Genre: Shooter, Real Time Strategy (RTS), Strategy, Indie
Executive Assault 2
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
Version 0.762.1.0
Hello Executives,
Just a small patch today fixing a few things.
Fixed sending nuclear power station power slider numbers over the network
Fixed typo on efficiency switch
Added docking cone to command station (be aware you can still manually dock if you wish)
If you are stuck auto docking due to the pads full you can now cancel the docking procedure.
Removed transfer panel from trade station as can all be done with the ships inventory.
Tweaked trading bay graphics
Fixed crates in goods factory as normal one is making gold crates
Altered the way drop pods land
Taking off from station security is now no longer bumpy.
Clients in multiplayer will now get promotions when ships are destroyed
Fixed red alert button on mining outposts not working
Ready button now appears again for people joining MP games
Drone bombers camera has been moved a little so its not clipping through the hull
Mining ships now repulse each other to stop bunching up
Fighters now accelerate into boost
getting into troop transport doesn't set FPS interface correctly
Fixed issue where you couldn't control a tank you had just gotten out of.
Fixed units caught in infestor ship still counting as pop cap
Added target range to fighter display
Cheers, Rob
Trade and mining ships unable to dock
Hello Executives,
If you are experiencing mining/trade ships unable to dock, please just restart steam to get the latest version of the game 0.762.0.4
Cheers, Rob
Version 0.762.0.3
Hello Executives,
Today I am merging the beta and experimental branches with the main branch so everyone gets access to the latest version.
Along with all the features listed in the previous announcement, the following has now been added.
The Executron facility is now Station security, and the little prison area is now where you can control the station defences including both internal and external, this screen also has a new concept to the game where when you interact with it the camera is locked to the screen so you can use the mouse to move the map and select things.
For the industrial I've now added a personal drop pod to the dropship pad where you are fired out of a tube to wherever you need to go, currently only works onto asteroid bases but its certainly a nice fast way to get you somewhere which complements the gateway and teleports.
A new FPS control system has been added where you can now tell units where to move, deploy, attack etc as well as call the CEO for help, this feature gives Executrons some incredible control over the game now, I can see some interesting interactions happening with the CEO now that Execturons can move units so feedback of this would be welcome (actual game play feedback, not supposition).
To help speed up ships their cruise speed is now based on their weapon systems firing or being attacked with a 20 second recharge time, this was a much requested feature as people were finding it took too long to get anywhere.
Research stations can now be enhanced by Executrons by pressing levers or aligning sensors to help increase their efficiency.
The galaxy map can now be accessed from space ships.
Research screens have been added to research facilities so Executrons can now research technology.
Trader now sells shields too.
Industrial now has more armour on their tech tree.
Can now set ship and robot stances on factories.
Executron panels and outfit booths are now dotted around more.
The decimator now causes large nuclear explosions when the asteroids hit something.
Can now dump the power capacitors.
All super weapons and the teleporter now have targeting terminals.
There is now a limited contextual drop down for Executrons to ask their CEO for help and also use the recall provided you have a tele-probe within range, just an idea at the moment.
From the Executron display you can now order the AI ceo to ground invade places so it will send over a teleprobe or gateway which is handy for getting to places without having to fly there.
Multiplayer stability has improved in terms of handling dodgy internet connections.
The AI can no longer launch a nuclear missile the moment it has built the structure.
Audio has been improved so it doesn't cut off as much.
Lots and lots and lots of little bug fixes and quality of life changes here and there.
Script optimisations to help boost the frame rate.
I hope you enjoy these changes and fixes, as always please submit bug reports through the game and feel free to join our Discord for some lively discussions or to find people to play multiplayer games with.
Also if you are enjoying your experience please give it a thumbs up on Steam.
Cheers, Rob
Beta branch 0.761.8.2
Hello Executives, Today I am releasing the latest version of the game to the beta branch, here you can check out how things are getting on, you'll notice a lot of bug fixes along with changes to make the game more fun.
The main reason it's going here and not the main branch is because I want to make sure the remapping feature works on foreign keyboards, things are generally balanced with the new tech and want to make sure you are happy with the new features which may require some more fleshing out.
Here is a list of the main changes.
Main changes are getting the AI to make better use of everything including capturing outposts and super weapons, speeding things up with faster promotions and cheaper units, as well as efficiency can now be pushed to 200%
Industrial no longer need to mine Carbon as they have a new Deep core drilling plant which replaces their Excavators and give much more Carbon, this is because they had too many things to mine in space compared with everyone else.
Can now remap the keys.
Defences are more a thing with the Industrial getting an expensive space cannon which is their base defence.
Probes are stronger, base shields are stronger, and the base deflector lasts longer
HQ defences are now heavy weapons again.
Walkers are now much bigger as they were too slow walking across the map.
Troop transports now come with Bane tanks when researched
Heavy weapons now have much worse aim compared with light weapons making them poor against fighters
Carriers now carry 3 fighters and 2 bombers.
The ships have now got an improved explosion effect with debris
Protestors no longer get attracted to goods being made and now only get angry again if you sell them as they were going a bit overboard
Special long range ships have been added to science and spy, Longbow and Javelin class
Can now call an OOPS ship to pick up your goods but you only get the prestige and not the money for that
Tritanium and Xeo gas research now comes with the promotion so no need to research it as it was an annoyance
Waste tanks don't need to be researched with the cap removed.
Improved explosions
Executrons can now reboot structures for 60 seconds after hacking into the display terminal, I might increase this to 2 minutes.
Map creator border has been expanded downwards so you can now make more balanced looking maps
Spaceship boost is now the Left shift key and not double tapping W.
Executrons now respawn at the last command station they visited.
Command outposts now have a fighter launch bay.
End game stats have been added.
Notable bug fixes:
Troop transports no longer randomly explode when being direct controlled.
When you have multiple Executrons you will no longer randomly explode when exiting a spaceship
Star fighters no longer instantly explode when piloting them when they slightly hit another fighter.
Late game frame rate has now been made more constant after optimising a few scripts.
Respawning no longer generates more infestors.
There are still a few things that need cleaning up in the patch however once I am happy with it I will release it to the main branch in a few weeks, until then you may notice beta updates without announcements as I fix things in the background.
While you are enjoying that I will be working on improving the Executron experience by giving them the ability to ask the CEO to assault outposts and move gateways/tele-probes, although I feel this diminishes the use of travelling via fighters a bit so it all needs some working out first.
Thank you again for all the help and if you are enjoying the game then please give it a thumbs up on Steam.
Currently this patch is ONLY available for windows users.
You can access the beta with the key betabranchUpgrades
Soundtrack now avaliable
Hello Executives,
I am excited to announce the soundtrack to the game composed by Chris Hesketh is now available on all good music sites so you can still enjoy the game while relaxing in the summer heat.
Hello Executives, Tiny but important patch out today which fixes the following:
Fixed icons and health bars getting stuck on the screen causing a myriad of other issues.
Fixed AI constructed shipyard on Command station not vanishing when destroyed.
Thank you for your continued support and patience while the game is being developed, I would ask that you report problems first before giving the game a thumbs down on Steam as to give me time to address the issue as the game is in continual development and bugs will be fixed.
Cheers, Rob
Version 0.759.2.1
Hello Executives,
Patch today fixes the following issues:
Turrets now re-aim faster once an enemy has been killed.
Death animations on most units now include vaporising.
Internal turrets will no longer shoot through the roof at incoming troop transports.
Protestor transports will no longer land on freight terminals.
Fixed navmesh issue in Cyborg assembler.
Can now choose AI team colour.
Can no longer submit empty bug reports.
Fixed issue with green position circles sometimes not going away.
Fixed issue with defend system stance where ships wouldn't follow the target.
AI's base now self destructs and destroys all units when CEO has been assassinated.
Improved end game experience.
Throwing a grenade in turret mode will not longer switch back to heavy weapons.
Fighter bay controls have been removed as not needed.
Fixed the vertical key not working on certain keyboards.
AI now builds large shipyards again.
More obvious now when waste tanks are full.
Waste facility needs to uses power.
Repair facility now uses 4 power.
Circle around waste facility now appears again.
I've seen a lot of interest in translating the game into different languages along with rebinding the keys due to different keyboard layouts so will be investigating the logistics of implementing this.
Cheers, Rob
Version 0.758.4.1
Hello Executives,
Tiny little fix today
Fixed mouse sensitivity resetting when zooming
Fixed file selection box not working when choosing logo
Fixed AI not sending troops using the Tele-port
Cheers, Rob
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