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Executive Assault 2 News

Version 0.717.2.0

  • Can now send troops back through gateway if its on a landing pad
  • Fixed issue with join buttons not appearing on multiplayer servers
  • Fixed issue with attempting to join a server not working
  • Nuclear power stations now raise ambient radiation by 30%, going over 100% will cause a large radioactive cloud to form over the station which can only be removed by bringing down radiation levels such as turning off power stations, have some coffee if you are caught in the cloud.
  • New ambient radiation level meter added to power stations UI
  • All landing points now have the same height
  • Should be easier now to send gateways to exterior landing pads
  • Only Executrons and CEOs can use direct control on ExecuDisplay
  • Can no longer construct a building to the same port a gateway is docking docking at
  • Resource asteroids will no long spawn right next to each other
  • Cradus now added to the map editor
  • Drone fighter console will no longer allow you to build over the fighter max of 8
  • New CEO damage effect in RTS screen so you can see if you are being attacked.
  • Fixed issue where getting into a fighter while zoomed in causes a background graphical glitch
  • Maintenance structure description changed to match it can no longer upgrade weapons
  • Message will now popup to tell if you a CEO has been assassinated
  • Lighting on death cam will now be on
  • Game will now end correctly if an AI CEO is killed in an MP game


Cheers,
Rob

Version 0.716.0.0

The following is now live.
  • Fixed issue with cargo ships not dropping off goods at old derelicts
  • Dropped cargo now degrades over time
  • Mining outposts will only go to red alert if they have enemy units on their station only and not any others in the system
  • Large Infestor swarms no longer appear on small asteroid mining bases
  • Fixed possible doubling up of structures in loading saves preventing pressure doors from opening.
  • Fixed rare issue with mining ships exploding and causing all the UI unit markers to stick in place
  • Fixed Industrial AI sometimes not building a full base
  • Fixed meteors doing more damage than they should
  • Tweaked small defence buildings turrets to not shoot through the walls
  • Fuel added to trade routes which include Uranium and Deuterium
  • Uranium no longer included as raw material on trade routes
  • Closed off corridor at back of small asteroid outpost
  • Corridors no longer drain power


Cheers,
Rob

Major update to Executive Assault 2

Hello executives

I’ve decided to get everyone onto the same page as the version on the main branch is about 7 months out of date from what everyone in Discord has been testing.

This version is loaded with new features/tech and ways of playing and is much closer to what the final version will be like in terms of game play, if you are a little overwhelmed with the new features I am sure someone will be happy to help in the forums or on Discord.

PLEASE NOTE THAT THE TUTORIAL HAS BEEN TEMPORARILY REMOVED AND THE GAME STILL HAS BUGS, IT IS STILL IN EARLY ACCESS AND BEING CONTINUALLY DEVELOPED.

The in-game manual and help tips have been updated to reflect the latest gameplay.

If you are finding the game has loading issues please make sure to check the integrity of the game first, if you are on any special branches of the game, please switch back to the main one.

[h2]What's changed.[/h2]
Energen is now the main currency of the game, you use it to build buildings, construct ships, make robots and buy things from traders. It is mined directly out of small or large asteroids with no need to process it massively speeding up the economy.

Asteroids will no longer run out of resources but will have trace amounts so they can still be mined but at a reduced rate.

Some high level ships and technology require special resources to construct which you need to mine and process or buy from a trader.

Energen and research data are considered global resources which you have access to anywhere. Other physical resources like Tritanium and Xeo gas are station specific which will need ferrying to outposts which require them.

You can now expand your company into different star systems using an outpost core and deploying it allowing you to build structures on them, you can’t however now build on derelicts you find.

Building limits have been removed for most structures and now only cost Energen and power.

Power management on stations have been expanded with structures generating and demanding electricity, with some power stations requiring fuel.

Cargo ships and trade routes have been added to help ferry your goods around allowing you to create a complex economy shifting resources to refineries or selling to the new trading outpost.

A lot of limits have been lifted with tech on ships with a new power requirement system added to prevent you from adding for example Matter beams onto small ships, however ship upgrades can be bought or found to help add more complex tech to smaller ships.

Execudisplays have been replaced with a pure FPS experience so you can do everything you did before but without going into an RTS camera which seemed to be confusing people.

I won't give away too much but each faction now has its own unique way of mining resources which should be used as an alternative to having hundreds of mining ships.

Because games are longer the save feature has been stabilised and multiplayer saving has been added including auto saves.

[h2]Currently known issues[/h2]
Single player is pretty stable these days, multiplayer can be a little buggy and Executron gameplay is very buggy and expect a lot of issues from that.

The AI seems to be either extremely aggressive and attack in huge numbers or very slow and pointless, I hope to address this balance.

Tech, power, costs and damage are fairly balanced but some work is still needed.

Frame rates are good but could always be better.

When joining a multiplayer game loading from a save file and there are more than 2 CEO’s they currently need to join in the same order they first started.

A bug I am trying to address at the moment (not an easy one to fix) is one where in certain areas the shadows flicker, the gun shakes like you have had too much coffee and the text on panels is all wobbly, this is something that is going to take a while to fix but I am aware of it.

Rebinding controls is still unavailable however Unity has recently made it easier to add this as a feature so it's on my to do list.

The UI needs a bit of an overhaul.

[h2]What is being worked on and current direction[/h2]
I am going to focus on bug fixes, quality of gameplay, PvE elements and making trading/missions easier to get and complete as I am pretty happy with the core game play which thanks to all the feedback from the Discord group has made it a fantastic game which is truly realising its potential.

You might notice the super ships like the Monolith and Decimator are missing, they will certainly be making a comeback but as something you get from a mini story arc along with other exotic and interesting tech and gameplay to discover.

Infinite resources and all the tech buttons have been removed, this is because the game is getting to a point now where games are longer and there are things to discover so unlocking everything would be like reading the end of a book and ruin the fun.

Executron gameplay is a little dull at the moment and I am aware of their current issues with getting around and need to have greater control over robots and ships, so I will be addressing this with things to explore, unlock, research, missions, trade, defend, help out around the base etc, going to be good fun! They are a pure FPS experience just like the first game and I want to keep it that way so will be designing their gameplay around that idea.

[h2]Final thoughts[/h2]
If you want to chat or to me or suggest ideas then you can find me in official Discord group, submit ideas through the games feedback/bug system or post things to the Steam forums with anything of interest being forwarded to me by the mods, I rarely touch the Steam forums these days for my own mental wellbeing, this is something many developers do these days due to the toxicity and attitudes on there which I am sure most of you are aware of.

I want to again say a big thank you to everyone who has contributed feedback to the game and I really look forward to hearing more of your ideas and suggestions as the game is continually developed.

Cheers,
Rob

CEO
Hesketh Studios Ltd

Beta version 0.435.38.983 ready for testing

Explorer update beta release

Hi everyone, the new Explorer update is now on beta for you all the test

Please only join the test if you actually want to help contribute to the games development and submit bug reports else please wait for it to be available on the public branch.

To join, activate the beta branch which code is explorertest under the games properties in Steam, if you get invalid code please restart Steam.

Since the tutorial has been disabled I have updated the manual to reflect how to now play the game so please refer to it to work out some of the new features, however I will just briefly explain what's changed.

[h2]Overview[/h2]
Along with bug fixes across the board you will also notice graphic and sound upgrades too, the biggest changes to the game are in the economy and how you gather and process goods as well as base and outpost building in preparation for all the new event and mission content coming.

[h2]Resources[/h2]
You now mine resources from nearby asteroids and nebula which you then convert using the Atomizer into Energen (currency) which you use to build everything.

Different resources are worth more like Titanium and gold which are as you would expect are rarer.

There are now large asteroids which you can build deep core mining facilities on which will give you an infinite source of resources, you will also see nebula dotted around which will allow you to build gas processing outposts which will giver you lots of rare resources and is considered the top tier of resources gathering.

There are now multiple goods you can process your resources into which have a much higher trade price than selling the raw resources as you would expect.

The trader is now less of an important part of the game and more of a bonus when it arrives so you will see him less but great to sell goods to and buy interesting tech from.

[h2]Buildings[/h2]
All 3 factions now have their own unique bridges.

You can now build multiple of most building types now including research facilities and docking bays.

The mining, research and defence outposts are now just pure derelicts which you can no longer build your self or add onto and have to just find in deep space and capture.

A trading station has been added to the game where you can sell your goods and also (eventually) get missions from.

To build in another star system you have to deploy an outpost core in it which you can then expand into what ever sort of space station you need.

Once you have a mining station setup a trade route will automatically be setup which you can view from the galaxy map, here you can also add more cargo ships to it and even setup your own custom routes such as to the trading station.

Quantium has been added to the game, a very rare resource which cannot be mined and can only be bought from traders, given as a reward for completed tasks or found, this is used in the construction on certain buildings.

The spy faction is now the only lot with teleportation technology which includes the inter bridge teleporter, you can also inter station teleport between outposts.

[h2]Missions and events[/h2]
A new mission and event system has been added to the game, this will be the cornerstone of the story and exploration side of things which has replaced the single player campaign, the advantages are that it makes the game much more replayable with random mini stories and events happening as you play, new missions can be added with game updates, an editor is included so you can add your own, can also be enjoyed in multiplayer. Currently there are very few but these will be expanded on much more once bugs and issues have been sorted.

There are now colony and trader specific missions you can get and try and complete to get resource and tech bonus’s, to complete one you dock a ship with the cargo at the colony landing pad for example and drag the goods onto their cargo hold to get the reward.

[h2]Unit design and upgrades[/h2]
As well as the usual tech you can research there are also now upgrades you can apply, these generally cant be researched and have to be found/traded or given as a reward.

Upgrades enhance units in such a way to make them more powerful than a similar equipped ship giving you an advantage.

The ability to apply certain techs to certain loadouts has been replaced with a power system where the ship generates a certain amount of power from its reactor, trying to put heavy power hungry cannons onto a small ship will result in being unable to manufacture the ship, unless you are able to boost its power generation by putting in a better reactor.

[h2]Gameplay updates[/h2]
You can now currently have up to 11 star systems with more on the way.

Graphical enhancements all over the place

The fleet cap has been raised to 80

You can now manually dock and take off inside small ships with Q as up Z as down, A and D are left and right.

Wormholes have been added which will connect distant star system and used by ships automatically provided you have researched the relevant tech.

The monolith and decimated have been removed for the time being and will come back as part of a story arc.

Red alert is now system specific which when activated will cause certain structures to only operate at 50% efficiency so best not leave on all the time.

The outer weapons on the docking bay have now been replaced with a defence structures which can be built around the station, i hope to expand on this more including the looks

[h2]What's in the works[/h2]
  • Executrons have been disabled as they are a little unstable at the moment and I would like to get feedback on CEO gameplay first in single and multiplayer before moving onto multiplayer Executron game play.
  • Adding in loads more missions and events eventually.
  • Adding the mission editor so you can make your own.
  • Adding in protestor mode.
  • Adding in loading and saving over multiplayer
  • There is a known issue with wobbly and flickering in some star systems which is being looked at.
  • If you find that you are getting a low frame rate in a star system with a 3d planet in the background with an atmosphere, try turning down the background quality in the settings (this is currently only applied once in a game and not on the main menu).
  • Loading and saving should be pretty stable at the moment so please feel free to try it.
  • Game optimisation to increase framerates.
  • AI improvements


[h2]Final thoughts[/h2]
Just wanted to say a big thank you for your continued patience as the game is developed and to the testers who helped to get it to this point, you might not see me around much especially on Steam as I'm either in Discord or I am spending my time working on the game rather than making videos or putting out announcements which seems to have lead some people to think the game has been abandoned but you can be sure the game is being worked on and will eventually be finished.

Streaming and posting about the update is allowed and encouraged and you have permission to leave the sound/music on in your videos.

Please submit bugs inside the game and constructive feedback on Discord or Steam (complements are always welcome too), it will need balancing so I look forward to hearing your ideas and reading your debates, I can imagine there will be a few missed bugs on release of this patch so please be patient while they are fixed.

Enjoy!

Cheers,
Rob

Update to version 0.435.32.9

Hello Executives,

A small update today to fix a few niggly bugs and added some community requested features such outlines when you are construction buildings and a refactoring of the pathfinding system to improve pathing stability, also the randomly generated maps should be a bit more balanced.

- [x] Now shows construction Outlines
- [x] Minor error when telling mining ships to mine asteroids in other systems fixed
- [x] Change heavy cannon sound
- [x] Menu now can only be opened once
- [x] Fixed Tactical interface getting stuck
- [x] Installed new Pathfinding system to improve pathing stability
- [x] Lobby counter now shows correct amount of rooms
- [x] changed the way mini maps are randomly generated for more balanced maps
- [x] Drone fighters can no longer be told to dock at docking bays
- [x] Ships will now target any structure under a shield
- [x] Fixed mid-game heavy stuttering

Cheers,
Rob