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Executive Assault 2 News

Version 1.0.7.7

Hello Executives,

Now that the tutorial has been done and seems to be well received I've now gone back to improving the game.

[h3]Bug fixes[/h3]
I've released a minor patch to fix some issues with the AI strategies and a few other little bugs:
  • Fixed Industrial economy so it makes goods factories and mines resources at lower difficulties.
  • Science now builds up bots before sending them over through the gateway.
  • Ai will no longer try and blow up its own troops with missiles or lasers.
  • Ai plotting routes will now try and avoid colony systems if possible when attacking another opponent.
  • Ai now bumps outpost ships to the front of the build queue.
  • Fixed Infestors button in game setup screen not working.
  • Fixed AI not prioritising better ships in shipyards.
  • All 3 factions research priorities have been adjusted to help with achieving powerful tech.
  • Fixed some power issues for the AI.
  • Fixed a bug with the Spy not making teleprobes after destruction.

[h3]New Industrial upgrade[/h3]
I've now added a requested feature where Industrial upgrade their mining fleet instead of building new bigger ships, this brings things into line with the other two factions and removing micromanagement and making it easier for the AI to improve its economy. This upgrade does not apply to mining drones.

Thank you for all the support this year and I look forward to keeping the updates coming in 2024.

Whatever you are doing over the festive period I hope you have a great one, for me I am celebrating Christmas so Merry Christmas šŸŽ„

Cheers,
Rob

Tutorial update

Hello Executives,

Been getting some great feedback from new players, one of them being that the game can be challenging experience for some learning how to play. To address this I've implemented several adjustments to the UI and game mechanics to enhance clarity and understanding.

Additionally, I've introduced six comprehensive, step-by-step tutorials. These tutorials are designed to assist newcomers in mastering the economic aspects of all three factions and to familiarise them with the game's fundamental mechanics.

These tutorials are readily accessible directly from the main menu.

[h3]Changes[/h3]
I have also changed a few little game mechanics to keep things consistent with the science mining stations which will now act like all the other buildings and just blow up returning the resource point back.
  • Mining ships can now mine all science mining outposts.
  • Nebula outpost design has been changed so the nebular spot is visible to be mined.
  • Can now blow up mining outposts instead of being disabled.
  • Removed mainframe from science mining stations.

[h3]Bug fixes[/h3]
Along with this I have also fixed the following:
  • Crates on back of troops are now saved.
  • Reloading now fixes turrets on colony outposts.
  • Fixed green arrows in design screen for non assigned tech.
  • Changed bot/robot cap to say ground cap.
  • Prevented drop pod units and bio pods landing in the freight terminal.
  • Fixed bug where you could sometimes see the Executron on an opposing team.
  • Fixed a graphical issue with strategic interceptor buildings not showing the floor.
  • Fixed deflector defence causing error on Blackstar.
  • Prevented lingering building information displayed when you hover over a spaceship.
  • Blackstar super weapon is no longer absorbed by the base shields.
  • Patrolling troops no longer chase after cloaked Executrons.
  • Starfighter now has better deacceleration to prevent ploughing into the back wall while docking.
  • Fixed navmesh on science bridge steps leading up to podium.
  • Fixed issue direct controlling a bomb unit while its detonating.
  • Fixed issue where AI Very easy and easy industrials would remain stagnant.
  • Derelict ships should no longer spawn on top of derelict outposts.
  • Fixed the research speed multiplier in game settings.
  • Fixed pistols on invasion clones.
  • Fixed issue where some industrial bulkhead doors would block navigation.
  • Fixed navigation issue in command outpost when hiding behind reactor.
  • Right clicking on a resource label will now have the same effect as right clicking on the asteroid/nebular point its self.

Thank you all again for your continued support and feedback, I have a lot of great ideas on what to add to the game and will be looking at improving even more aspects of the game along with adding more content.

Don't forget to check out our discord which along with the in-game lobby is a great place to find random people to have multiplayer games with or just relax and watch other people play in the video streams.

Cheers,
Rob

Version 1.0.4.0

Hello Executives,

A big welcome to all the new players enjoying the game, it's been an amazing 2 weeks with thousands of new customers and some excellent feedback on how to improve things.

Today is a small but important patch to fix a few things including exploits and some fiddly issues based on what has been submitted so far.

[h3]Changes[/h3]
  • To standardise hacking in the game, doors now have a hacking port just like control terminals, so you fire the hacking beam at that now and not at the door.
  • Made the game window resizable which is handy for people on ultra wide monitors.
  • Updated rarity/amount settings of loot so you shouldn't get useless crates any more.
  • Reduced the effectiveness of Excavators to balance out with the industrial faction with extraction rate increased to 20 seconds and Energen amount reduced to 60.

[h3]Bug fixes[/h3]
  • Shield values are now better synced over the network.
  • Fixed floor in Spy office.
  • Fixed navmesh issues with spy faction generally.
  • Fixed various doors where their interaction panel was not visible.
  • Added a ramp for one of the strategic missile asteroid.
  • Fixed issue where sometimes units wont exit Tritanium refinery.
  • Fixed a problem where sometimes an Executron would join but not see structures.
  • Fixed an issue where sometimes the Executron getting into a fighter made by the CEO would prevent them from flying it.
  • Ai should no longer try and update its turrets every few minutes or when being invaded.
  • Long ranged weapons like missiles or transgalactic lasers will charge now at the efficiency rating.
  • Trader no longer gets extra pads assigned to it over multiplayer.
  • Fixed unable to pilot monolith.
  • Added a message to say if spaceship is occupied when trying to dock.
  • Brightened up the docking area under spaceships a little.
  • Derelict outposts now explode correctly.
  • Renamed trade routes to cargo routes.

[h3]Feedback[/h3]
From the looks of the feedback the current issues that people would like addressing are:
  • More control over mining/cargo ships such as setting their home and destination.
  • Balanced maps for tournament games.
  • A harder AI especially late games.
  • The ability to upgrade mining ships rather than buy new ones.
  • An adjustment to the Science super shield so its less "intense".
  • Localisation (language support).
  • More weapons for the fighters so they can take on large ships.

Also based on feedback I can also see that even with a tutorial/guide and manual in the game that there is certainly some room for improvement so I will be looking at addressing this as I really want everyone to be having a great time.

Thank you again for all the help and happy Halloween.

Cheers,
Rob




šŸš€ Executive Assault 2 is NOW OUT of Early Access! šŸš€

Greetings Executives!

It's been an incredible journey, filled with countless hours of development, countless lines of code, and endless cups of tea, I'm thrilled to announce that Executive Assault 2 has officially left Early Access and launches into the vast expanse of space!

[h3]Step into a Universe where Strategy Meets First-Person Combat:[/h3]
🌌 Experience a unique blend of RTS and FPS set against the backdrop of the cosmos.
šŸ”§ Build your asteroid base, make strategic decisions, and then dive headfirst into first-person action.
šŸŒ Engage in spectacular space battles where every command can tilt the balance of power.

[h3]RTS Gameplay Features:[/h3]
  • Play as one of three distinct factions.
  • Build an asteroid base with over 70 different structures.
  • Establish command outposts and expand with buildings to control sectors.
  • Construct and control customizable starships, and engage in tactical battles on a grand scale.
  • Manufacture robots and mechs to help guard your base in invade others.
  • Deploy defence platforms for added security.
  • Mine asteroids for valuable resources with each faction having their own unique method.
  • Manufacture and trade goods to earn promotions and unlock new tech.
  • Set up mining outposts on asteroids and within nebulas.
  • Prioritize power management within your installations.
  • Delve into a large tech tree.
  • Enhance station turrets for optimal defence.
  • Launch invasions on space stations via dropships or gateways.
  • Witness the destruction of entire star systems.
  • Delve in espionage and resource theft.
  • Engage with up to 3 AI-driven CEOs.
  • Multiplayer mode supporting up to 4 CEO companies.
  • Craft your galaxy with the map editor.
  • Personalize your company with a custom logo and determine your goods.

[h3]First-person Executron Gameplay Features[/h3]
  • Play under an AI controlled CEO or hop into a friend's company for a pure FPS experience.
  • Help them get promoted to unlock more powerful tech.
  • Get into tanks, mechs, space fighters or even board starships to command them.
  • Capture outposts to gain their special abilities by fighting off Infestors and other enemies.
  • Explore the mysteries of various star systems and raid derelict outposts for resources and upgrades.
  • Sprint around your base, defending against invasions and interacting with buttons and panels.
  • Raid enemy bases and steal their tech or cause havoc by hacking into their systems.

Thanks to this amazing community, Executive Assault 2 has grown from a game with a single faction and just spaceships to one boasting three distinct factions, asteroid bases, and a range of ground vehicles including tanks and walkers.

As mentioned in my previous post I want to assure you that my commitment to Executive Assault 2 does not end with its launch. In fact, I have plans for the future of the game, including ongoing updates, new content, and exciting features that will continue to improve and expand the Executive Assault 2 experience.

I will remain dedicated to addressing your concerns, fixing any issues that may arise, and striving to make Executive Assault 2 the best it can be. Your input will continue to be invaluable as we shape the game's future together.

Plot your course, prepare your fleets, and immerse yourself in the rich universe of Executive Assault 2.

Happy gaming and see you among the stars!

šŸš€ Exciting News: Executive Assault 2 Launching Next Week! šŸš€

Hello Executives,

I am thrilled to announce that Executive Assault 2 is officially leaving Early Access and will be launching on the 18th of October next week! This is a momentous occasion, and I couldn't have reached this point without your incredible support and feedback throughout the development process.

I want to take this opportunity to thank each and every one of you who joined me on this journey. Your dedication and passion for the game have been instrumental in shaping it into what it is today.

I want to assure you that my commitment to Executive Assault 2 does not end with its launch. In fact, I have plans for the future of the game, including ongoing updates, new content, and exciting features that will continue to improve and expand the Executive Assault 2 experience.

You might wonder if there are still things to do, then why come out of Early Access? Well, the bottom line is that I could work on tweaking the game until the end of time, but right now, the game has all the intended features and is a ton of fun to play. Coming out of Early Access will help give the game more visibility and attract a load of new players, which will greatly benefit multiplayer and feedback.

I will remain dedicated to addressing your concerns, fixing any issues that may arise, and striving to make Executive Assault 2 the best it can be. Your input will continue to be invaluable as we shape the game's future together.

I can't wait to see you in the game when it launches. Get ready for epic battles, intricate strategies, and a universe of possibilities. Thank you for being part of the Executive Assault 2 community, and I look forward to an exciting future together!

Cheers,
Rob