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Executive Assault 2 News

50% off Black Friday through to Cyber Monday.

[p]Enjoy 50% off Executive Assault 2 Black Friday through to Cyber Monday.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Nomination for Labor of Love

[p]Hello,[/p][p]As the only developer working on such a big game I can be working non stop for weeks on end, not only to make sure everyone has the best experience playing the game but also because I enjoy it.[/p][p]For the past year I have taken onboard feedback from the community and upgraded every aspect of the game to enhance the playability and enjoyment of Executive Assault 2 with the new mega patch including a massive graphics engine overhaul, optimisation to speed up the game and bug fixes galore.[/p][p]With that in mind I hope you will consider nominating the game for Steam's Labor of Love award.[/p][p][/p][p]Thank you.[/p][p]Rob[/p]

Version 1.0.9.191

[p]Hello Executives,[/p][p][/p][p]Tiny but important patch out today to fix the following.[/p]
  • [p]Fixed issue where FPS command mode gets stuck when exiting direct pilot mode of starship[/p]
  • [p]Fixed being able to personal drop pod into the enemy HQ[/p]
  • [p]Fixed bug where AI wasn't building outposts at the start.[/p]
  • [p]Fixed back button on options menu[/p]
[p][/p][p]Launch has gone super well and can see a lot of people are enjoying the game and giving some great feedback, if you are having fun please consider giving the game a little thumbs up on the Store page.[/p][p][/p][p]Cheers,[/p][p]Rob[/p]

Mega update is now out!

The Mega Patch is Now Live!
[p]After over a year of development and almost 2 months of community testing, I'm thrilled to finally release this massive update to everyone today. This is the biggest upgrade Executive Assault 2 has ever received, transforming nearly every aspect of the game. [/p][p][/p][h2]Highlights of what's New[/h2][p]Visual & Performance[/p]
  • [p]Massive graphical upgrade across the entire game[/p]
  • [p]Significantly improved frame rates[/p]
  • [p]DLSS support[/p]
  • [p]Streamlined, more intuitive UI[/p]
[p]Gameplay Improvements[/p]
  • [p]Streamlined mechanics with unnecessary micromanagement removed[/p]
  • [p]Enhanced AI behavior[/p]
  • [p]Extensive bug fixes and optimizations[/p]
[p]Major System Changes[/p]
  • [p]Intruder Alert replaces Red Alert - now closes doors without affecting power[/p]
  • [p]Always-on defenses - external turrets are active by default (no more forgetting to turn them on!)[/p]
  • [p]Simplified ship design - weapons and tech auto-update, no power requirements during design[/p]
  • [p]Streamlined logistics - science cargoships removed; goods now gateway directly to main base[/p]
  • [p]Construction terminal - executrons can now help build the base[/p]
[p]New Features & Content[/p]
  • [p]5 new Executron types with unique playstyle buffs[/p]
  • [p]New targeting terminals for Executrons at Gateways, Tele-ports, and more[/p]
  • [p]Expanded goods production - power cores from Tritanium, luxury goods from gold and diamonds[/p]
  • [p]New internal defenses including upgradeable turrets and doors[/p]
  • [p]Quick design interface added to main RTS screen[/p]
  • [p]Raised unit caps for larger battles[/p]
  • [p]Larger warp area making it easier to move bigger fleets.[/p]
  • [p]Ship upgrades can now be bought from the trader[/p]
  • [p]Spy now has tanks[/p]
[p]Economy & Construction Overhaul[/p]
  • [p]Outpost construction now uses dedicated construction ships (which don't vanish afterward)[/p]
  • [p]Ouposts power can now be upgraded[/p]
  • [p]Make your own power cores with Tritanium instead of buying from traders[/p]
  • [p]Expandable outpost cap system for more strategic base placement[/p]
  • [p]Upgradeable power on command outposts[/p]
  • [p]Space defense turrets now work like ground versions[/p]
[p]UI/UX Refinements[/p]
  • [p]Power station controls integrated into main RTS interface[/p]
  • [p]Construction menus accessible directly from HQ[/p]
  • [p]More familiar RTS-style building interaction[/p]
  • [p]Generic power screen for easier management[/p]
  • [p]Multi-tool is now in the pistol slot[/p][p][/p]
[h2]Why These Changes?[/h2][p]I mostly kept all the mechanics the same however I felt that the some of the core features needed streamlining a bit to help with the flow and to make the game easier to play and be picked up by new players.[/p][p][/p][p]Intruder Alert & Always-On Defenses[/p][p]Based on extensive player feedback, many new players were confused about why their defenses weren't firing, while others found constantly switching them on and off too micromanagy. Experienced players were also losing bases because they forgot to activate defenses on distant outposts. With the upcoming Hostile Takeover mode featuring fast-paced attacks, automatic defenses became essential, and I wanted to keep gameplay consistent between both modes. Power generation has been increased to accommodate this change. I know it was satisfying seeing the turrets raise out of the ground, but ultimately this approach eliminates the micromanagement of having to babysit your defenses.[/p][p][/p][p]Outpost Cap System[/p][p]While I generally dislike caps and limits, the outpost cap in Galaxy mode prevents runaway economies and encourages more strategic placement. It's more rewarding to build 2-3 well-positioned command outposts than to spam 15 smaller ones. (Note: Hostile Takeover mode removes most caps due to its different gameplay style.)[/p][p][/p][p]UI Streamlining[/p][p]The new interface brings Executive Assault 2 in line with familiar RTS conventions - select a building to see its options, click the HQ for build menus. The previous separate menu system was causing confusion and even refunds. The new approach is far more intuitive.[/p][p][/p][h2]Important Notes[/h2][p]Settings Reset[/p][p]Due to the graphics engine upgrade, all settings have been reset and a new Windows profile was created. Your custom maps are safe in the old folder at LocalLow/Hesketh Studios/Executive Assault 2 - just copy MapSeeds.gb to LocalLow/Hesketh Studios/Executive Assault 2HT to restore them.[/p][p][/p][p]Legacy Version Available[/p][p]On the off chance you still would like to continue the legacy version of the game, I've preserved it on a separate branch (including multiplayer support). To access it: right-click the game in Steam → Properties → Betas → select "legacyversion" from the dropdown.[/p][p][/p][p]Options Menu[/p][p]Since the game now uses Unity's latest graphics engine you may notice some of the graphical settings have been removed since switching them off wouldn't improve the game at all, however if there is something you still wish to have control of please let me know and I'll see what I can do.[/p][p][/p][h2]What's Next?[/h2][p]Despite months of testing, there may still be issues to iron out - but don't worry, I'll be here to address them. I'm also continuing work on the Hostile Takeover mode which needs a bit more time in the oven.[/p][p]This update represents a massive improvement in every way, and I hope you enjoy the smoother, more polished experience. Your strategies might need some adjustment due to rebalancing, but you'll find the game far less micromanagement-heavy.[/p][p]A lot of people have been asking about translating the game, this is something I am still investigating but very keen to do.[/p][p][/p][h2]Get Involved[/h2][p]Jump in and let us know what you think! The community and I are ready to answer questions on Steam and Discord.[/p][p]Thanks for your continued support![/p][p][/p][p]Check out the trailer video below![/p][p][/p][p]Cheers,
Rob[/p][p][/p][previewyoutube][/previewyoutube]

Version 1.0.9.177 beta

[p]Hello executives,[/p][p][/p][p]Just thought I would let you know what's been patched since the last announcement.[/p]
  • [p]Fixed destructible doors not being destructible which was also causing numerous other errors throughout the game including flicking health and slowdowns.[/p]
  • [p]Added a ramp to the entrance of the bio research facility[/p]
  • [p]Fixed biolab weapon ability to fire at space stations[/p]
  • [p]Fixed typo in Reckoner[/p]
  • [p]Fixed outpost not self destructing when nobody is onboard[/p]
  • [p]Fixed zooming out and seeing cloaked ships[/p]
  • [p]Corrected an error in the spy tutorial[/p]
  • [p]Fixed attempting to bring up the power screen in a system without any station causing the UI to freeze[/p]
  • [p]Fixed critical error when fighter ships you are in is destroyed while the landing gear is deploying[/p]
  • [p]Fixed charge up on longbows so turrets don't move till after firing[/p]
  • [p]Added sound FX for Science mechs turning[/p]
  • [p]When reloading a game as the CEO you now start a little to the right of the chair as not to get stuck in it.[/p]
  • [p]Fixed default stance on factories not saving[/p]
  • [p]Fixed some menus not expanding to cater for super wide screens[/p]
  • [p]Added latest news to the main menu
[/p]
  • [p]Fixed Industrial and Science AI's not building tanks/walkers[/p]
  • [p]Fixed Science not sending gateway probes[/p]
  • [p]Fixed fighters trying to shoot units inside structure[/p]
  • [p]Fixed fighters sometimes not targeting mechs[/p]
  • [p]Fixed charge noise on large teleport[/p]
  • [p]Fixed spawning in Executive fighter and pressing escape taking you to CEO mode[/p]
  • [p]Fixed industrial invasion tutorial to swap out trading port with fighter port[/p]
  • [p]Maximum of 2 AIs option removed.[/p]
  • [p]Fixed ability to respawn at Executive shuttle[/p]
  • [p]Fixed clone troopers not loading their armour[/p]
  • [p]Fixed dropships causing a cascade cloning error.[/p]
  • [p]Flame thrower weapon range increased from 4 to 8[/p]
  • [p]Flame thrower turret health increased from 600 to 3000[/p]
  • [p]Flame thrower now has as small AoE[/p]
  • [p]Fixed AI not researching wormhole tech[/p]
  • [p]Fixed exploit blowing up already destroyed turret pieces to gain Executron research points[/p]
  • [p]Fixed sometimes multiple colonies appearing in same starsystem[/p]
  • [p]Fixed landed fighter inside starship not exploding when you jettison out with escape pod[/p]
  • [p]Fixed fighter explosions causing a small slowdown[/p]
  • [p]Added a confirm exit on menu[/p]
  • [p]Added rally point function to fighter port and command outpost[/p]
  • [p]Fixed interaction notifications on bridges of star ships[/p]
  • [p]Fixed bug where pressing F2 while looking at base building terminal causes error[/p]
  • [p]Fixed pressed 2 on troop transport causing cockpit to vanish[/p]
  • [p]Increased the detection rate of ships and defences[/p]
  • [p]Ships coming out of a fracture point now require recharging their cruise speed engine.[/p]
  • [p]Cruise speed recharging times have been reduced from 20 seconds to 10 seconds[/p]
  • [p]Adjusted rotation speeds of drop pods from dropships to rotate faster[/p]
  • [p]Prevented games starting if all companies are set to the same team.[/p]
  • [p]Removed close icon from Research facility alignment terminal[/p]
  • [p]Fixed another bug with mechs just stopping mid moving to a position if set to move to action[/p]
  • [p]Fixed firing the rocket launcher/positron beam and sometimes it firing off in a random direction.[/p]
[p]Thank you for all the bug reports and help making this patch nice and stable, we're getting really close to releasing this to the main branch for everyone to enjoy.[/p][p][/p][p]If you want to help out with beta testing go to the games properties on Steam, then betas and type in BetabranchtestingC which should activate the branch. You can find all the changes here as to how the game has been altered in the link below.[/p][p][dynamiclink][/dynamiclink][/p][p]Cheers,[/p][p]Rob[/p]