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Executive Assault 2 News

Asteroids!

Hello Executives, I am pleased to announce that the new Asteroid patch has been released to the main branch.



This new patch now gives you an asteroid to build your base on and then expand into space making things more like the original game but with the space element.

It’s been a few months coming due to a lot of reworks across the board and plenty of testing on the beta branch, the game was moving towards a 4x game which I found wasn’t working well especially with the first person aspect of the game and was actually a little boring as would take about 40 minutes before anything interesting happened, it seemed at the time it was the correct direction based on feedback with more star systems and more trade wanted, but in the end I felt it slowed things down too much and moved away from the original idea of the game.



The first thing you’ll notice is that your HQ is now on an asteroid where you can build most of the structures you did before but some have to be built on an outpost in space.

There are now 2 types of ship yards, one for smaller ships which can be built on the ground and one in space for the larger ships.

Outpost cores can now be built anywhere in star system which you dont claim any more but are now much smaller stations as they have a set power output meaning you need to think more about what that outpost will be used for such as a mining platform or a research outpost.

The HQ and outpost cores now share the same global resource pool so no need to ferry resources back and forth except for the Science faction they still need to move resources off asteroid mining stations but everything is as automated as possible, this sped up things dramatically especially later on in the game and less worrying about transport routes.

The aim is still the same to assassinate the other CEO however you now need to invade the HQ with tanks and troops just like the first game as its now indestructible.
Destroying buildings on the asteroid will now only disable the defences inside and out so its still important to send a fleet of ships to bombard the surface and also take out other defences which will hinder your ground invasion.

Each faction has a unique way of moving large amount of troops between asteroids, Industrial have drop pods which crash into the asteroid deploying the troops, Science have giant gateways to move their army across and Spy can still beam their units directly into the structures although their Teleprobes still need to get into range and not be destroyed, the troop transports and smaller gateways can still just land on asteroids.



There is now a progression system where the more goods you sell the more you are promoted by your company where you are given rewards such as tech and resources.

Executrons now have more to do as there was always a boring period at the beginning when things were just getting going, they can go explore derelicts and capture with resources and encounters onboard, shipwrecks which are dotted around where you need to EVA into it, resources littered around the asteroid which can be collected, can get into tanks and remote control base defence turrets.

To make things even more exciting for Executrons they can now fly up to friendly ships and board them to take control, this means you have more at stake rather than remote controlling a ship, this brings the game into line with other games where you get into vehicles. Taking personal control of a ship gives it a 50% damage reduction when hit.



Executrons now have upgrades for their armour, legs and CPU giving them even more of a reason to explore and be the best Executron out there, my aim is that Executrons will be like hero units in other games.
Hacking has now been implemented where various terminals can be hacked using the multi tool, just look for a blue port under the screen and fire the beam in there, although this will alert station security so watch out.



I hope you enjoy the new features as been getting some great feedback and I certainly think its how the game should be with more action and less about trading.

Massive thank you to those who have been testing and as always constructive and polite feedback is always welcome.

Below is a summery of the changes.
*You now construct bases on the asteroid which you can walk around on
*Tanks and walkers have been added
*Ground defences have been added
*Ground buildings don't explode but simply loose all their defences until repaired.
*Centralised resources
*More things for Executrons to do such as exploring ship wrecks and derelicts to find upgrades, tech and resources.
*Construct outposts anywhere in systems within the limits
*Random hulk ships
*Can now customisable Executron ships.
*Limits for both ships and robots have been raised to 100
*Spy power systems have been reworked to be easier to understand
*Promotion system with rewards when selling goods
*Colonies are now hostile but capturing one gives rewards and a new outpost core

Feel free to join the Discord channel if you need any help with anything since there isn't a tutorial at the moment, this is something I certainly want to add to the game as it can seem a little overwhelming at first, there is however an in-game manual which I suggest you read and a quick tip button for displays as well as pressing F1 to show the keyboard layout.

Please understand this patch has many new features and many new bugs which I will try and fix ASAP, if you do find a bug please report it and give me a chance to fix it before writing a review.
Generally speaking the single player has the least bugs and Executron gameplay has the most, if you do find your game broken just remember all is not lost as both single and multiplayer games auto save on the host and you should be able to continue where you left off by reloading.

Don't forget to give the game a thumbs up if you are enjoying it.

Enjoy!

Version 0.720.1.5

Hello Executives, small update today to fix a few issues.
  • Two new planetary systems added (but not to the editor just yet)
  • Infestor model has been updated
  • Defence outpost no longer targets infesters
  • Infester animations now sync up better over MP
  • Fixed Executrons and CEO's not being targeted with shields on
  • When in low power mode the more you are in the red the less efficient things get with a minimum drop of 50%
  • Gateway portal will now close when it undocks from a star port.
  • Telebeam radius now relative to the selected destination
  • Fixed bug with seeing the back of CEO's eye balls (finally!)
  • Fixed issue with nebula mining stations not producing goods
  • Fixed issue with some units having navigation issues in constructed corridors
  • Getting out of star fighter will now close inventory canvas
  • Can now join team as Executron even if they haven't built the facility (joining can be disabled from the staff roster)
  • Fixed random hole in floor in Goods Factory
  • Can no longer build outpost cores on asteroids
  • Fixed Trading station not appearing in the right place on custom maps
  • Can no longer place trading station and derelicts down on the same spot in editor
  • Can now quit the game if you have lost your internet connection
  • Fixed issue with some Industrial building pathing through bulkhead doors

Cheers,
Rob

Version 0.719.1.1

Minor little fix to the tutorial so that you can close the help window after its popped up.
(It's a big patch because Unity was updated)

Cheers,
Rob

Hot fix 0.719.1.0

Just a mini hot fix today:
  • Fixed bug with getting out of fighters
  • Fixed bug with indestructible fighters


Cheers
Rob

Version 0.719.0.0

Hello Executives, this patch fixes various things across the board.

I have removed the nuclear waste gas if you build more than 3 nuclear power stations as based on feedback it was confusing and unpopular, instead I have tweaked the fuel and waste numbers to help prevent the construction of loads of nuclear power stations, the waste gas might come back later as a random event or sabotage (but a lot less deadly).

[h2]Features[/h2]
  • Removed nuclear power limit.
  • Amount of Uranium in asteroids have been reduced to 10000
  • Nuclear power now drains at 10 Uranium per 5 seconds
  • Nuclear waste created every 5 seconds is now 4 instead of 1
  • Added new waste reduction research for industrial
  • Added inventory panel to ships by pressing I
  • Landed ships now have a much better trading panel to interact with the outpost
  • Diplomacy screen now includes trade station in contracts list
  • Added turrets to Executron facility

[h2]Fixes[/h2]
  • Cancelling a unit construction will now refund all resources
  • Internal defence turrets will no longer shoot through ceilings
  • The scroll bar in the manufacturing tab now works
  • Unit design screen on Spaceports now shows the building selected.
  • Lights stay on when teleporting
  • Fixed mining ships having searching for resources error.
  • Reduced amount mined when at trace levels for hulks
  • Fixed reactor processing times in UI
  • Fixed bug where too many Orca ships would spawn
  • Solar efficiency now effects the current system the satellites are in
  • If server looses connection it will attempt to reconnect again or make a new room
  • Fixed research going into negative after a disconnect.
  • Fixed design terminal throwing error
  • Can no longer self destruct while in a warp tunnel
  • Fixed mainframe terminal stuck on boot up text
  • Large asteroid outpost now correctly appears for joining Executrons
  • Nebula spot now correctly vanishes for joining Executrons
  • CEO damage bar now only appears for player CEO
  • Fixed bug which prevented exiting starfighter when landed
  • Fixed bug where after manually taking off you cannot control the starfighter from RTS
  • Fixed Gateway path docking issues on outposts
  • Fixed issue with depositing crates into goods factory
  • Internal turrets will now shoot scout ships
  • Ground weapons fire will now damage starfighters
  • Can now only get into owned ships
  • Mining ships will no longer auto mine asteroid mining outposts
  • Can no longer see global resources when docked at an enemy station.
  • Knockback from space beam weapons have been reduced
  • Removed bug with transport route assign buttons
  • Added loading percentage


Thanks to everyone for the help, plenty more updates, features and content to come.

Cheers,
Rob