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Executive Assault 2 News

Version 0.731.7.2

Hello Executives,

Mini patch today to fix issues with finding games in the multiplayer lobby.

The UI update is coming along nicely and getting good feedback from testers, shouldn't be too long now before you get your hands on it.

The main reason its taking a while as it's not just a graphical update but also I am simplifying things and making the UI easier to understand and use which seems to be the biggest bugbear at the moment.

Feel free to follow the latest updates on Discord.

Cheers,
Rob

Version 0.731.7.1

Hello,
Just a minor but important patch today fixing 3 issues:
  • Fixed issue where an Executron joining would get stuck at 0% constructing.
  • Fixed issue on Mac where starting a game as Industrial caused problems.
  • Switched Mac rendering system from Metal back to OpenGL due to performance issues.

Despite the tiny patch I am currently heavily invested in working on upgrading the UI which will come out in a later update.

Cheers,
Rob

Version 0.731.7.0

Hello Executives,

Just a minor patch today which fixes a few issues.
  • Fixed exploit where turning off and on a building repairs the internal turrets.
  • Fixed loading for single player Executron gameplay.
  • Fixed exiting star ship in fighter craft instantly blowing up caused by exiting from different star system from first entered.
  • Loading pre-generated seeds into the map editor now works.
  • Limited games now to a minimum of 5 systems.
  • Fixed AI switching off the HQ.
  • Can no longer pause the game during faction selection.
  • Gateway probes and light mining platforms will now repel each other.
  • Fixed problem with gateway not switching back on again after a power cut.
  • Can no longer accidently assign mining ships to outposts.
  • Fixed outposts not being constructed near outpost cores.
  • Removed old Cargo displays causing slowdowns.
  • Added fence around waste facility.
  • Added potential fix for floors vanishing due to Tactical wall display making them vanish.

Whilst the tutorial is in development and the UI is being upgraded I thought would help with a few things that I've noticed people thought were bugs.
  • You might notice your turrets not shooting at space ships, this is because you need to switch to red alert.
  • You might notice some buildings not appearing in the build list once you have researched them, the most likely suspect is that they can only be built on outpost cores in space, the building list will update when you look at one.
  • Speaking of which some ships can only be built at a large shipyard which can only be built on an outpost core, this is why sometimes you might see a ship greyed out in your design list.
  • If you want to add more cargo ships to a route then simply select one of the cargo ships and at the bottom you'll see some arrows to add more cargo ships to the route, remember additional ships will cost Energen.
  • If you cant see any ground troops or unable to move them please make sure you are in ground mode by pressing TAB or press the button at the top which toggles between ground and space mode.
  • Structures built on the asteroid and connected to the station complex will not blow up when their health reaches 0, only their internal and external defences will be disabled still making it worthwhile to attack them, this is also why you will see the AI repairing them as once their health reached half way up all the defences will come back online again.

I hope this helps for now until things are made clearer in the game, my main aim next is to fix bugs and make the game easier to understand by streamlining features, removing unnecessary annoyances and upgrading the UI.

Thanks again for all the help and feedback.

Cheers,
Rob

Version 0.731.5.0

Hello Executives,

Just a minor patch today which fixes a few exploits.
  • Fixed trap door in industrial office.
  • Fixed graphics on Dropship pad.
  • Fixed terminal on the floor on dropship pad.
  • Fixed hole in the wall in tank factory.
  • Fixed Navmesh in Dropship pad.
  • Made Executrons travelling on the dropship more stable - will be looking at improving the experience.
  • Neutronium Executron armour and Executron weapons removed from shipwrecks.
  • Neutronium Executron armour reduced to 200% increase.
  • Tritanium Executron armour reduced to 100% increase.
  • Fixed exploit moving goods from Station core to cargo ship.

As not to annoy you with too many announcements there may be from time to time little patches to help fix little things which might not be announced (even if they are 20mb+)

The holidays are just around the corner and Hesketh Studios will be taking a mini break so whatever you are doing this festive season I hope you have a great one!

Cheers,
Rob

Version 0.731.1.0

Hello Executives, the following has been fixed.
  • Fixed the game disconnecting while players are hosting and joining a game.
  • Fixed Cargo panels not showing the stations inventory for newly joining Executrons.
  • Latest research is now correctly sent over to new Executrons.
  • AI research now sent over to Executrons.
  • Mining drones now go back to their home base rather than the closest command asteroid.
  • Fixed AI starting with more resources after loading a game.
  • Help menu now looks better on ultra wide monitors.
  • Fixed saving screen working on Ultrawide monitors.
  • Tweaked Executive shuttle so that the satnav doesn't try and fly it sideways into the ground while landing.
  • The click hitbox for the giant gateway now includes the ring its self making it easier to send units through
  • Fixed navigation mesh on hulk ship not appearing preventing teleporting and troops walking around.


There seems to be a bug with the floor graphically vanishing I can't quite identify, if anyone can work out how to recreate the issue please let me know.

Thank you again for all the great feedback, keep it coming, seems the new asteroid patch has gone down a treat!

My main aim for now is to fix the big bugs, handle disconnections better, make Executron game play more stable, add a tutorial and give the UI an overhaul.

Cheers,
Rob