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Executive Assault 2 News

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

Version 0.771.0.0

Hello Executives,

Today I've released a small patch to fix a few little issues.
  • The AI will no longer take control of a company if the server manages to reconnect.
  • Fixed the Gigantilator looking down all the time (not in a sad way, its actually a very happy robot).
  • Spy's mech pulsator now has knock back force and AoE damage.
  • Promotions are now correctly sent over multiplayer when reloading a game.
  • Can no longer use long range buildings without line of sight of the target.
  • Transport and mining ships now slow down to dock rather than zooming over.
  • Increased forbidden zone radius around resources.
  • Updated the description for Executon/CEO only upgrades.
  • Tweaked asteroid generation so that it doesn't appear inside the HQ asteroid.
  • Flipped around Majoran and Anoria icons in the map editor.
  • Mech factory has been made slightly bigger.

While this doesn't look like much since the last patch, I've been working on new content for the game such as the new smaller asteroids with things to find, capture and battle over which are coming along nicely.

Unfortunately due to the size change of the mech factory this might end up breaking some saves I'm afraid, I try not to make changes that do this but was a necessary change due to navigational issues and walkers not being able to exit correctly

I've had some people mention that they feel the AI is too strong, I suggest setting it to an easier difficulty before trying normal, I am quite proud of the fact that it doesn't cheat during gameplay so its only doing things that you can do too. all the difficulty settings do is change its reaction speeds and its starting resources, normal difficulty gives it the same resources as you for a balanced game.

Thank you again for your continued support and dont forget to join our Discord and report bugs in the game.

Cheers,
Rob

Version 0.765.1.0

Hello Executives,

Releasing a small but important patch today fixing the following:
  • Fixed crash bug when trying to select light shield from the trading menu.
  • The host now handles people joining and leaving while a game is being setup.
  • Added traffic light system per server based to give a better indication as to the quality of your
    multiplayer experience.
  • Added objective system for Executrons when playing for the first time, something I will be expanding.
  • Objectives can be cleared by contacting the CEO with F1.
  • Fixed fighters flying into the asteroid base.
  • Fixed 2 AIs deploying nebula mining stations on the same spot.
  • Fixed issues where you would get stuck using the defence terminal if you activated it in 3rd person mode.
  • Trading station now output ships to slightly random positions to stop stacking.
  • Turret direction on Bane now faces the correct direction when controlling it.
  • Fixed troop transports randomly stopping.
  • Selecting an invader ship now shows a radius around outposts and asteroids it can deploy on, moving the invader into one of these areas will let it know where to deploy its drop pods.
  • Fixed rare navmesh issue with Trading port.
  • Fixed having more than 1 monolith.
  • Fixed the inability to construct onto a HQ when its health was 0.
  • Improved interaction UI with a hovering blob.
  • All CEO's now start in chair area
  • Updated chair graphics.
  • Added your ping to the region at the top of the lobby
  • You can now see everyone elses ping when in the faction selection screen.
  • Mouse lock now enabled when taking control of turrets
  • No longer crouches when typing messages.
  • New message when your CEO quits when you are playing as an Executron.

Thank you for your continuing support of the game, the faction selection screen had a major rewrite for this patch so please let me know if something was missed and will try and get it fixed asap.

As some of you may know from Discord I am working on adding a requested feature of extra asteroids you can land on, explore and battle over, current ideas are missile bases, bio labs, research outposts, super weapons, artefacts etc.



If you are enjoying the game don't forget to give it a thumbs up on Steam.

Cheers,
Rob