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Executive Assault 2 News

Version 0.825.0.0

Hello Executives,

Today I'm releasing the new first-person upgrade, this patch is full of updates and bug fixes, below is a list of some of the new main features.
  • Improved first person experience.
  • New animations for hands and gun movement.
  • New animations added to troops.
  • New models for CEOs and Executrons.
  • New star fighter model.
  • New explosions animations.
  • New small asteroids added to explore and capture.
  • New armour added for Industrial troops and turrets
  • New Plasma Bombs added for starfighters.
  • Updated mini map
  • Motion blur added (can be switched off)
  • Updated bridges to star ships.
  • Galaxy map now accessible anywhere with the TAB/M buttons including a new overview screen.
  • Easy select buttons added for shipyards, tele-port and Executrons for CEOs
  • Anti tank guns now do more damage over distance.
  • Objective system added for Executrons so CEO's can tell them where to go including AI CEO's
  • QOL updates such as easier to select resource asteroids and ground troops.
  • A whole host of bug fixes to improve and speed up the game.

Let me know how you get on in the forums, Discord and through the bug/feedback submission system in the game.

At some point soon I will be adding more furniture to facilities built on the small asteroids.

After a few rounds of bug fixing I will then be working on the Spy update which is going to add a load of new tech to the spy faction which will change the way you play them as well as add new tech to the other factions too such as artillery type weapons.

Big thank you to everyone who has been helping to test it and all the feedback so far, we're definitely on the home stretch now.

Cheers,
Rob

Version 0.787.3.0

Hello Executives,

Small patch today fixing and adjusting the following:
  • Fixed an error if you have troops standing next to an exit on the Infestor ship and you try and exit CEO mode.
  • Moved camera rotate to Left Alt or Left Apple.
  • Wormhole positions are now just like normal Quantum fracture points and are around the edge.
  • Adjusted script that destroys units inside a building to be more accurate.
  • When reloading a game where a CEO has already been assassinated they will no longer come back to life.
  • Fixed bulkhead doors so they wont open if something is being constructed on the other side
  • Can no longer empty the stations powers capacitors unless they are at 100%
  • Updated description on mass teleporter
  • Updated super ship construction detection
  • Hacking alert will now affect the correct team
  • Fixed doors on bridge sometimes already being opened
  • Tele-probe shield research has been rearranged.
  • Tele-port is now researched from the start
  • Fixed graphical error with 4k resolutions and save game menu
  • Fixed bulkhead doors on tele-port not closing
  • Cancelling mass transport selection now restarts correctly.

I've made a small adjustment to how power cores work in the game with the building/outpost now producing a fixed amount of power, all you do now is just enhance with power boosters which can be swapped around like before with command stations and fusion power stations using different power boosters, so you shouldn't notice any difference unless you are trying to build a housing estate.

I've also set the default for the AI to be Very Easy when you start a new game however it will remember your selection so if you are a veteran at the game please double check the AI is at the correct difficulty for you.

Will be carrying on with bug fixes and working on enhancing the first person experience.

Cheers,
Rob

Version 0.787.0.6

Hello Executives,

I've now merged the beta balancing branch with the main branch for you all to enjoy which includes all the nice features mentioned in the previous announcement including choosing start positions and teams along with the new infinite resource system.

https://store.steampowered.com/news/app/510500/view/3682294225194062748?l=english

In addition to these notes and based on feedback the following has been added/changed:
  • The spy Tele-miner can now mine multiple resources once you have researched extra tele-streams instead of just one resource for all 3 streams.
  • Fixed being able to reinsert non existent cores into reactors
  • Javelin and Longbows movement planes have been raised to bring into line with the Invaders abilities
  • Information probes speed and accelerations have been increased
  • Teleminer power 15 to 10 to help with Spy's rough start.
  • Screens now switch off correctly
  • Executron fighter screen in command outpost has had its display changed
  • Troops can now reinsert reactor cores
  • Found advanced outpost cores can now be used to make outposts
  • Turrets now shoot back if you shoot them
  • When you switch between star systems and then go back it now remembers the last camera position.
  • AI will no longer send units to attack sneaky units unless the sensor tech researched
  • Added extra door on command outposts
  • Added extra defences to civilian command outposts
  • Separated buttons out on gateway probes for docking with port and docking in hanger
  • Text on minimap no longer up side down
  • No longer be able to click the teleport buttons while its in operation
  • Fighters are now less likely to fly through buildings
  • Can no longer take crates off other robots
  • Robot will no longer try and carry more than 1 crate
  • Torches on mechs have been disabled
  • FPS map now shows player direction.
  • Can now see inside systems with a captured derelict.
  • Fixed the game ending correctly with the new alliance selection system
  • AI will no longer send waste barge to allied team
  • Alliances are now synced correctly to Executrons
  • Fixed issues with the warp drive and background changes when standing on the bridge of ships
  • Fixed the environment not changing when as an Executron being on the bridge of a ship during mass teleporting
  • Gassing the trader from the nuclear power station will now trigger a blacklist
  • Troop transport movement plane moved down a little so that it doesn't crash into anything coming out of a quantum fracture point
  • Infestors will no longer spawn on small mining outposts
  • Fixed issue with the AI building ship yards
  • Optimised the starship scripts to try and prevent them ghosting into other systems.
  • Fixed issue with getting stuck respawning as an executron after server migration
  • Fixed enter ship icon still appearing even after entering ship
  • Fixed patrolling units sometimes not seeing Executrons
  • Stats data is synced over correctly
  • Can no longer join a company where the CEO has already been assassinated
  • Executron count for companies has been reworked
  • Out of bounds for starships and fighters is now square shaped to match the systems
  • When shields on a unit are switched back on again after docking or landing they will now have to recharge.
  • Fixed issues with bulkhead doors not opening
  • Error where sometimes turrets sometimes didnt have the correct weapon assigned has been fixed
  • Fixed Executrons joining and defence turrets were deployed when they shouldn't have been

As mentioned in the previous announcement you unfortunately wont be able to load saves from the previous version of the game, however so that you can finish off a saved game I have left the previous version up on a special branch for the time being called - oldversionforsaves.

After conducting a poll I have seen that people mostly want me to work on upgrading the first-person aspect of the game adding in features that you would expect in a modern day shooter rather than adding in all the new spy tech.

I would also like to congratulate one of our customers Glenn for winning the map competition on Discord who not only won $50 but also had his map added to the pre-set map list, well done, we will certainly be doing that again in the future.

Thanks again for all the help.

Cheers,
Rob

Version 0.786.9.0 (beta)

Hello Executives,

Today I am releasing a patch to the beta branch, the reason for this is because I have made a minor adjustment to the economy to make things more fun and easier to understand however despite plenty of testing I am quite sure that some things still need some balancing.

As of of this patch all asteroids are infinite to mine and you only get half the yield from smaller asteroids, it should help with the Industrial faction as they had to research infinite mining first which was strange as mining ships would fly off and then fly back again, also it helps with the Spy faction as they were unable to mine an asteroid once it had ran out which didnt help late game at all, the Science faction generally didnt need any tweaking as their economy was pretty infinite already.

The main aim is that the new infinite system should allow for a more stable economy meaning you concentrate on it less especially towards the end of a match, as there's nothing more frustrating than 55 minutes in and your having lots of fun but wondering why you have no Tritanium and realise the asteroid ran out and I am quite certain you would be rather spending your time blowing up the computer than twiddling your economy.

The other important thing to note is that with all this you shouldn't be able to just live off the home system mid/late game if you want a decent sized high tech fleet, if you play a game against someone who does expand into other systems then you should be at a disadvantage for not doing so, thats the theory anyway, let me know if its working or everyone is now going to turn into Turtles.

I also want to clamp down on run away economies which having a system like this will make it easier for me to work out whats happening.

While doing all this I am pleased to say I have also been on a good dig through the code and game and managed to get the frame rate up quite a bit especially late game with 4 CEO's so you should now see things run smoother, as ever this will continue to improve as the game is optimised.

Here are the following tweaks to the economy to help keep things balanced:
  • Only one ship can mine an asteroid at a time.
  • The Tritanium refinery now needs 200 raw metal instead of 100 to work.
  • The mining rate on large asteroid miners have been moved from 4 seconds to 8 seconds.
  • All tier 2 units and weapons now require Tritanium to build and all tier 3 units and weapons require Xeo gas and Tritanium.
  • Outpost cores have been relabelled and are their own separate thing unrelated to Science tech now.
  • New advanced outpost core added which can only be found inside Colony command outposts or searched for.

Along with the new economy changes the following has been added:
  • You can now choose start positions on maps.
  • You can now choose teams before a game starts including teaming up the AI.
  • Added categories to the trade screen.
  • Choosing a new ship hull will assign it the latest researched tech.
  • Added new economy information to the overview screen.
  • Added more graphs to post game screen.

Also the following has been fixed:
  • Hit box on lines in the map editor are now a bit wider
  • Stop button has been added back again when mass electing units.
  • Fixed a bug which would cause a match not to start due to not being able to put enough colonies down
  • Fixed a docking issue on outposts and derelict ships
  • Fixed an issue wit the Executron being killed in a personal drop pod
  • Added a moment pause before the tool tip appears
  • Fixed an issue flying fighters in a system with no QT points other than a wormhole
  • Fixed bug with having more than 1 outpost command producing too many ships
  • Fixed an issue setting units to patrol stations where they would run into the corner
  • Fixed space walking being super sensitive.
  • Transport info is now more useful
  • Fixed issue with matter beams and deflectors where the ship would be damaged anyway.
  • Raised the health on Bane and Mechanoid to 1000
  • Being killed while in the outfit machine will no longer break the game
  • Being killed while operating a turret will no longer break the game.
  • Fixed issue with goods fabricator being used to cheat
  • Infesters will now wonder a bit from the trading ship.
  • Raised dropped cargo limit to 2000
  • Can now spawn up to 3 colonies again.
  • Can now fire nukes over multiplayer again from the target panel.
  • Monolith turning is now smoother over multiplayer
  • Executron on the monolith can now see the countdown
  • CEO can no longer direct control a ship which already has an Executron on board
  • AI no longer queues up loads of ships.

Let me know what you think in the Forums/Discord or through the games feedback system.
Please note that previous saves aren't compatible with this version of the game and also this beta test is currently not available for the mac, although I dont intent to keep this branch active for long.

After this patch it out I intend to work on an overhaul of the Spy faction as they aren't very spy like and their super weapon sux so I will be giving them a large injection of alternative tech focusing on stealing, espionage, sabotage and mis-direction and be less like the other 2 factions.

Also based on some fantastic feedback I intend to give the first-person aspect of the game a bit more love an attention, its actually load of fun right now to play as an Executron but the quality of the experience can certainly be improved.

To access this branch please use the code balancetestingfun

Cheers,
Rob





Version 0.782.0.0

Hello Executives,

Small bug fixes today.
  • Adjusted random resource placement so they dont spawn near wormholes.
  • Transgalactic laser works again.
  • Fixed issue where sometimes cargo/mining ships would stop and not dock.
  • Shooting a building or a tank now brings up the health wheel.
  • Can now see blue docking effect on unfriendly outposts and derelicts.
  • Added sound FX to when you pick up a crate from space.
  • Bots can use the tank gateway again.
  • Can no longer inter-bridge teleport to an allied that doesn't have a telepad.
  • Security station fighter launch panels no access screen now covers the whole terminal.
  • Inside turrets now deal with sneak attacks better.
  • Fixed defence sat error when joining game.
  • Flaks will no longer interfere with manual aiming.
  • Fixed issues with building outlines blocking weapon fire.
  • Fixed the AI sometimes being able to launch a super weapon without line of sight.
  • Fixed a bug where hundreds of clones would come out of one troop transport.
  • Added indicators to show which way to fly if you are out of bounds.
  • Fixed muti-tool not showing info about doors.
  • Fixed issue with drop ships and personal drop pods not navigating wormholes correctly.
  • Fixed nuclear waste storage not reducing capacity once destroyed.
  • Fixed issue where if the CEO was direct controlling a Robot and an Executron got into a shuttle it was break the game for the CEO.


Cheers,
Rob