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Executive Assault 2 News

Version 0.771.0.0

Hello Executives,

Today I've released a small patch to fix a few little issues.
  • The AI will no longer take control of a company if the server manages to reconnect.
  • Fixed the Gigantilator looking down all the time (not in a sad way, its actually a very happy robot).
  • Spy's mech pulsator now has knock back force and AoE damage.
  • Promotions are now correctly sent over multiplayer when reloading a game.
  • Can no longer use long range buildings without line of sight of the target.
  • Transport and mining ships now slow down to dock rather than zooming over.
  • Increased forbidden zone radius around resources.
  • Updated the description for Executon/CEO only upgrades.
  • Tweaked asteroid generation so that it doesn't appear inside the HQ asteroid.
  • Flipped around Majoran and Anoria icons in the map editor.
  • Mech factory has been made slightly bigger.

While this doesn't look like much since the last patch, I've been working on new content for the game such as the new smaller asteroids with things to find, capture and battle over which are coming along nicely.

Unfortunately due to the size change of the mech factory this might end up breaking some saves I'm afraid, I try not to make changes that do this but was a necessary change due to navigational issues and walkers not being able to exit correctly

I've had some people mention that they feel the AI is too strong, I suggest setting it to an easier difficulty before trying normal, I am quite proud of the fact that it doesn't cheat during gameplay so its only doing things that you can do too. all the difficulty settings do is change its reaction speeds and its starting resources, normal difficulty gives it the same resources as you for a balanced game.

Thank you again for your continued support and dont forget to join our Discord and report bugs in the game.

Cheers,
Rob

Version 0.765.1.0

Hello Executives,

Releasing a small but important patch today fixing the following:
  • Fixed crash bug when trying to select light shield from the trading menu.
  • The host now handles people joining and leaving while a game is being setup.
  • Added traffic light system per server based to give a better indication as to the quality of your
    multiplayer experience.
  • Added objective system for Executrons when playing for the first time, something I will be expanding.
  • Objectives can be cleared by contacting the CEO with F1.
  • Fixed fighters flying into the asteroid base.
  • Fixed 2 AIs deploying nebula mining stations on the same spot.
  • Fixed issues where you would get stuck using the defence terminal if you activated it in 3rd person mode.
  • Trading station now output ships to slightly random positions to stop stacking.
  • Turret direction on Bane now faces the correct direction when controlling it.
  • Fixed troop transports randomly stopping.
  • Selecting an invader ship now shows a radius around outposts and asteroids it can deploy on, moving the invader into one of these areas will let it know where to deploy its drop pods.
  • Fixed rare navmesh issue with Trading port.
  • Fixed having more than 1 monolith.
  • Fixed the inability to construct onto a HQ when its health was 0.
  • Improved interaction UI with a hovering blob.
  • All CEO's now start in chair area
  • Updated chair graphics.
  • Added your ping to the region at the top of the lobby
  • You can now see everyone elses ping when in the faction selection screen.
  • Mouse lock now enabled when taking control of turrets
  • No longer crouches when typing messages.
  • New message when your CEO quits when you are playing as an Executron.

Thank you for your continuing support of the game, the faction selection screen had a major rewrite for this patch so please let me know if something was missed and will try and get it fixed asap.

As some of you may know from Discord I am working on adding a requested feature of extra asteroids you can land on, explore and battle over, current ideas are missile bases, bio labs, research outposts, super weapons, artefacts etc.



If you are enjoying the game don't forget to give it a thumbs up on Steam.

Cheers,
Rob

Version 0.762.1.0

Hello Executives,

Just a small patch today fixing a few things.
  • Fixed sending nuclear power station power slider numbers over the network
  • Fixed typo on efficiency switch
  • Added docking cone to command station (be aware you can still manually dock if you wish)
  • If you are stuck auto docking due to the pads full you can now cancel the docking procedure.
  • Removed transfer panel from trade station as can all be done with the ships inventory.
  • Tweaked trading bay graphics
  • Fixed crates in goods factory as normal one is making gold crates
  • Altered the way drop pods land
  • Taking off from station security is now no longer bumpy.
  • Clients in multiplayer will now get promotions when ships are destroyed
  • Fixed red alert button on mining outposts not working
  • Ready button now appears again for people joining MP games
  • Drone bombers camera has been moved a little so its not clipping through the hull
  • Mining ships now repulse each other to stop bunching up
  • Fighters now accelerate into boost
  • getting into troop transport doesn't set FPS interface correctly
  • Fixed issue where you couldn't control a tank you had just gotten out of.
  • Fixed units caught in infestor ship still counting as pop cap
  • Added target range to fighter display

Cheers,
Rob

Trade and mining ships unable to dock

Hello Executives,

If you are experiencing mining/trade ships unable to dock, please just restart steam to get the latest version of the game 0.762.0.4

Cheers,
Rob

Version 0.762.0.3

Hello Executives,

Today I am merging the beta and experimental branches with the main branch so everyone gets access to the latest version.

Along with all the features listed in the previous announcement, the following has now been added.
  • The Executron facility is now Station security, and the little prison area is now where you can control the station defences including both internal and external, this screen also has a new concept to the game where when you interact with it the camera is locked to the screen so you can use the mouse to move the map and select things.
  • For the industrial I've now added a personal drop pod to the dropship pad where you are fired out of a tube to wherever you need to go, currently only works onto asteroid bases but its certainly a nice fast way to get you somewhere which complements the gateway and teleports.
  • A new FPS control system has been added where you can now tell units where to move, deploy, attack etc as well as call the CEO for help, this feature gives Executrons some incredible control over the game now, I can see some interesting interactions happening with the CEO now that Execturons can move units so feedback of this would be welcome (actual game play feedback, not supposition).
  • To help speed up ships their cruise speed is now based on their weapon systems firing or being attacked with a 20 second recharge time, this was a much requested feature as people were finding it took too long to get anywhere.
  • Research stations can now be enhanced by Executrons by pressing levers or aligning sensors to help increase their efficiency.
  • The galaxy map can now be accessed from space ships.
  • Research screens have been added to research facilities so Executrons can now research technology.
  • Trader now sells shields too.
  • Industrial now has more armour on their tech tree.
  • Can now set ship and robot stances on factories.
  • Executron panels and outfit booths are now dotted around more.
  • The decimator now causes large nuclear explosions when the asteroids hit something.
  • Can now dump the power capacitors.
  • All super weapons and the teleporter now have targeting terminals.
  • There is now a limited contextual drop down for Executrons to ask their CEO for help and also use the recall provided you have a tele-probe within range, just an idea at the moment.
  • From the Executron display you can now order the AI ceo to ground invade places so it will send over a teleprobe or gateway which is handy for getting to places without having to fly there.
  • Multiplayer stability has improved in terms of handling dodgy internet connections.
  • The AI can no longer launch a nuclear missile the moment it has built the structure.
  • Audio has been improved so it doesn't cut off as much.
  • Lots and lots and lots of little bug fixes and quality of life changes here and there.
  • Script optimisations to help boost the frame rate.

I hope you enjoy these changes and fixes, as always please submit bug reports through the game and feel free to join our Discord for some lively discussions or to find people to play multiplayer games with.

Also if you are enjoying your experience please give it a thumbs up on Steam.

Cheers,
Rob