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Executive Assault 2 News

Version 0.758.3.1

Hello Executives,

New patch out today which fixes a few bugs and also adds in the advisor and guide system which should help new players enjoy the game with handy pop ups, a guide and a to-do list, if you are veteran of the game you can easily switched off the pop ups.

The following has also been fixed:
  • Fixed Gigaminer landing at Space freight terminal
  • Gigaminer can now only be built in large shipyard
  • Fixed issue with Executron launch terminal
  • Reloading a game no longer produces tele-probe
  • Fixed gateway navigation mesh when connected to derelict outposts so can send units back
  • Starfighters will now move again after reloading a save
  • Outfit machine can only now be used by the Team owner or their alliance
  • Cargoship removed from design menu as no need to build manually
  • Cargo ships should start moving again after a save
  • Multi selecting troop transports and pressing deploy/load now works
  • Fixed issue with saving maps multiple times creating duplicate connections and slowing down the game especially ships coming out of FTL travel.
  • Selection rings on tanks are now bigger
  • Recall on the teleport now works the same way as normal tele-beaming, just set 1 location and that position now works for both.
  • Red alert buttons on station control panels now activate the defences
  • Ai will notice you are in the same alliance quicker
  • Fixed AI assigning heavy weapons to small fighters
  • Fixed roof on top of spy HQ
  • Science dome shield button can only be used by CEO's now
  • Large mining outposts can now only be disabled and not blown up
  • Stopped the creation of multiple jump points which broke warp a bit
  • Added turrets to inside power stations control rooms
  • Added extra turrets to bridges
  • Added sperate keyboard layout for spaceships and walking around
  • Fixed issue with internal weapons not being saved correctly for clients
  • Fixed error in power screen at start up
  • Fixed error in defence screen at start up

Cheers.
Rob

Version 0.756.3.0

Hello Executives, new patch out today adding in a few long requested features along with a few bug fixes.

First off you can now host games where the CEO is AI controlled so no need to find someone to play as CEO if you just want to Executron with your friends.

A mini map and a base map have now been added to the first person aspect of the game, just hold down M to see the base map.

Server migration has been added so if the person hosting leaves it should....SHOULD migrate over to the next player, let me know if you have issues with this.

If a human CEO leaves a multiplayer game the AI should take over rather than the entire base vanishing.

The following has been fixed:
  • Added Executron message system so can now see most of the CEO's messages
  • Tele beaming effects have been fixed in tele-port for Executrons.
  • Can now manually fly into wormholes again.
  • Wormholes now appear in RTS and galactic map screens.
  • Added line in galactic map to show wormhole connections.
  • Space turrets set to self destruct will no longer draw power when at green alert.
  • If you are Spy and capture an outpost it will now add the teleporter to it, equally another faction capturing it will make it vanish.
  • Fixed issue where pressing escape while game was ending and player was currently in direct control mode would cause visual issues.
  • Fixed a floating rock on asteroid.
  • Fixed game trying to save docking info on starfighter when its landed on asteroid.
  • Landing fighters manually will now turn off the shields.
  • Taking off manually will now turn shields back on.
  • Crates dropped while space walking will no longer be affected by gravity.
  • Spy units now have hacking percentage displayed since they don't have a multitool.
  • Hacked alert now occurs once the terminal has been hacked rather than at the start of the hacking process.
  • Adjusted the AI so that it doesn't initially block its self in with Excavators.
  • AI now builds stand alone structures at correct height.
  • Corridors no longer appear in power list.
  • Updated descriptions some units.
  • Execudisplay has had a few elements changed.
  • Derelicts and ships wrecks now appear on galaxy map.
  • Executrons will now respawn if inside dropship when it blows up.
  • Shields and deflector shields will now correctly cover the whole outpost.
  • Cargo picked up in space now adheres to cargo rules.
  • Navmesh around doors have been tightened up on derelicts.
  • Can now set destinations with teleport before a tele probe exists in a system.
  • Infestors will now chase units that have shot them.
  • The infestor ships navigation mesh has been improved so units don't walk through walls.
  • Shipwrecks now appear in single player Executron games.

Let me know how you are finding the new map system and if it needs any improvements.

The tutorial/guidance system is coming along nicely but still needs some work.

The Executron experience is getting better but still needs a lot more work in terms of explaining what to do, in the meantime and as part of the tutorial system a new overview panel has been added to the Execudisplay.

Thanks again for all the help, remember to please submit bugs and feedback through the game as I get more info that way.

Cheers,
Rob

Version 0.753.0.0

Hello executives,
Fixed a few issues this week.
  • Fixed door issues for Executrons
  • Fixed navigation steps in space mining drone control
  • Fixed steps in mining drone control
  • When a closer station is build the trade route now auto reroute to the new one
  • When the destination of cargo ship is destroyed now searches for a new docking bay
  • Fixed an issue where sometimes Executrons could not re-join a game after it had been reloaded.
  • Tweaked the alliance system so that forming and then breaking an alliance with the AI doesn't end the game
  • AI will now instantly try and find a new company to attack once its target has been destroyed rather than wait a while.
  • Added little corridors to maintenance facility to help with its construction and placement
  • Fixed bug where gateway shields would not switch back on
  • Fixed zoom in third person mode on ground units
  • Saving now remembers what upgrades have been applied to internal turrets.
  • Defence screen now remembers what the currently selected weapons are on turrets.
  • Removed waste venting for the moment
  • Fixed roof on waste storage
  • Fix being able to press E during the end game scene
  • Zoom on turrets now do the background too
  • Moved large gateway portal even more to help with super large units
  • Fixed issue with the inability to put more powerful reactors into outposts
  • Fixed CEO gun when exiting turret
  • Fixed unit vanishing when controlling turret
  • Coming out of controlling a turret from the Tactical display now displays the correct health and weapon
  • Fixed gaps around edge of asteroid surface
  • Fighter will no longer turn when looking at the galaxy map
  • Having the menu up and clicking in FPS mode should no longer shoot the gun
  • Picking up troops in the troop transport will no longer try and pick up fighters
  • Picking up troops will no longer grab CEO's and Executrons from the other side of the galaxy
  • Saving now remembers mining ship target resources.
  • Space turrets now upgrade when Executron presses button
  • Internal defences upgrade now synced over network
  • When landed at a large event ship you can now transfer items from your personal inventory to the fighter
  • Doors are now unaffected by upgrading security.

I always try my best to make sure that changes don't affect saves however due to the resize of the Maintenance facility it now might cause a few issues.

Some of you have been asking for more tech, this is on the books but I am currently just working on bug fixes at the moment,

Thank you all for the feedback, plenty more to do.

Cheers,
Rob

Version 0.750.1.0

Hello executives,

Small but important update today.
  • Dying as an Executron whilst inside a mech no longer breaks the game
  • Mechs can now path through large gateways
  • Mechs no longer try and go under gantries
  • Fixed navigation issues with Drone Mining control building.
  • The infestor research ship should no longer appear in home systems.

Quick shout out to whoever sent me the bug report saying they were unable to move their robots about, you need to switch to ground view by pressing the space/ground toggle button at the top or press TAB, perhaps this is something I should look into making clearer the UI or will be explained in the up and coming help/tip/tutorial system.

Cheers,
Robert

UI update version 0.750.0.0

Hello executives,

Today I am releasing the new UI update which has been in beta for a few weeks now on Discord which has had some fantastic feedback and great support.

This update is to make the UI look nicer and also to make features in the game easier to understand, you might get a moment of thinking…oh I cant find things, this is perfectly normal with a UI change if you are familiar with the game but soon you’ll find it much better in the end.

This patch also helps solidify the core mechanics of the game which I am now very happy with so you wont be seeing any big concept changes from now on.

Along with the update there are game changes which include:
  • A new detailed galaxy map where you can see more information about what is going on including transport routes and telemining, you can also control ships in it too.
  • Research has the level system back in which is tied directly to the promotion system, as you are promoted you gain access to higher tech, this helps focus the gameplay and also encourages use of the lesser techs, plus it stops players shooting to the end of the tech tree and get a super weapon in no time.
  • There are now multiple ways to add to your promotion, you can sell goods, sell luxury goods which you need gold for, blowing up other ships and capturing outposts.
  • Industrial only needs to build 1 power station and have a power bar which they can increase if they need more power but also uses more Uranium and produces more waste.
  • Science only needs to build 1 power station as well and can produce more by buying/finding/researching power cores.
  • Spy now require a teleprobe in any system they are mining from including the home system, to help with this they get a free teleprobe with a telemining facility.
  • Power can now be directed into different categories like in the first game.
  • When at red alert space defences will appear and drain power but at green alert they will not use any energy, ground defences are always on and always use power.
  • Excavators have had their limit removed and you can now choose what basic resources they can pull out of the ground to help with keeping the basic flow of resources coming in.
  • Command outpost starter cores can now be bought from the trader or found, they can also be swapped out for better cores but only up to a certain level, however to make a new outpost you can only do this with an Outpost starter power core.
  • Outpost starter cores can now be stolen.
  • Outpost cores have now had a redesign and docking bays have been added so that all factions including Executrons can board them.
  • Outpost core ships are now built at a ship yard
  • Mining outpost ships are now made at the outpost command.
  • Doors now have level access with levels 2 and 3 staying closed all the time.
  • All super weapons can now be built on the asteroid surface.
  • Mining drones are now faster and can now reach cruising speeds.
  • Large freight ships and cargo ships have had their speeds increased a little.
  • Large freight ships now only have 2 docking phases instead of 3 thus speeding them up.
  • Large freight terminals can now take 2 small freight ships or 1 giant one.
  • A special Executron mining laser has been added so they can now mine nearby asteroids
  • AI difficulty can now be set per AI.
  • The multi tool has been moved to ‘3’ instead of ‘m’ as I am making room for a mini map.
  • AI should attack more in waves than a constant stream of ships.
  • Music has been adjusted so that it takes a bit more combat to start the battle tracks.
  • Various bug fixes across the board.

Still things to fix and sort out but once that's done I plan to add more tech such as more weapons, base artillery etc, a helper tip system to guide new players and explain what things do and concepts, the protestor mode, enhancing the Executron experience, more random events and things to find as part of the adventure/story system and continue to take suggestions to help improve the game.

People have expressed an interest in adding more base security features so I will be looking into this, as well as making it more obvious as what to do as an Executron and how to get into the action as fast as possible.

I also plan on adding ways of donating more money towards the production of the game as a few of you have expressed interest in helping out with development financially beyond buying copies of the game.

As always you can submit bugs, exploits and suggestions through the game via the menu or pressing backtick.

Thank you all for your continued support and I look forward to working with you all in bringing the game out of Early access, if you are enjoying where its going don't forget to give the game a thumbs up on Steam!

Cheers,
Rob