Executive Assault 2 cover
Executive Assault 2 screenshot
PC Mac Steam
Genre: Shooter, Real Time Strategy (RTS), Strategy, Indie

Executive Assault 2

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

Version 0.731.7.2

Hello Executives,

Mini patch today to fix issues with finding games in the multiplayer lobby.

The UI update is coming along nicely and getting good feedback from testers, shouldn't be too long now before you get your hands on it.

The main reason its taking a while as it's not just a graphical update but also I am simplifying things and making the UI easier to understand and use which seems to be the biggest bugbear at the moment.

Feel free to follow the latest updates on Discord.

Cheers,
Rob

Version 0.731.7.1

Hello,
Just a minor but important patch today fixing 3 issues:

  • Fixed issue where an Executron joining would get stuck at 0% constructing.
  • Fixed issue on Mac where starting a game as Industrial caused problems.
  • Switched Mac rendering system from Metal back to OpenGL due to performance issues.

Despite the tiny patch I am currently heavily invested in working on upgrading the UI which will come out in a later update.

Cheers,
Rob

Version 0.731.7.0

Hello Executives,

Just a minor patch today which fixes a few issues.

  • Fixed exploit where turning off and on a building repairs the internal turrets.
  • Fixed loading for single player Executron gameplay.
  • Fixed exiting star ship in fighter craft instantly blowing up caused by exiting from different star system from first entered.
  • Loading pre-generated seeds into the map editor now works.
  • Limited games now to a minimum of 5 systems.
  • Fixed AI switching off the HQ.
  • Can no longer pause the game during faction selection.
  • Gateway probes and light mining platforms will now repel each other.
  • Fixed problem with gateway not switching back on again after a power cut.
  • Can no longer accidently assign mining ships to outposts.
  • Fixed outposts not being constructed near outpost cores.
  • Removed old Cargo displays causing slowdowns.
  • Added fence around waste facility.
  • Added potential fix for floors vanishing due to Tactical wall display making them vanish.

Whilst the tutorial is in development and the UI is being upgraded I thought would help with a few things that I've noticed people thought were bugs.

  • You might notice your turrets not shooting at space ships, this is because you need to switch to red alert.
  • You might notice some buildings not appearing in the build list once you have researched them, the most likely suspect is that they can only be built on outpost cores in space, the building list will update when you look at one.
  • Speaking of which some ships can only be built at a large shipyard which can only be built on an outpost core, this is why sometimes you might see a ship greyed out in your design list.
  • If you want to add more cargo ships to a route then simply select one of the cargo ships and at the bottom you'll see some arrows to add more cargo ships to the route, remember additional ships will cost Energen.
  • If you cant see any ground troops or unable to move them please make sure you are in ground mode by pressing TAB or press the button at the top which toggles between ground and space mode.
  • Structures built on the asteroid and connected to the station complex will not blow up when their health reaches 0, only their internal and external defences will be disabled still making it worthwhile to attack them, this is also why you will see the AI repairing them as once their health reached half way up all the defences will come back online again.

I hope this helps for now until things are made clearer in the game, my main aim next is to fix bugs and make the game easier to understand by streamlining features, removing unnecessary annoyances and upgrading the UI.

Thanks again for all the help and feedback.

Cheers,
Rob

Version 0.731.5.0

Hello Executives,

Just a minor patch today which fixes a few exploits.

  • Fixed trap door in industrial office.
  • Fixed graphics on Dropship pad.
  • Fixed terminal on the floor on dropship pad.
  • Fixed hole in the wall in tank factory.
  • Fixed Navmesh in Dropship pad.
  • Made Executrons travelling on the dropship more stable - will be looking at improving the experience.
  • Neutronium Executron armour and Executron weapons removed from shipwrecks.
  • Neutronium Executron armour reduced to 200% increase.
  • Tritanium Executron armour reduced to 100% increase.
  • Fixed exploit moving goods from Station core to cargo ship.

As not to annoy you with too many announcements there may be from time to time little patches to help fix little things which might not be announced (even if they are 20mb+)

The holidays are just around the corner and Hesketh Studios will be taking a mini break so whatever you are doing this festive season I hope you have a great one!

Cheers,
Rob

Version 0.731.1.0

Hello Executives, the following has been fixed.

  • Fixed the game disconnecting while players are hosting and joining a game.
  • Fixed Cargo panels not showing the stations inventory for newly joining Executrons.
  • Latest research is now correctly sent over to new Executrons.
  • AI research now sent over to Executrons.
  • Mining drones now go back to their home base rather than the closest command asteroid.
  • Fixed AI starting with more resources after loading a game.
  • Help menu now looks better on ultra wide monitors.
  • Fixed saving screen working on Ultrawide monitors.
  • Tweaked Executive shuttle so that the satnav doesn't try and fly it sideways into the ground while landing.
  • The click hitbox for the giant gateway now includes the ring its self making it easier to send units through
  • Fixed navigation mesh on hulk ship not appearing preventing teleporting and troops walking around.


There seems to be a bug with the floor graphically vanishing I can't quite identify, if anyone can work out how to recreate the issue please let me know.

Thank you again for all the great feedback, keep it coming, seems the new asteroid patch has gone down a treat!

My main aim for now is to fix the big bugs, handle disconnections better, make Executron game play more stable, add a tutorial and give the UI an overhaul.

Cheers,
Rob

Asteroids!

Hello Executives, I am pleased to announce that the new Asteroid patch has been released to the main branch.



This new patch now gives you an asteroid to build your base on and then expand into space making things more like the original game but with the space element.

It’s been a few months coming due to a lot of reworks across the board and plenty of testing on the beta branch, the game was moving towards a 4x game which I found wasn’t working well especially with the first person aspect of the game and was actually a little boring as would take about 40 minutes before anything interesting happened, it seemed at the time it was the correct direction based on feedback with more star systems and more trade wanted, but in the end I felt it slowed things down too much and moved away from the original idea of the game.



The first thing you’ll notice is that your HQ is now on an asteroid where you can build most of the structures you did before but some have to be built on an outpost in space.

There are now 2 types of ship yards, one for smaller ships which can be built on the ground and one in space for the larger ships.

Outpost cores can now be built anywhere in star system which you dont claim any more but are now much smaller stations as they have a set power output meaning you need to think more about what that outpost will be used for such as a mining platform or a research outpost.

The HQ and outpost cores now share the same global resource pool so no need to ferry resources back and forth except for the Science faction they still need to move resources off asteroid mining stations but everything is as automated as possible, this sped up things dramatically especially later on in the game and less worrying about transport routes.

The aim is still the same to assassinate the other CEO however you now need to invade the HQ with tanks and troops just like the first game as its now indestructible.
Destroying buildings on the asteroid will now only disable the defences inside and out so its still important to send a fleet of ships to bombard the surface and also take out other defences which will hinder your ground invasion.

Each faction has a unique way of moving large amount of troops between asteroids, Industrial have drop pods which crash into the asteroid deploying the troops, Science have giant gateways to move their army across and Spy can still beam their units directly into the structures although their Teleprobes still need to get into range and not be destroyed, the troop transports and smaller gateways can still just land on asteroids.



There is now a progression system where the more goods you sell the more you are promoted by your company where you are given rewards such as tech and resources.

Executrons now have more to do as there was always a boring period at the beginning when things were just getting going, they can go explore derelicts and capture with resources and encounters onboard, shipwrecks which are dotted around where you need to EVA into it, resources littered around the asteroid which can be collected, can get into tanks and remote control base defence turrets.

To make things even more exciting for Executrons they can now fly up to friendly ships and board them to take control, this means you have more at stake rather than remote controlling a ship, this brings the game into line with other games where you get into vehicles. Taking personal control of a ship gives it a 50% damage reduction when hit.



Executrons now have upgrades for their armour, legs and CPU giving them even more of a reason to explore and be the best Executron out there, my aim is that Executrons will be like hero units in other games.
Hacking has now been implemented where various terminals can be hacked using the multi tool, just look for a blue port under the screen and fire the beam in there, although this will alert station security so watch out.



I hope you enjoy the new features as been getting some great feedback and I certainly think its how the game should be with more action and less about trading.

Massive thank you to those who have been testing and as always constructive and polite feedback is always welcome.

Below is a summery of the changes.
*You now construct bases on the asteroid which you can walk around on
*Tanks and walkers have been added
*Ground defences have been added
*Ground buildings don't explode but simply loose all their defences until repaired.
*Centralised resources
*More things for Executrons to do such as exploring ship wrecks and derelicts to find upgrades, tech and resources.
*Construct outposts anywhere in systems within the limits
*Random hulk ships
*Can now customisable Executron ships.
*Limits for both ships and robots have been raised to 100
*Spy power systems have been reworked to be easier to understand
*Promotion system with rewards when selling goods
*Colonies are now hostile but capturing one gives rewards and a new outpost core

Feel free to join the Discord channel if you need any help with anything since there isn't a tutorial at the moment, this is something I certainly want to add to the game as it can seem a little overwhelming at first, there is however an in-game manual which I suggest you read and a quick tip button for displays as well as pressing F1 to show the keyboard layout.

Please understand this patch has many new features and many new bugs which I will try and fix ASAP, if you do find a bug please report it and give me a chance to fix it before writing a review.
Generally speaking the single player has the least bugs and Executron gameplay has the most, if you do find your game broken just remember all is not lost as both single and multiplayer games auto save on the host and you should be able to continue where you left off by reloading.

Don't forget to give the game a thumbs up if you are enjoying it.

Enjoy!