugs.

The teleport facility has also been removed but replaced with an Inter-bridge transport system which allows you and your troops to Telebeam between owned stations.

The patch also fixes and improve the following:
  • Frames per second increase across the board.
  • Improved Z11 combat dynamics so uses more cover base combat.
  • Mechanoid direct control has been improved.
  • Mechanoids now shoot correctly.
  • Shield power on space stations have been increased slightly
  • Upgrade tech now loads after save.
  • Outposts all now have 2 docking ports.
  • A change to the way the AI attacks so will try and find the CEO.
  • Battle music now sustained for longer during a battle.
  • A bug where you could cheat a little with the ships fracture drive and send them to the wrong system.

The next thing I will be working on is making the Mechanoids easier to produce and add more types as well as adding more things to buy from the trader such as certain tech.
Will also been working on better internal security systems.

As always all your feedback and bug reporting is much appreciated.
Let me know if anything significant has happened on the Mac side if things as I have had to switch from Metal rendering to OpenGL due to shader conflicts.

Hope you have a wonderful Christmas.
Cheers,
Rob

Patch notes v0.430.3

Hello Executives,

Just some important bug fixes today.
  • Reduced the camera wobble when the station is shot
  • Robots will now follow and guard Executrons
  • Fixed a bug where if you had less than 100 Ironite you could not build anything
  • The unit design screen should now show the correct total amount
  • The correct total Ironite should be deducted now.
  • Fixed a freeze just after being killed piloting a starfighter.
  • Fixed star fighters flying through buildings
  • Shipyard controls should now match the corresponding shipyard.
  • Fixed robots walking through the fighterbay
  • Fixed construction limits for ship yards and outposts (should be 3)
  • Hopefully fixed Executrons being stuck in "Constructing" mode.
  • Added to key mapper pressing CTRL+F1 to rotate RTS camera
  • Reduced flicker brightness on shipyard 3d printer
  • Increased firing range of outposts to match cruisers.


This patch might affect saves (downside to it being in early access)

Cheers
Rob

Patch notes v0.430.2

Hello Executives, happy Thanksgiving to all who celebrate it.

Small but important patch out today
  • Mining ships should no longer hover around fracture points
  • Fleet cap issue has now been fixed where you were reaching it with almost no ships.
  • A bug where Z11 bots would not attack Executrons/CEO has been fixed.
  • Executrons now start with basic gun.
  • Cargo bay info now stated correctly.
  • Ships now dock with the closest bay.
  • Mining outpost explosion now acts correctly.
  • A few stability issues have been sorted


Non of the changes should break a save file so they should be OK (despite the warning)

Cheers,
Rob

Patch notes v0.430.1

Hello Executives, I hope you have been enjoying the game so far.
This patch adds a save feature and a new way that Executrons are spawned.

Executron Change
Executrons are now constructed in a special new facility called...The Executron Facility.
To enable Executrons in your multiplayer game you now need to build an Executron Facility, this will then enable the join as Executron button in the lobby. If the facility is blown up, this button will vanish and all currently joined Executrons will become observers when they die till a new one has been built.

Inside the facility you will find 4 spawning pods and multiple ExecuDisplay areas (no mosh pits now).
You will also now find the a new loadout machine where you can upgrade your Executron or CEO with the latest weapons (look for the purple light)
Finally inside you will also find the employee prison, a CEO can send any rogue Executron there if they are being annoying. If that rogue robot logs out and back in they will still spawn inside the facility.
Executron names now appear above their heads.

Single player save feature
A new single player save feature has been added, it is still a little experimental so if you experience a problem with it please include that you are loading from a save in your bug report.
Please note that as we are in Early Access I will be patching the game quite regularly meaning that old saves might not work after a patch, please do try the save but expect corruption, this is the downside to having a save feature at this early stage in development.
There are no plans for a multiplayer save feature at this time.

New Features
  • New personal shields have been added for all robots, CEO's and Executrons (not Mechanoids at this time).
  • Executron facility.
  • Single player save feature.
  • Loadout machine.
  • Names above Executrons heads.


Changes
  • Weapon ranges on space station have been doubled.
  • Weapon ranges on drones and star fighters have been increased.
  • Star fighter now has its name back on it.


Apologies if you were expecting a lot of bug fixes with this update, adding a whole new save feature as well as a new facility does take a while. The next patches will address bugs and such.

Thank you again for the bug submissions and suggestions, they are all being logged and looked at, it would be super helpful if when submitting one you could include as much information as possible else I wont be able to fix the problem.

Cheers
Rob



Patch notes 0.429.6

Extra small patch
  • Seems if you decide to submit your entire university dissertation through the new chat system it break it, this has now been fixed.
  • Big red X has been added to the monolith build area to show where you can't build.
  • Music now fades out between tracks.