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Executive Assault 2 News

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

Version 1.0.8.16

Hello Executives,

Todays patch has some great new requested features and bug fixes:

[h3]New features[/h3]
  • Observe mode added so you can watch peoples multiplayer games, an option has also been added to the server creation screen if you want to prevent this.
    One thing to remember is that because the game runs via a server there no need to fret about having people observing as it wont slow down your game.
  • Mining and cargo ships can now be told to stop and be directed around like other units.
  • Can now change cargo ferry route destination by selecting the mining outpost and then right clicking on the target destination.
  • Super defence shields for the Science faction has been reworked so its less intense trying to work it. Now they don't drain power when on and auto engages when researched. It does however drain power from the stations capacitors each time a weapon hits it.
  • Science now has Capacitor boost research to increase the amount of energy stored.
  • If you try and fly out of the system you will now be automatically turned to face the system centre again instead of blowing up.

[h3]Bug fixes[/h3]
  • Fixed bug where game didn't wait for all players to join in.
  • Updated dropdown visuals.
  • Mining ship now explode better.
  • Fixed a bug where you could load a game and fly a starfighter into the ground and not die.
  • Fixed an issue where pasting a map seed didn't update all the options thus causing lots of issues like hundreds of trading ships appearing or ships not warping around correctly.
  • Fixed issue with interceptors not continuing to construct after a power cut.
  • Fixed issue with dumping capacitor power locally.
  • Fixed issue with unable to call OOPS delivery after its been blown up.
  • Contents of dropships are now included in the ground cap.
  • Missiles from silo will no longer stutter when taking off over multiplayer.
  • Fixed cataclysm laser being rebounded.
  • Can no longer control the trader as an observer.

[h3]Balance Changes[/h3]
  • Decimator now starts with zero missiles in stock and has to build them which should take 10 minutes.
  • Invaders were being used as primary assault ships so I've reduced their hull strength, removed some heavy turrets and missiles now exit similar to other missile systems making them harder to attack ships too close to them.
  • Longbows have had their aim error increased to prevent Executrons being instantly shot at the moment they enter a star system.

The new observe mode is quite new and although its been well tested well it might still have some issues so please do let me know through the games bug reporting system.

Next I will be looking at adding features allowing you to create more balanced maps and look at balancing randomly generated maps in general.

Cheers,
Rob

Version 1.0.7.9

Hello Executives,

Happy new year everyone!

Small patch release today to fix a few but important bugs along with adding a new feature.
[h3]New features[/h3]
  • Added new 2nd tier waste reduction tech
  • Added a waste reduction toggle to the power screen so you can remove the buff if needed for nuclear missile construction.

[h3]Bug fixes[/h3]
  • Fixed loading a game after playing the tutorial and it still continuing.
  • Fixed an error reloading mining drones which would cause tactical icons to break.
  • Fixed waste reduction research.
  • Can no longer buy radioactive waste back off the trader.
  • Made it so that self destructing a mining drone makes it rebuild.
  • Adjusted the hit point on the nebular extractor so things are more likely to shoot it.
  • Fixed bug where sometimes large mining ships didn't fully update after being upgraded.

[h3]Further notes[/h3]
I will be focusing this year on smoothing out the rough edges, adding in requested features and generally improving what's already in the game based on the feedback I've been getting.

So far on the list I have:
  • Look into choosing where mining ships and cargo ships set their homes.
  • Allow mining ships to stop.
  • Create balanced maps in the map editor.
  • Rethinking the science super shield so its more like the other 2 factions.
  • Make the AI harder for veteran players.
  • Look at making piloted ships fly back into game area rather than blow up if exiting comm range.
  • Tweaking the Decimator so that it requires a warmup of some sorts.
  • Giving the science faction more AoE weapons.

And longer term projects:
  • Upgrading the games graphics pipeline so that it makes use of the latest technologies.
  • Explore the idea of allowing Excutrons to construct buildings.
  • Explore the idea of giving Executrons their own economy.
  • Improving station security with forcefields, scanners, traps etc.
  • Adding more win conditions.
  • Adding more content/Infestor types/random encounters.
  • Adding in different types of command outposts.

Cheers,
Rob

Version 1.0.7.7

Hello Executives,

Now that the tutorial has been done and seems to be well received I've now gone back to improving the game.

[h3]Bug fixes[/h3]
I've released a minor patch to fix some issues with the AI strategies and a few other little bugs:
  • Fixed Industrial economy so it makes goods factories and mines resources at lower difficulties.
  • Science now builds up bots before sending them over through the gateway.
  • Ai will no longer try and blow up its own troops with missiles or lasers.
  • Ai plotting routes will now try and avoid colony systems if possible when attacking another opponent.
  • Ai now bumps outpost ships to the front of the build queue.
  • Fixed Infestors button in game setup screen not working.
  • Fixed AI not prioritising better ships in shipyards.
  • All 3 factions research priorities have been adjusted to help with achieving powerful tech.
  • Fixed some power issues for the AI.
  • Fixed a bug with the Spy not making teleprobes after destruction.

[h3]New Industrial upgrade[/h3]
I've now added a requested feature where Industrial upgrade their mining fleet instead of building new bigger ships, this brings things into line with the other two factions and removing micromanagement and making it easier for the AI to improve its economy. This upgrade does not apply to mining drones.

Thank you for all the support this year and I look forward to keeping the updates coming in 2024.

Whatever you are doing over the festive period I hope you have a great one, for me I am celebrating Christmas so Merry Christmas 🎄

Cheers,
Rob

Tutorial update

Hello Executives,

Been getting some great feedback from new players, one of them being that the game can be challenging experience for some learning how to play. To address this I've implemented several adjustments to the UI and game mechanics to enhance clarity and understanding.

Additionally, I've introduced six comprehensive, step-by-step tutorials. These tutorials are designed to assist newcomers in mastering the economic aspects of all three factions and to familiarise them with the game's fundamental mechanics.

These tutorials are readily accessible directly from the main menu.

[h3]Changes[/h3]
I have also changed a few little game mechanics to keep things consistent with the science mining stations which will now act like all the other buildings and just blow up returning the resource point back.
  • Mining ships can now mine all science mining outposts.
  • Nebula outpost design has been changed so the nebular spot is visible to be mined.
  • Can now blow up mining outposts instead of being disabled.
  • Removed mainframe from science mining stations.

[h3]Bug fixes[/h3]
Along with this I have also fixed the following:
  • Crates on back of troops are now saved.
  • Reloading now fixes turrets on colony outposts.
  • Fixed green arrows in design screen for non assigned tech.
  • Changed bot/robot cap to say ground cap.
  • Prevented drop pod units and bio pods landing in the freight terminal.
  • Fixed bug where you could sometimes see the Executron on an opposing team.
  • Fixed a graphical issue with strategic interceptor buildings not showing the floor.
  • Fixed deflector defence causing error on Blackstar.
  • Prevented lingering building information displayed when you hover over a spaceship.
  • Blackstar super weapon is no longer absorbed by the base shields.
  • Patrolling troops no longer chase after cloaked Executrons.
  • Starfighter now has better deacceleration to prevent ploughing into the back wall while docking.
  • Fixed navmesh on science bridge steps leading up to podium.
  • Fixed issue direct controlling a bomb unit while its detonating.
  • Fixed issue where AI Very easy and easy industrials would remain stagnant.
  • Derelict ships should no longer spawn on top of derelict outposts.
  • Fixed the research speed multiplier in game settings.
  • Fixed pistols on invasion clones.
  • Fixed issue where some industrial bulkhead doors would block navigation.
  • Fixed navigation issue in command outpost when hiding behind reactor.
  • Right clicking on a resource label will now have the same effect as right clicking on the asteroid/nebular point its self.

Thank you all again for your continued support and feedback, I have a lot of great ideas on what to add to the game and will be looking at improving even more aspects of the game along with adding more content.

Don't forget to check out our discord which along with the in-game lobby is a great place to find random people to have multiplayer games with or just relax and watch other people play in the video streams.

Cheers,
Rob