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Executive Assault 2 News

Map editor update

Hello Executives,

Today you are getting an upgrade to the map editor! This will allow you to decide how many resources each system has and also place your own wormhole lines too including having separated systems that are only connected with a wormhole opening up some interesting map ideas.



With this in mind wormhole tech has been added to all 3 factions research trees.

It also has a basic mode too if you just want to build maps how you did before and let the computer place the rest, I've kept the interface as easy as possible leaving more fun for you to be creative.

The downside to all this though is the way the map seeds work has had to change so I'm afraid all previous seeds will no longer work (not that its too much of an issue as maps usually took under a minute to make), however I have added in a method which will hopefully allow you to continue old saved games but you might notice some issues with mini maps until you start a game with the new seed system.

I've also added in a reference guide for Executrons too similar to what CEO's have so if you are unsure what to do or what something is then you can find it in the menu.

Certain core scripts relating to units and weapons have been optimised so you should notice late games running faster, there was also a big issue relating to joining a game which had been going on for a while where it would kick you out instantly, this was mainly down to too much traffic being sent over at once so have I reduced this significantly. These 2 changes were massive in terms of coding so you may notice something broken which was working before this patch, please let me know through the bug reporter in the game and I will get onto it.

Along with all that the following changes have been made.
  • Ships set to defend a system will no longer attack allies.
  • You will now be kicked out of the weapons booth if the building gets destroyed.
  • Decimator and Monoliths cruise plane are now higher.
  • Made it easier for bots to aim at Infestor nests.
  • When joining an MP game the emergency desk forcefield will now be synced.
  • Fixed a floor issue in the trading port.
  • Shift left clicking the fabricate button will now make +5 of that design.
  • Left Clicking on the design its self will now add more constructions to it along with shift clicking too.
  • Shift right clicking on a design will now remove 5 constructions from it.
  • Added min and max height bounds to all player controlled fighters.
  • If you move out of bounds you will now have 10 seconds to get back in.
  • Ai Spy now mines metal again.
  • Fixed a few spelling mistakes.
  • Fixed looping error script with a shipyard blowing up slowing things down a bit.
  • Executron count is now correct when joining a game.
  • Teleprobe information now correctly describes whats happening when mining a nebula.
  • Teleprobes can now mine large asteroid mining bases again.
  • AI now researches or buys wormhole tech.
  • The power screen now syncs over correctly when an Executron first joins.
  • Fixed issue where the room code wouldn't appear in game menu.
  • Super weapons at low power will now stop charging.
  • Mining ships will no longer go after and attack other ships if set to defend system stance.
  • Fixed an issue with fighters docking with a starship sort of bouncing about.

Cheers,
Rob

Version 0.778.3.0

Hello Executives.

Small but important patch being released today to fix a few exploits and niggling issues with the AI.
  • Industrial AI now correctly generates 140 power instead of 120.
  • AI now manages its power better especially Industrial.
  • Added distance info for unknown system QT points.
  • Fixed exploit moving Energen between crate and ship giving more Energen.
  • Fixed an issue where a nuclear warhead would remain after the facility was destroyed.
  • Fixed exploit building more than one super ship where cancelling a construction allowed the construction of another.
  • Decimators and Monoliths now require 100 Tritanium and 50 Xeo gas.
  • Cancelling a ship construction will now refund the Tritanium and Xeo gas as opposed to taking more.
  • Fixed an issue where if the security station was destroyed it would close the game to new Executrons.
  • You should now be able to see how many Executrons are on each time when you join.
  • When joining a company as an Executron you can now see if its an AI ran company.
  • Executrons should now be able to see the asteroid base on the galaxy map when first flying into a system.

Cheers,
Rob

Version 0.778.1.0

Hello Executives,

I've decided to put the new asteroid bases on hold while I improve what is already in the game with quality of life upgrades and balancing economy problems since it already has more than enough fun and exciting things to do in it.

  • AI difficulty terminology has been changed to make it easier for players to find the difficulty settings.
  • Fixed the tele-port panel not selecting targets.
  • Select all combat ships in a sector with Q.
  • Select all combat ships across the galaxy with CTRL+Q.
  • Updated key binding panel to show all the short cuts in the game.
  • Set rally button removed and replaced with simply right clicking with the factory selected where you want to set the point to be, works with multiple factories selected.
  • Double tapping a group number now zooms into that groups leader.
  • Fixed a bug where ground units would sometimes stop while running past a door.
  • Fixed door on troop factory where sometimes units wouldn't use it.
  • Problem controlling Gigantilator head has been fixed.
  • Fixed some ground weapons going through shields.
  • Hit info now appears when attacking a unit with a shield.
  • Fixed an issue where you could sometimes get into both starfighters at the same time.
  • Fixed an issue where you could sometimes teleport back to your starfighter pressing E.
  • Trading port power reduced from 5 to 1.
  • Buildings now take 1 minute to reboot after switching off.
  • The reboot button on the building status panel has now been replaced with a power button.
  • Mining ships no longer return unless there is a powered facility.
  • If the power is switched off while a ship is docked it will undock.
  • Removed dragging resources off mining and cargo ships.
  • Increased Deep core mining plants power demand from 10 to 20.
  • Tele-miner now pulls in 150 Energen and 35 of other resources as used to be 150 on everything.
  • Reduced power capacity from 5000 to 1000 on HQ's.
  • Given protestors another level of attack damage.
  • Up promotion 3 threshold from 200 to 300.
  • Up promotion 4 threshold from 500 to 600.

The power capacity reduction was in response to 5000 max power being far too generous based on the feedback I've been getting, 1000 seemed like a good number as many people didn't even know this existed till the lights went off half way through the game so I feel its important people know this is a feature and 1000 excess power seems to be a good buffer. But lets see how this goes, remember we're still in development so happy to make adjustments to these things.

Thanks again for all the support and look out for more improvements over the coming weeks.

Cheers,
Rob

Version 0.773.0.0

Hello Executives,

Mini patch today to fix some small network issues.
  • Fixed a bug where sometimes it would say the room was full when there were actually free slots.
  • Fixed a bug where if the game took too long to load you would be disconnected and would be waiting at 0%
  • Tweaked the lobby screen so that the list of games is more more accurate.

Cheers,
Rob

Version 0.772.0.0

Hello Executives,

Today I'm releasing a small patch to fix a few niggling issues with the game mainly related to multiplayer.
  • Can no longer join a game as CEO if there are no more CEO slots (this was the cause of the double office issue and inability to use the desk).
  • If several CEO's join a match where there is only 1 slot left then the players who didn't join in time are now booted.
  • Fixed games in the lobby appearing and vanishing randomly.
  • Fixed a problem where sometimes the invite code didn't work.
  • Fixed a problem where if an Executron quit while controlling a spaceship then the CEO could not move the unit afterwards.
  • Fixed invaders not invading command outposts which have buildings attached.
  • Remove fighter launch panel from bridge of starships.
  • The ship you are flying in is now highlighted on the Galaxy Map including the direction you are facing.
  • Gateway forcefield removed.
  • Traders will no longer just sit above the base if there's no trading port.
  • CEO can now move spaceships after an Executron has boarded but not taken control.
  • Space cannon range is now 600 and slightly less accurate.
  • Fixed a power slider sync over multiplayer.
  • Fixed issue on targeting display where the activate button sometimes doesn't work.
  • Fixed issue with using personal drop pod taking a longer route.
  • Colony ships now appear in custom maps.

Cheers,
Rob