Genre: Shooter, Real Time Strategy (RTS), Strategy, Indie
Executive Assault 2
Patch notes 0.429.6
Extra small patch
Seems if you decide to submit your entire university dissertation through the new chat system it break it, this has now been fixed.
Big red X has been added to the monolith build area to show where you can't build.
Music now fades out between tracks.
Patch notes 0.429.5
Some nice new features added today
New Features
Added an in-game chat window, just press Return at any time to bring it up and press Return again to send the message, by default it will send messages to all teams members and allies, however if you hold down right shift it when you press Return it will send to everyone.
Replaced the mining outpost with a much larger one with 8 landing pads and its own area just for manufacturing new ships, this should help with large mining operations and stuck cargo transports.
Bug fixes
Weapon ranges while direct piloting a star ship have been set to match the range the AI captain can shoot plus an extra 50 meters for a small advantage.
Improved detection when trying to assassinate your own CEO to prevent trolling.
Smoke in the bridge should now appear for the correct team.
Executrons no longer get stuck in multiplayer when coming out of a troop transport.
Ore processing limits should now work properly.
Repair facility range has now been significantly increased to cater for the larger ships.
Repair facility health reduced by almost half.
Notes Looking at adding a special Executron facility which will come with spawning areas, Borg like alcoves for going into Execudisplay mode which will replace the 'moshpit' on the bridge, weapons racks/upgrade areas and an employee prison for troublesome Executrons.
I am currently aware of frames per second drops in the game which will be addressed but it currently isn't any single one issue but simply lots of scripts and graphics that need optimising, the single player save feature is coming along nicely but still needs more work before I make it live, and plenty of other issues that are on my bug list.
Enjoy and happy Halloween.
Patch notes v0.429.4
Some minor but important tweaks tonight while I work on updating the Mining outpost.
Traders spawn times have been fixed.
Mining outposts over multiplayer will now spawn correct amount of ships.
Tactical radar showing incorrect ships in system has been fixed.
Protesters can now be disabled along with raiders, however faction attacks still exist so please remember to pay to build in their star system.
AI CEO should no longer build structures on the side of outposts.
Removed patch information from game as its all visible within steam.
Cheers
Rob
Patch notes v0.429.3
Hotfix Seems the protesters got into the coffee supply and were firing a bit too fast, this has been put back to normal now.
One quick note, when sending bug reports please try and explain as much as you can with what is going on, steps to recreate if possible etc.
Thanks,
Rob
Patch notes v0.429.2
New game features Now added more difficulty settings and adjusted the current ones to be more balanced, this should help with anyone just starting off for the first time only to be attacked by an armada eclipsing the sun while you are still trying to work out what a mining ship is.
Bug fixes
Drones and fighters can no longer be equipped with Beams and Torpedoes.
Added weapon selection to drones which is separate to turrets in Station defence screen.
Research exploit has been removed.
Firing rates of weapons and ships have been adjusted.
Error with resource panel text has been removed.
Error with HQ blowing up and mass spawning mining ships at outposts.
Still to come
Looking at expanding the size of the mining outpost, originally it was only designed to just have 2 mining ships, so having more seems to break it, also having the ship printer and the docking areas on the same pad seems to not be working well. I intend to change the design of the station so that it can accommodate more ships and work better.
Still getting reports of cargo transports taking off before they should so looking into that.
Still getting reports of trading ships not appearing for a long time.
Adding in-game chat
Adding in-game single player save feature.
Thank you for your continued support, still got a long path ahead of us but in 1 week the game is already a lot better than it was on launch day thanks to you.
Cheers
Rob
Patch notes v0.429.1
Patch notes v0.429.1
New button added to resource screen which will take you to the ship.
An assassinated AI CEO will no longer control his company from beyond the grave.
Troop transports should be a lot less buggy.
Protesters can now be turned off.
No longer fly troop transport ships through the space station.
No longer direct control Executrons from the RTS screen.
Fighters are now capped at 30.
Invert Y axis on mouse now enabled.
Clicking on the same unit in tactical mode no longer adds up.
RTS screen now shows cargo of selected ship.
Outposts in resource screen now shows which system its in.
Docking requests will now show the correct popup text.
Cargo storage now includes coolant crystals.
Mining outpost will now rebuild cargo ship if its destroyed for free.
Updated Current status of ships in resource screen to reflect what they are doing.
Tweaked entire cargo ships and resource gather system to be more stable.
Added 2 minute cool down when taking control of outpost before it can be taken over again.
Pause should no longer stop you moving when you unpause.
Pause has been disabled for multiplayer games for now.
Settings menu now works on ultra wide screens.
More to come! Thanks again for the bug reports, you really are helping to improve Executive Assault 2.
Rob.
Version 0.429.0
Hi everyone, fixes for today, more to come.
**Added US west to list
**Removed structure breakdowns for the time being till I can figure out how to make it more obvious that something is broken.
**Fixed executron animation bug
**Fixed a few script errors slowing things down.
**No longer able to select troops on transport while its taking off
**Drones should dock better
**Executrons joining mid game while drones are already launched should be able to take control of them.
**When being killed as an Executron while in RTS mode you’ll now switch back.
**Instruction manual now adjust size for 5:4 aspect ratio so you can exit it
**Protestor heat will no longer carry on over to the next game
I am aware that the US servers went off yesterday for 7 hours, something which is out of my control. I have asked the providers what happened and hopefully it will not happen again, as a precaution I have split the US into US east and US west just incase it happens again so make sure you are on the right US server with your friends (before you were all playing on US East).
Version 0.428.9
Hi, first actual patch out
**Protestor heat drops to zero once an attack has been launched
**Lowered volume of execudisplay
**Added master volume
**Not longer get docking requests from ships landing at outposts.
**Description of research outpost is wrong
**Bullets are not hurting ships with shields
**CEO animation stuck in walking pose when should be sitting
**Spelling errors fixed in manual
**Can no longer tell cargo transports to dock at enemy outposts
**Research should no longer break once your research station is destroyed
**Only one outpost can now be built in a star system including from the AI
**Fleet cap exploit has hopefully been fixed
**Monolith now fires currently in systems with no station
Still plenty of other things to fix, thank you again for your patience and hope you are enjoying the game.
Cheers
Rob
Hot Fix v0.428.8
Custom logos were causing massive multiplayer joining issues as it was sending over a rather large file which many networks could not handle, this has now been fixed so starting a multiplayer game should be a lot more stable if anyone has a custom logo.
This also means now that logos will look a little crummy in the diplomacy screen, this is something I want to try and address but for now starting a stable multiplayer game is more important.
Also fixed a spelling mistake in the lobby and reduced the default music volume. Deployed Teletrons on troop transports will now un-deploy, troops being caught on an exploding troop transport will now die with it.
Just be aware this is a hot fix and there will be plenty of more patches to come to fix other issues.
Big thank you to those of you submitting bugs and feedback, again please use the F8 system as i get output logs.