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Executive Assault 2 News

Version 1.0.8.353

Hello executives,

Mini patch today to fix a few issues.
  • Fixed explosive drones not colliding with objects
  • Upped explosive drone damage from 100 to 500
  • Decreased construction time of Explosive drones from 60 seconds to 30
  • Can have multiple ships mining 1 asteroid by moving one of the ships
  • Fixed getting warning message for dropship landing when its landing on someone else's asteroid
  • Made level 1 weapons free as charging for them was confusing people
  • Fixed issue with controls for personal cloaking field
  • Ground units should now target buildings better
  • Fixed a bug which caused "Ghost ships"
  • Fixed error where getting back into RTS seat made the base vanish
  • Trying to dock direct controlled fighter into a starship should no longer error
  • Fixed an error where the Executron list would not update correctly if one got disconnected
  • If an allied CEO is assassinated the alliance is broken
  • Fixed power information not being synced over correctly on Command outposts
  • Shipwrecks have been disabled for the time being.
  • Can now tell troop transports to move, follow and stop.
  • Fighter drones now come out with drone fighters and drone bombers
  • A cloaked command station will no longer appear on the map
  • Telling the laser sat to change target mid firing will no longer cause an error
  • Base of assassinated CEO will continue to explode even if they have quit before the sequence
  • Fixed issue with the zoomed out sensors not grouping units correctly

Cheers,
Rob

Version 1.0.8.340

Hello Executives,

With a large influx of new customers over Christmas there has also been an influx of fresh eyes spotting niggling bugs so today you get a nice list of issues fixed.
  • Fixed destructible doors.
  • Fixed gateway probes after reloading a save having a hard time docking.
  • Fixed issues loading the hulk ship.
  • Show the arrow when telling the probe to land on something when you right click on it.
  • Gateways landed on pads will now reload already open.
  • Units inside the hulk ship will now reload.
  • Fixed issue where sometimes you cant get out of the hulk ship.
  • Custom resource dense systems random spawning function adjusted to get less errors like derelicts spawning on top of each other.
  • Move the enter and exit icons for hulks so they are more obvious.
  • Fixed issue where AI has taken over a company and the buildings don't chain react explode.
  • Factions should no longer get shuffled around if someone leaves a game being setup.
  • Fixed Holographc AI not being destroyed with outposts.
  • Fixed holographic AI's icon not appearing.
  • Fixed cloaked base internal turret icons appearing.
  • If the host quits the game setup the the session will end.
  • Tracking missiles will now lock into a better location on a ship.
  • Fighter coming out of gateway shouldn't teleport back.
  • Being near a ground turret when it explodes will no longer insta-death you.
  • Waiting for a condition to build a unit message now vanishes when its being built.
  • Removed cargo terminals from space ports as not needed and were causing problems.
  • The return goods button should still work even after loosing a goods factory and you had 2
  • Fixed problem where it was hard to pick up a crate that had been dropped on a landing pad.
  • Invader pods should no longer try and land inside solar farms.
  • Plasma bomb radius has been increased.
  • Collision box on drone control stairs have been widened.
  • Fighter movement plane has been lowered.
  • Fixed a recursive error in the command menu which would cause some slow downs.
  • Hulk ship is now visible if you join mid game.
  • Can no longer take direct control of tanks/walkers already in use by an Executron.
  • Unit info now updates when you select a unit from the sensors.
  • Updated RTS sensor panel graphics.
  • Information sats no longer stack on top of each other.
  • Executrons can now see transport routes on the galaxy map.
  • Updated personal cloak description to include that the multi tool works when cloaked.
  • Collision box around Strategic missile launcher wall has been improved.
  • Fighter weapons now inherited velocity of the ship.
  • Scroll window up and down arrows now appear correctly on some screens.
  • Units now assault Executrons.
  • Bane now triggers doors opening.
  • System cursor now vanishes if you take direct control of a starship.
  • Extended floor around Tritanium factory.
  • Fixed error in deflection array which caused slow downs.
  • Design screens on first person terminals now includes tooltip information.
  • Hidden room codes in observe mode.
  • Fixed AI spy being able to get level 3 pulse lasers before researching EMP.
  • Fixed ships following a fighter flying off the screen if the fighter docks with a spaceship.
  • If command asteroid has been destroyed Executrons can now respawn at other locations.
  • Units will now not try and hack open neutral closed doors.
  • Pressing escape will now also exit the galaxy map as well as TAB.
  • Telling a fighter which is currently under the control of an Executron to land will no longer break it.
  • Can now see under outpost cloak in observe mode.
  • Cloak and deflector fields are now synced correctly over the network.
  • Fixed fighters sometimes not coming to a full stop when reversing.
  • Infiltrator now costs 5 research.
  • Camara wobble no longer goes mad near an explosion for the Gigantilator and Atlas.
  • Fixed some navigational issues on command outpost.
  • Station will no longer auto repair if the CEO has been assassinated.
  • Mass teleport warning will now say the system units are being moved to.
  • Messed up the windows on the shipwrecks a bit.
  • Targeting displays will now allow you to target space like the super laser or missiles.
  • Fixed agent errors at start-up.
  • Fixed doubling up of mesh on some structures when joining as Executron.
  • Fixed Infestors sometimes trying to target through walls.
  • Updated civilian outpost to have correct explosion.
  • Stealthed outposts are no longer visible on the galaxy map.
  • Zooming into command stations is now a lot easier.
  • An error is fired if a science mining outpost is destroyed while a replacement cargoship is built.
  • Fixed some holes in bridge segment of Infestor ship.
  • Fixed F1 broken for Executrons calling for CEO support.
  • Fixed troops which used to be following you entering the infestor ship.
  • Fixed buttons on research screen not updating correctly.
  • Fixed exiting ship while its in a warp tunnel.
  • Can no longer take direct piloting of a ship which about to enter a warp tunnel.
  • make it so that you can dock with troop transport, screen doesn't say dock.
  • AI now researches Heavy shield before Super shield.
  • Fixed issue with left scroll button not appearing on research panel.
  • Fixed construction effect not vanishing.
  • Fixed issue which might have caused network instability.
  • Adjusted exit point for Executrons if they exit a giant gateway which has been landed on a slope.

Thanks for helping to support the game, if you enjoy playing it then please give it a quick thumbs up on Steam.

Cheers.
Rob

Version 1.0.8.193

Hello Executives,

Nice little patch today to help with some bugs and also help with some of the map balancing.

[h3]New Features[/h3]
  • The map editor has been updated so you can now choose what derelicts and civilian installations appear in a system, this should help if you are wanting to make a more balanced map. Previous map seeds created will still work.
  • Randomly generated maps will no longer place Geothermal and large mining stations next to starter systems as they have been classed as more desirable than the other derelicts.
  • Infesters have had a little overhaul where they are now stronger, bite and a new type has been added, this change was mainly because people found them more of an annoyance.
  • Destructible and standard doors have been added to derelicts and installations to make taking them a bit more of a challenge.
  • You can now see what game options have been applied when you have joined a match.
  • A requested feature to toggle traders selling wormhole tech has been added.
  • Traders now always carry wormhole tech, however the price has been massively increased.
  • The chatbox has been graphically updated but more importantly the text will hide if you open up a window, if you receive a message while the window is open it will display after it's closed.

[h3]Bug fixes[/h3]
  • Fixed bulkhead doors appearing not opening when an Executron joined a game.
  • Fixed the missile command being added to the no super weapons option.
  • The research screen now updates when you have enough research points for tech.
  • Removed the economic tab from the design screen if there isn't any tech to build.
  • Changed the mining drone control structure design to fix mining drones clipping through the roof.
  • Fixed roofs on some derelicts which wouldn't hide when looking inside.

Thank you for the bug reports, I would kindly ask that you make sure its an actual bug first before sending me one as I've had a few now where I've received something and then moments later I receive a second saying please ignore the first.

Next I will be investigating adding extra win conditions.

Cheers,
Rob

Version 1.0.8.16

Hello Executives,

Todays patch has some great new requested features and bug fixes:

[h3]New features[/h3]
  • Observe mode added so you can watch peoples multiplayer games, an option has also been added to the server creation screen if you want to prevent this.
    One thing to remember is that because the game runs via a server there no need to fret about having people observing as it wont slow down your game.
  • Mining and cargo ships can now be told to stop and be directed around like other units.
  • Can now change cargo ferry route destination by selecting the mining outpost and then right clicking on the target destination.
  • Super defence shields for the Science faction has been reworked so its less intense trying to work it. Now they don't drain power when on and auto engages when researched. It does however drain power from the stations capacitors each time a weapon hits it.
  • Science now has Capacitor boost research to increase the amount of energy stored.
  • If you try and fly out of the system you will now be automatically turned to face the system centre again instead of blowing up.

[h3]Bug fixes[/h3]
  • Fixed bug where game didn't wait for all players to join in.
  • Updated dropdown visuals.
  • Mining ship now explode better.
  • Fixed a bug where you could load a game and fly a starfighter into the ground and not die.
  • Fixed an issue where pasting a map seed didn't update all the options thus causing lots of issues like hundreds of trading ships appearing or ships not warping around correctly.
  • Fixed issue with interceptors not continuing to construct after a power cut.
  • Fixed issue with dumping capacitor power locally.
  • Fixed issue with unable to call OOPS delivery after its been blown up.
  • Contents of dropships are now included in the ground cap.
  • Missiles from silo will no longer stutter when taking off over multiplayer.
  • Fixed cataclysm laser being rebounded.
  • Can no longer control the trader as an observer.

[h3]Balance Changes[/h3]
  • Decimator now starts with zero missiles in stock and has to build them which should take 10 minutes.
  • Invaders were being used as primary assault ships so I've reduced their hull strength, removed some heavy turrets and missiles now exit similar to other missile systems making them harder to attack ships too close to them.
  • Longbows have had their aim error increased to prevent Executrons being instantly shot at the moment they enter a star system.

The new observe mode is quite new and although its been well tested well it might still have some issues so please do let me know through the games bug reporting system.

Next I will be looking at adding features allowing you to create more balanced maps and look at balancing randomly generated maps in general.

Cheers,
Rob

Version 1.0.7.9

Hello Executives,

Happy new year everyone!

Small patch release today to fix a few but important bugs along with adding a new feature.
[h3]New features[/h3]
  • Added new 2nd tier waste reduction tech
  • Added a waste reduction toggle to the power screen so you can remove the buff if needed for nuclear missile construction.

[h3]Bug fixes[/h3]
  • Fixed loading a game after playing the tutorial and it still continuing.
  • Fixed an error reloading mining drones which would cause tactical icons to break.
  • Fixed waste reduction research.
  • Can no longer buy radioactive waste back off the trader.
  • Made it so that self destructing a mining drone makes it rebuild.
  • Adjusted the hit point on the nebular extractor so things are more likely to shoot it.
  • Fixed bug where sometimes large mining ships didn't fully update after being upgraded.

[h3]Further notes[/h3]
I will be focusing this year on smoothing out the rough edges, adding in requested features and generally improving what's already in the game based on the feedback I've been getting.

So far on the list I have:
  • Look into choosing where mining ships and cargo ships set their homes.
  • Allow mining ships to stop.
  • Create balanced maps in the map editor.
  • Rethinking the science super shield so its more like the other 2 factions.
  • Make the AI harder for veteran players.
  • Look at making piloted ships fly back into game area rather than blow up if exiting comm range.
  • Tweaking the Decimator so that it requires a warmup of some sorts.
  • Giving the science faction more AoE weapons.

And longer term projects:
  • Upgrading the games graphics pipeline so that it makes use of the latest technologies.
  • Explore the idea of allowing Excutrons to construct buildings.
  • Explore the idea of giving Executrons their own economy.
  • Improving station security with forcefields, scanners, traps etc.
  • Adding more win conditions.
  • Adding more content/Infestor types/random encounters.
  • Adding in different types of command outposts.

Cheers,
Rob