1. Executive Assault 2
  2. News

Executive Assault 2 News

Version 0.750.1.0

Hello executives,

Small but important update today.
  • Dying as an Executron whilst inside a mech no longer breaks the game
  • Mechs can now path through large gateways
  • Mechs no longer try and go under gantries
  • Fixed navigation issues with Drone Mining control building.
  • The infestor research ship should no longer appear in home systems.

Quick shout out to whoever sent me the bug report saying they were unable to move their robots about, you need to switch to ground view by pressing the space/ground toggle button at the top or press TAB, perhaps this is something I should look into making clearer the UI or will be explained in the up and coming help/tip/tutorial system.

Cheers,
Robert

UI update version 0.750.0.0

Hello executives,

Today I am releasing the new UI update which has been in beta for a few weeks now on Discord which has had some fantastic feedback and great support.

This update is to make the UI look nicer and also to make features in the game easier to understand, you might get a moment of thinking…oh I cant find things, this is perfectly normal with a UI change if you are familiar with the game but soon you’ll find it much better in the end.

This patch also helps solidify the core mechanics of the game which I am now very happy with so you wont be seeing any big concept changes from now on.

Along with the update there are game changes which include:
  • A new detailed galaxy map where you can see more information about what is going on including transport routes and telemining, you can also control ships in it too.
  • Research has the level system back in which is tied directly to the promotion system, as you are promoted you gain access to higher tech, this helps focus the gameplay and also encourages use of the lesser techs, plus it stops players shooting to the end of the tech tree and get a super weapon in no time.
  • There are now multiple ways to add to your promotion, you can sell goods, sell luxury goods which you need gold for, blowing up other ships and capturing outposts.
  • Industrial only needs to build 1 power station and have a power bar which they can increase if they need more power but also uses more Uranium and produces more waste.
  • Science only needs to build 1 power station as well and can produce more by buying/finding/researching power cores.
  • Spy now require a teleprobe in any system they are mining from including the home system, to help with this they get a free teleprobe with a telemining facility.
  • Power can now be directed into different categories like in the first game.
  • When at red alert space defences will appear and drain power but at green alert they will not use any energy, ground defences are always on and always use power.
  • Excavators have had their limit removed and you can now choose what basic resources they can pull out of the ground to help with keeping the basic flow of resources coming in.
  • Command outpost starter cores can now be bought from the trader or found, they can also be swapped out for better cores but only up to a certain level, however to make a new outpost you can only do this with an Outpost starter power core.
  • Outpost starter cores can now be stolen.
  • Outpost cores have now had a redesign and docking bays have been added so that all factions including Executrons can board them.
  • Outpost core ships are now built at a ship yard
  • Mining outpost ships are now made at the outpost command.
  • Doors now have level access with levels 2 and 3 staying closed all the time.
  • All super weapons can now be built on the asteroid surface.
  • Mining drones are now faster and can now reach cruising speeds.
  • Large freight ships and cargo ships have had their speeds increased a little.
  • Large freight ships now only have 2 docking phases instead of 3 thus speeding them up.
  • Large freight terminals can now take 2 small freight ships or 1 giant one.
  • A special Executron mining laser has been added so they can now mine nearby asteroids
  • AI difficulty can now be set per AI.
  • The multi tool has been moved to ‘3’ instead of ‘m’ as I am making room for a mini map.
  • AI should attack more in waves than a constant stream of ships.
  • Music has been adjusted so that it takes a bit more combat to start the battle tracks.
  • Various bug fixes across the board.

Still things to fix and sort out but once that's done I plan to add more tech such as more weapons, base artillery etc, a helper tip system to guide new players and explain what things do and concepts, the protestor mode, enhancing the Executron experience, more random events and things to find as part of the adventure/story system and continue to take suggestions to help improve the game.

People have expressed an interest in adding more base security features so I will be looking into this, as well as making it more obvious as what to do as an Executron and how to get into the action as fast as possible.

I also plan on adding ways of donating more money towards the production of the game as a few of you have expressed interest in helping out with development financially beyond buying copies of the game.

As always you can submit bugs, exploits and suggestions through the game via the menu or pressing backtick.

Thank you all for your continued support and I look forward to working with you all in bringing the game out of Early access, if you are enjoying where its going don't forget to give the game a thumbs up on Steam!

Cheers,
Rob

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