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Executive Assault 2 News

Version 0.916.0.0

Hello executives,

Minor patch today fixing the following.
  • Fixed the super shields as they were draining power incorrectly and remaining on.
  • Fixed spelling mistake in drones.
  • Defence styles are now saved.
  • Groups are now saved.
  • Current charge on Blackstar now saved.
  • Fixed the tooltip sometimes getting stuck the RTS interface.
  • Extended the unit select panel a little so that it displays the whole unit name.
  • Fixed issue with cloak generator causing slowdowns.
  • Fixed issue with cloak generator not applying stealth tag to all buildings.
  • Can no longer deploy command outposts near defence platforms.
  • Protestors should no longer try and land at the mining control centre.
  • A warning is now sound to all enemy companies if the mass teleporter is used.

Cheers,
Rob

Version 0.915.0.0

Hello Executives,

Small patch released today to fix a few things:
  • Prevented connecting gateways together in the same system.
  • Fixed a navigation issue in the trading port where robots wouldn't go up the stairs.
  • Fixed issue where mining outpost ship couldn't build on an asteroid close to a wormhole.
  • Construction effect on small asteroid outpost has been expanded.
  • Executrons can now deploy nebular mining ships.
  • AICEO promotion level might not be syncing over when joining mid game.
  • Fixed stairs appearing randomly on space buildings.
  • Can now rebind the zoom and the use special buttons, check that they have had the defaults applied.
  • Updated the missile command silos with a fence as people seem to like jumping into them lol.
  • Mini map on target screens have been adjusted to fit in the galaxy maps.
  • When you join an AI controlled team the stats are now synced over.
  • Science ship construction bar now works correctly.
  • Laser satellite and standard missile explosion radius have been increased a bit but a curved falloff added meaning will do more damage to units and buildings closer to the middle of the blast.

Cheers,
Rob

Version 0.913.1.1

Hello executives, today I am releasing a new patch containing exciting new tech to help balancing things out and also improve the spy faction along with a load of bug fixes too.

Here is a summery of whats been added for each faction:

[h3]General additions[/h3]
  • Upgrades to the AI
  • Executrons can now choose their spawn location
  • Moved the loading times to the start of the game rather than when trying to join a match.
  • You can now steal tech from another faction by going to their research facility and printing out a design schematic and taking it back to your goods factory to be inserted back in, please be aware this is a very new feature and will be interesting to see where it goes. I really do want this feature to work as I can imagine some great escapes from the enemy base with a design in hand and the CEO trying to stop you returning it back to your base.

[h3]Industrial[/h3]
  • Missile artillery launched from a missile command structure allowing you to choose between standard and nuclear.
  • Anti super weapon interceptors
  • Level 1 invader ship called a Striker

[h3]Science[/h3]
  • Laser artillery command base which produces a laser satellite tied directly into your power grid
  • Anti super weapon addon for the shield generator which needs to be manually activated.
  • A wormhole generator which allows you to connect 2 systems together via your command outposts

[h3]Spy[/h3]
  • Their own super ship called the Blackstar.
  • The leech ship which clamps onto the side of a command outposts and slowly drains Energen to your bank accounts.
  • Added cloak feature for Executrons which prevents shooting(even when not cloaked) but allows for hacking and spying.
  • Infiltrator unit has been added which starts cloaked and can do similar things to Executrons
  • Original Infiltrator is now called the Oppressor.
  • A fake looking trader ship which actually carries troops.
  • Solar panels can now be added to command outposts to in effect almost turn them into second bases.
  • A cheap fake Vesper ship.
  • A super weapon which temporarily makes a black hole sucking in everything nearby.
  • Spy plant/crate are now bomb units which take about 20 seconds to detonate blowing up the building they are inside.
  • Command outpost cloak generator
  • Holographic CEOs which spawn on all command chairs so the enemy isn't sure which one is actually you.
  • A Sensor array which allows you to spy into nearby systems.
  • Resonance rebound anti super weapon, see if you can guess what that does.
  • A proper spy facility which can see other peoples economies, shut down a random building, pay trader to have Infestors, pay raiders to appear in a system and cause an asteroid strike.
  • A Telebeacon which can be added to Executron fighters which in effect turns them into a Teleprobe.

Would love to hear is your feedback on this, what you like and what you feel isn't working, also if anything needs balancing at all, I'm not 100% sure about the cloak generator but lets see.

Thank you again for your continued support, the game isn't that far off coming out of early access now which will be an amazing day with a huge thanks to those who have helped over the past 5 years making the game what it is today with 3 distinct factions and asteroid bases, I plan to spend the remaining time finessing the game and rounding off the rough edges and will continue to support the development after release.

Dont forget to join our discord for the latest news and updates and if you are enjoying the game please give us a thumbs up on Steam.

Cheers
Rob

Version 0.825.0.0

Hello Executives,

Today I'm releasing the new first-person upgrade, this patch is full of updates and bug fixes, below is a list of some of the new main features.
  • Improved first person experience.
  • New animations for hands and gun movement.
  • New animations added to troops.
  • New models for CEOs and Executrons.
  • New star fighter model.
  • New explosions animations.
  • New small asteroids added to explore and capture.
  • New armour added for Industrial troops and turrets
  • New Plasma Bombs added for starfighters.
  • Updated mini map
  • Motion blur added (can be switched off)
  • Updated bridges to star ships.
  • Galaxy map now accessible anywhere with the TAB/M buttons including a new overview screen.
  • Easy select buttons added for shipyards, tele-port and Executrons for CEOs
  • Anti tank guns now do more damage over distance.
  • Objective system added for Executrons so CEO's can tell them where to go including AI CEO's
  • QOL updates such as easier to select resource asteroids and ground troops.
  • A whole host of bug fixes to improve and speed up the game.

Let me know how you get on in the forums, Discord and through the bug/feedback submission system in the game.

At some point soon I will be adding more furniture to facilities built on the small asteroids.

After a few rounds of bug fixing I will then be working on the Spy update which is going to add a load of new tech to the spy faction which will change the way you play them as well as add new tech to the other factions too such as artillery type weapons.

Big thank you to everyone who has been helping to test it and all the feedback so far, we're definitely on the home stretch now.

Cheers,
Rob

Version 0.787.3.0

Hello Executives,

Small patch today fixing and adjusting the following:
  • Fixed an error if you have troops standing next to an exit on the Infestor ship and you try and exit CEO mode.
  • Moved camera rotate to Left Alt or Left Apple.
  • Wormhole positions are now just like normal Quantum fracture points and are around the edge.
  • Adjusted script that destroys units inside a building to be more accurate.
  • When reloading a game where a CEO has already been assassinated they will no longer come back to life.
  • Fixed bulkhead doors so they wont open if something is being constructed on the other side
  • Can no longer empty the stations powers capacitors unless they are at 100%
  • Updated description on mass teleporter
  • Updated super ship construction detection
  • Hacking alert will now affect the correct team
  • Fixed doors on bridge sometimes already being opened
  • Tele-probe shield research has been rearranged.
  • Tele-port is now researched from the start
  • Fixed graphical error with 4k resolutions and save game menu
  • Fixed bulkhead doors on tele-port not closing
  • Cancelling mass transport selection now restarts correctly.

I've made a small adjustment to how power cores work in the game with the building/outpost now producing a fixed amount of power, all you do now is just enhance with power boosters which can be swapped around like before with command stations and fusion power stations using different power boosters, so you shouldn't notice any difference unless you are trying to build a housing estate.

I've also set the default for the AI to be Very Easy when you start a new game however it will remember your selection so if you are a veteran at the game please double check the AI is at the correct difficulty for you.

Will be carrying on with bug fixes and working on enhancing the first person experience.

Cheers,
Rob