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Executive Assault 2 News

Patch v0.431.2

Hi executives,
Bug fix patch today, I apologise if these patches sometimes break your saves but it is in early access and the patches need doing to give you a better experience.
  • AI now resends probes after first one is destroyed.
  • Bug reporting now more stable.
  • AI troops will no longer just stop and have cup of tea.
  • Fighters will no longer attack docked Probes.
  • Music enhancements.
  • Star fighter construction now more stable.
  • Texture bug in fighter bay has been fixed.
  • Capturing research stations over multiplayer now works.
  • Can now dock star fighter with defence and research outposts.
  • Shield costs on robots are now correct.
  • Can no longer warp ships out to a different system the moment it warps in.


This will be the last patch for a bit while I work on some features and bugs and also its Christmas, unless there is some horrific issue that needs sorting.

Hope you all have a good one.

Cheers
Rob

Version 0.431.11

Hi there,
Little bug fix today to patch a few things from yesterday:
  • Gateway probes now close its connecting door when destroyed.
  • The correct amount of gateway probes are generated when in multiplayer.
  • You can no longer use the enemy inter-bridge transport system,
  • Troop transporter has been removed from the research screen.

Cheers,
Rob

Version 0.431.0 - Invasion update.

Hi Executives,
Today I bring out the invasion update, a revamp of the way stations are attacked.



Troop transports have been removed and replaced with the Gateway facility, each facility comes with a Gateway probe (upgradable to 3) which when flown and docked with another station will open up a spacial fracture between the two allowing instantaneous transport between your base and the theirs (think star gate...but its not a star gate...its a gate way! Cough), it is basically the same as a troop transport only the troops are not on the probe directly but waiting for the gateway to open.

This means that you can send robots and Executrons straight over to the enemy base as long as the Gateway probe is still connected meaning they can join the action very quickly, also means troops can come back through so it is important to monitor this and also raise a forcefield over the gateway if needed by pressing the relevant button. Mechanoids can also use the gateways too.

I hope you will like this update as it really does bring the excitement of space station combat back to the game which was lost when troop transports came pre loaded with troops.
You can of course still use star fighters to fly and dock at stations as well.

The only thing lost is the ability to fly on the troop transport in the back, however this mechanic did not work well over multiplayer as well as troops kept falling out and had all sort of issues with scripting and bugs.

The teleport facility has also been removed but replaced with an Inter-bridge transport system which allows you and your troops to Telebeam between owned stations.

The patch also fixes and improve the following:
  • Frames per second increase across the board.
  • Improved Z11 combat dynamics so uses more cover base combat.
  • Mechanoid direct control has been improved.
  • Mechanoids now shoot correctly.
  • Shield power on space stations have been increased slightly
  • Upgrade tech now loads after save.
  • Outposts all now have 2 docking ports.
  • A change to the way the AI attacks so will try and find the CEO.
  • Battle music now sustained for longer during a battle.
  • A bug where you could cheat a little with the ships fracture drive and send them to the wrong system.

The next thing I will be working on is making the Mechanoids easier to produce and add more types as well as adding more things to buy from the trader such as certain tech.
Will also been working on better internal security systems.

As always all your feedback and bug reporting is much appreciated.
Let me know if anything significant has happened on the Mac side if things as I have had to switch from Metal rendering to OpenGL due to shader conflicts.

Hope you have a wonderful Christmas.
Cheers,
Rob

Patch notes v0.430.3

Hello Executives,

Just some important bug fixes today.
  • Reduced the camera wobble when the station is shot
  • Robots will now follow and guard Executrons
  • Fixed a bug where if you had less than 100 Ironite you could not build anything
  • The unit design screen should now show the correct total amount
  • The correct total Ironite should be deducted now.
  • Fixed a freeze just after being killed piloting a starfighter.
  • Fixed star fighters flying through buildings
  • Shipyard controls should now match the corresponding shipyard.
  • Fixed robots walking through the fighterbay
  • Fixed construction limits for ship yards and outposts (should be 3)
  • Hopefully fixed Executrons being stuck in "Constructing" mode.
  • Added to key mapper pressing CTRL+F1 to rotate RTS camera
  • Reduced flicker brightness on shipyard 3d printer
  • Increased firing range of outposts to match cruisers.


This patch might affect saves (downside to it being in early access)

Cheers
Rob

Patch notes v0.430.2

Hello Executives, happy Thanksgiving to all who celebrate it.

Small but important patch out today
  • Mining ships should no longer hover around fracture points
  • Fleet cap issue has now been fixed where you were reaching it with almost no ships.
  • A bug where Z11 bots would not attack Executrons/CEO has been fixed.
  • Executrons now start with basic gun.
  • Cargo bay info now stated correctly.
  • Ships now dock with the closest bay.
  • Mining outpost explosion now acts correctly.
  • A few stability issues have been sorted


Non of the changes should break a save file so they should be OK (despite the warning)

Cheers,
Rob