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Executive Assault 2 News

Beta version 1.0.9.167

[p]Hello executives, the following has been fixed on the beta branch:[/p]
  • [p]Fixed shield generator not deactivating shield when switched off.[/p]
  • [p]Fixed queued up buildings not vanishing after construction fighter destroyed[/p]
  • [p]Updated advanced ground defensive description to include the word "ground" in it.[/p]
  • [p]Units set to patrol will now only patrol friend stations/asteroids[/p]
  • [p]Increased asteroid boundary to remove invisible barrier[/p]
  • [p]Fixed outpost cap not going down if outpost being constructed is cancelled.[/p]
  • [p]Updated Spy economic tutorial.[/p]
  • [p]Fixed health flashing if more than 1 unit selected[/p]
  • [p]Fixed mining outposts not revealing fog of war[/p]
  • [p]Fixed right clicking on quick build queue item affecting first item only.[/p]
  • [p]Fixed large teleport information display[/p]
  • [p]Fixed spelling mistakes in science research alignment terminals (they were so bad I must have been half asleep at the time lol)[/p]
  • [p]Updated tool tip description for Repair All button.[/p]
  • [p]Fixed Z11 hacking tool off screen
[/p]
  • [p]Fixed multiple icons appearing in security terminal after station captured[/p]
  • [p]Fixed bug where research points can sometimes go up if you have an Executron[/p]
  • [p]Hold fire now works on tanks[/p]
  • [p]Fixed Teleminer deep beam from giving 3 streams[/p]
  • [p]Fixed High energy laser not costing any research points[/p]
  • [p]Fixed Stealth Executron description[/p]
  • [p]Fixed the fighter having passenger problems if Xavier gets in[/p]
  • [p]Fixed game error when Executron spawns in Executive fighter as passenger and its destroyed[/p]
  • [p]Fixed ability to fire plasma bombs like a machine gun[/p]
  • [p]Fixed respawn selection buttons breaking if trying to select the Executive Shuttle as a respawn point[/p]
  • [p]Added DLSS toggle in options menu.[/p][p][/p]
[p]Thanks for all the reports so far, will keep at it.[/p][p]To join the testing go to the games properties on Steam, then betas and type in BetabranchtestingC which should activate the branch.[/p][p][/p][p]Cheers,[/p][p]Rob
[/p][p][/p]

Mega patch open beta testing is now live!

[p]Hello Executives, [/p][p]After over a year of improving almost every aspect of the game I am delighted to open up the mega patch to testing before I release it (details found at the bottom of this post). This patch includes: [/p]
  • [p]Massive graphical upgrade[/p]
  • [p]Much faster frame rates[/p]
  • [p]Streamlined UI[/p]
  • [p]Streamlined gameplay aka removing unnecessary stuff[/p]
  • [p]AI Improvements[/p]
  • [p]Bug fixes[/p]
[p] There are a load of changes so I will list the main ones, please do read this else you may get confused.[/p]
  • [p]Red alert is now Intruder alert which closes doors and no longer affects power[/p]
  • [p]External defence turrets are now on all the time so no need to remember to switch on and off[/p]
  • [p]Science cargoships have been removed and now goods are gatewayed to the main base[/p]
  • [p]Weapons and tech are now automatically updated on new ships[/p]
  • [p]No more power requirements on designing ships as weapons and specials are now ship specific[/p]
  • [p]Ships price is now only what the hull costs[/p]
  • [p]The reactor on ships now controls the weapon strength[/p]
  • [p]The trader now sells upgrades.[/p]
  • [p]Reactors in science power stations are automatically upgraded when researched[/p]
  • [p]Upgrading station tech is now done in a brought back Security Control Room[/p]
  • [p]Executron facility is now the Fighter Port[/p]
  • [p]Multitool is now in the pistol slot[/p]
  • [p]Power screen is now generic.[/p]
  • [p]Power station sliders are now on the main RTS interface[/p]
  • [p]Quick design for constructing units has been added on the main RTS interface[/p]
  • [p]Monolith no longer blows up the sun and targets the HQ[/p]
  • [p]New targeting terminals have been added for Executrons in various locations such as Gateways/* Tele-ports etc[/p]
  • [p]Goods factories can now make power cores with Tritanium along with luxury goods from gold and diamonds[/p]
  • [p]New internal defences have been added including upgrading turrets and doors[/p]
  • [p]UI changes to construction have been implemented so you just press the HQ to bring up the build screen[/p]
  • [p]Outpost construction is now done from a construction ship which doesn't vanish afterwards[/p]
  • [p]Can now upgrade the power on command outposts.[/p]
  • [p]Space defence turrets are now the same as the ground version where they are just placed within the build radius[/p]
  • [p]5 new Executron types have been added with buffs depending on your style of play.[/p]
  • [p]Executrons can now boost certain buildings through transferring their health power into it through a power booster.[/p]
[p]The way outposts has been changed where you no longer need to buy cores from the trader but you make your own with Tritanium at the goods factory, an expandable outpost cap has also been implemented to stop run away economies and make you think more about placement and usage.[/p][p]That's all I can think of at the moment but those are the key changes to the game, you should find it a lot more fun and streamlined.[/p][p]A lot of your strategies might need to change due to the way the game is balanced now so please before complaining about something give it a good go first and you'll see the way things work now is much better.[/p][p]You might also think that it doesn't seem like much has been done for the time its taken but not only has a multitude of scripts been optimised and refactored along with the graphics engine being upgraded but I was also working simultaneously on Hostile Takeover which for now needs a bit longer in the oven to cook.

Main things I would like you to look at: [/p]
  • [p]Your overall thoughts on it, was it all worth it? Are you enjoying the changes?[/p]
  • [p]Has the “Jank” been removed/lessened?[/p]
  • [p]Does it feel balanced? Especially with an Executron?[/p]
  • [p]Exploits[/p]
  • [p]Does it perform well on your system?[/p]
  • [p]Ideas on improvements?[/p]
[p]Remember that it is in testing and active development so please expect some issues, if you find bugs please post them the usual way through the game as I get a screenshot, saved state and log. [/p][p]You will notice all your settings have reset too, this unfortunately had to happen due to upgrading the graphics engine and creating a new profile in Windows for it[/p][p][/p][p]I really hope you enjoy it all as it’s a massive improvement on the current release and looking forward to hearing how its all going.[/p][p][/p][p]To join the testing go to the games properties on Steam, then betas and type in BetabranchtestingC which should activate the branch.[/p][p][/p][p]Cheers,[/p][p]Rob[/p][p][/p][p][/p]

Hostile Takeover Sneak Peek

[p]Hello Executives,

I've been getting a lot of questions lately about when the next update is coming out, and while I can't give an exact release date just yet, I wanted to give you another sneak peek at Hostile Takeover show you where things stand at the moment.[/p][p]Hostile Takeover is a new DLC that will launch alongside the mega update for Executive Assault 2. It's a fast-paced, action-focused game mode designed for players who want to jump straight into the action without the longer playtime or star system expansion of the main game with smaller intense maps.[/p][p]In this video, my Executron friend and I are teaming up with the AI CEO, who's handling all the RTS management while we take care of business in FPS mode. One of my main goals right now is to make sure you can really feel your impact on the match and in this round, we definitely managed to turn the tide of battle.[/p][p][/p][p]Enjoy!![/p][p][/p][previewyoutube][/previewyoutube]

Hostile takeover news

[p]Hello Executives,[/p][p]Just a quick update on how things are going with Hostile takeover.[/p][h3]
New Ground Outposts[/h3][p]Players will now have access to three types of ground outposts: Defence, Mining, and Research. Each outpost type has distinct advantages and limitations and requires an Outpost Core for construction, which remains available from the trader. [/p][p]Outposts can now be rotated for improved placement, and constructing one will require a construction ship or tank. These units are reusable, allowing players to build multiple outposts as long as they have cores available.[/p][p][/p][p][/p][h3]New Defences and Security Mechanics[/h3][p]The internal defence screen has been redesigned with the Security Control added back. This structure enables players to upgrade turrets, modify defensive systems, and trigger repairs. [/p][p]A new Security research tree has been added for each faction, expanding defensive capabilities with unique technologies. Additional defensive features include new turret types and skins, stealth detection systems, upgraded doors, external walls and gates, and tier 2 external turrets. [/p][p][/p][p][/p][h3]Quality-of-Life Changes[/h3][p]Various improvements are being introduced for both CEOs and Executrons to streamline gameplay. CEOs will benefit from some screens being removed and added to the RTS interface as quick tabs, countdown timers for defence upgrades, updates to the power grid and science super shield, auto-upgrades for base power, economic balancing, and enhancements to space defence platforms. [/p][p]Executrons will gain the ability to remotely control probes, focus on panels without manual targeting, earn personal research points, respawn in their last shuttle, request drop pods, teleport to star ships, and use escape pods when crashing.[/p][p][/p][p]Additionally space only maps are being added which will be similar to that of when EA2 first went into development.[/p][p][/p][p]I am aiming for sooner rather than later, I don't want to give an exact date as not to create disappointment but its all progressing really well.

Share your thoughts in here or join us on the discord where you can find preview videos/pictures and let us know what you're most excited about. [/p][p][/p][p]Cheers,[/p][p]Rob

(These updates are still in development and subject to change)[/p]

Version 1.0.8.401 and Hostile Takeover news

Hello Executives!

Rolling out a small patch today to address an issue with the AI not building Xeo gas refineries and a few other minor fixes. You will now be able to construct these vital structures both on the ground and in space, allowing more choice of where to build them when it comes to the power hungry structure.

But that’s just the beginning! I'm thrilled to share exciting updates on the development front.

Last year, I announced Hostile Takeover, a brand-new, high-intensity game mode designed for fast-paced action on a single map—perfect for Executron gameplay. Since then, I've been hard at work implementing significant improvements to the whole game, including:
  • Quality of Life enhancements.
  • A graphical overhaul with stunning new lighting.
  • Code overhaul improving gameplay and stability.

Throughout the past year my team have been dropping exclusive sneak peeks of Hostile Takeover in our Discord community. Here’s a glimpse of what’s been unveiled so far:
  • Enhanced graphics with a new render system.
  • Multicrew vehicles for Executrons.
  • Revamped first-person terminal interface.
  • Tier 2 ground defences for all factions.
  • The colour purple!
  • New mobile ground artillery for all factions.
  • Spy hover tanks—fast, powerful, but lightly armoured.
  • Fleet formation jumping—no more trickling through warps one ship at a time!
  • Executron base-building—construct buildings and outposts directly.

For those craving more in-depth insights:
  • Tier 2 defences are large, power-intensive, and pack a punch—think of them like the Industrial Anti-Starship Cannon, but specialized for ground combat.
  • New artillery units provide long-range fire support.
  • Spy units now include three new hover tanks, offering high-speed mobility and firepower at the cost of heavy armour.
  • New HQ command terminals allow Executrons to construct buildings and establish outposts, adding another strategic layer to gameplay.

And we’re not stopping there! Further teasers have been dropped, hinting at a new internal defences system, a winter biome complete with snow, and more surprises in the works, eventually a complete list of features will be released and there are plenty of them!

Join the conversation and get the latest updates in our Discord

We can’t wait to see you in the field, leading your forces to victory in the name of your company. The stars are yours to conquer!

Cheers,
Rob