Hello executives, I've released a small patch which fixes a few little bugs: Fixed rare bug where unit goes invincible. Fixed AI not constructing correct amount of shipyards in multiplayer games. Fixed a button interaction bug where sometimes a button would remember the player if
Hello executives,
I've released a small patch which fixes a few little bugs:
Fixed rare bug where unit goes invincible.
Fixed AI not constructing correct amount of shipyards in multiplayer games.
Fixed a button interaction bug where sometimes a button would remember the player if they were teleported away near it.
I also felt now was a good time to let you know what's going on.
After the open testing of Hostile Takeover and going over the feedback I came to the realisation that it needed a lot more work. The work specifically would have impacted the original game mode mechanics and I felt that I couldn't do that again.
Trying to yeet another game mode into the game wasn't working as I felt I was going to need to make more changes to the galaxy mode to try and keep the 2 modes synced and that was going to cause more problems.
So I've decided to start fresh with a new game.
This has allowed me to start with fresh new code and take everything I've learnt from EA1 and 2 and put it into the new game. I've stepped back and taken a good look at what was working and what wasn't and have decided on a new direction of gameplay. New game mechanics, better network code aka LAN/servers, better optimisation, a lot more freedom, no limits and caps on buildings, modding etc. It's more focused on base building, unit design, defending, economy, spy, sabotage and cunning strategies with smaller armies trying to outwit the other person's defences and base design rather than spamming fleets of ships. I've moved back to a single map too as this just worked better in lots of ways.
In terms of a time frame I've already laid down the groundwork and have already had a few test games including multiplayer which have been encouraging and a lot of fun.
Don't worry about EA2 as I will continue to support it with patches.
As a consequence the staff will rearrange the discord a bit so that it will now become the hub for all the games and not just EA2.
I'm really enjoying developing it and I hope I will get your support on this as it's going to be amazing! Watch out for more announcements.
Hello executives. Small patch today fixing the following: Fixed lasers not working at very low frame rates. Fixed security doors not appearing in full tech sandbox setting. Fixed bug where incorrect star system was assigned when exiting an escape pod. Fixed power screen not updat
Hello executives.
Small patch today fixing the following:
Fixed lasers not working at very low frame rates.
Fixed security doors not appearing in full tech sandbox setting.
Fixed bug where incorrect star system was assigned when exiting an escape pod.
Fixed power screen not updating correctly for clients when the CEO is AI.
Escape pod health set to 50.
I've also added a new button to Sandbox mode where you can now enable full Base upgrades along with full research.
Hello executives, Just a small patch today to fix a few little issues. Fixed bug reloading game and the bulkhead doors stayed close. Re-enabled efficiency levers in Tech facility. Third person view for troop tranport and fake trader ship added in. UI window scrolling arrows is no
Hello executives,
Just a small patch today to fix a few little issues.
Fixed bug reloading game and the bulkhead doors stayed close.
Re-enabled efficiency levers in Tech facility.
Third person view for troop tranport and fake trader ship added in.
Hello Executives, Today's patch fixes a few little bugs and also adds some requested new sandbox options: Full resources Full research Full upgrades Fully promoted Fast construction Adjust both unit caps from 100-600 Adjust starting outpost cap from 0-5 Two words of warning, the
Hello Executives,
Today's patch fixes a few little bugs and also adds some requested new sandbox options:
Full resources
Full research
Full upgrades
Fully promoted
Fast construction
Adjust both unit caps from 100-600
Adjust starting outpost cap from 0-5
Two words of warning, the game was developed with a cap of 200 and going above this may affect the game's ability to function smoothly both in single and multiplayer so raising this is not recommended.
Turning on any of those options also apply to the AI so you might find it a little extra difficult when fully promoted and access to infinite resources.
Big thank you to all those who have tested Hostile Takeover as I got some good feedback from the experience. While I go over the results and decide the best path forward I've removed the Hostile Takeover coming soon button from the game.
Hello executives, Releasing a patch today to fix some niggling issues. FOV slider now works CEOs can't shoot them selves when running Fixed join game button visible after match has started Fixed fleet size issue Fixed long standing multiplayer issue where you were unable to join/
Hello executives,
Releasing a patch today to fix some niggling issues.
FOV slider now works
CEOs can't shoot them selves when running
Fixed join game button visible after match has started
Fixed fleet size issue
Fixed long standing multiplayer issue where you were unable to join/host games after a previous network disconnect
Pushed out resources a little more from starting asteroids
Fixed det-packs working correctly over network
Improved det-pack placement on walls
Removed cyborgs and infiltrators from having det-packs
Fixed dropships firing multiple times
Fixed the ability to respawn in opposing teams executive fighter
Fixed joining game and not able to shoot weapons from existing fighters
Fixed rare inability to get out of fighters
Fixed custom maps having more than 4 starting points
Added extra safeguards for terminal screens not closing
EMP no longer breaks fps ship flying when it stops
EMP electrical shutdown effect now visible in fighters
Miners now produce a minimum of 1 resource if the efficiency is at 50%
Fixed AI error with disposing of waste
Fixed switching tabs in unit design when one of your factories is destroyed
Fixed issue where switching to observe mode at the end of the game placed the camera in the wrong system
Fixed Executron requesting waste barge construction not working
Fixed bug where stealing starting tech didn't work
Executrons can no longer construct on C&C's where the CEO has died
Fixed AI sending gateway using a shortcut
Tweaked AI strategy scripts to prevent it sometimes getting stuck fixated
Hello Executives, Got a great patch for you all today which adds features and changes you have been asking for. Executrons can now join at the start of a match. When a multiplayer game is hosted Executrons can now choose which team they want to be in right from the start, meaning
Hello Executives,
Got a great patch for you all today which adds features and changes you have been asking for.
Executrons can now join at the start of a match.
When a multiplayer game is hosted Executrons can now choose which team they want to be in right from the start, meaning everyone jumps in together at the same time, no more waiting around!
There's also a small change for those playing as CEO where you'll now claim your company before joining rather than slotting straight in. A minor extra step but all part of making the multiplayer experience better for everyone!
And to top it all off before the chaos begins, there's a brand new chat box so you can sort out roles ahead of time.
Other game changes
As requested the corridor cap has been removed and power and costs have been adjusted accordingly.
Plasma bombs now fire forward to make it easier to shoot things.
Gateway miners built by command outposts no longer consume power unless boosted.
Plasma bombs now recharge in 30 seconds.
Bug fixes
Optimised data over the network meaning a lot less lag and connection problems especially during heavy moments.
Fixed bug where construction hologram of command outpost is counted towards the cap.
Optimised the game a bit more to improve frame rates.
Fixed plasma bombs not firing over the network.
Fixed special weapons on existing fighters not being synced over to joining Executrons.
Fixed issue with command outposts left door sometimes not completing a navigation path calculation.
Fixed CEO request going to everyone.
Fixed escape pod office door animation only working on server.
Fixed turrets and weapons not upgrading for Executrons on the base security panel.
Fixed bug with forcefields not taking damage.
Fixed random asteroids hitting the wrong object and damaging the HQ when nowhere near it.
Fixed AI researching and building strategic interceptors before missile command.
Fixed background being half size on DLSS on faction selection.
Fixed lights flickering at low graphics quality.
Fixed exploit with research data.
Spec ops no longer in research power category.
Added security terminals to all derelicts.
Company ready can now be toggled off.
A companies ping is now a tooltip when hovering over the name.
Fixed inability to self destruct science gateway mining outposts.
Fixed tele beam multiplier research.
Fixed exploit for CEO's to research things from the Research terminal for free.
Fixed more typos in tutorial.
Fixed having the guidance system switched on which sometimes caused units to stop moving.
What's next?
I've been in contact with a translation company and are currently getting estimates for translating the game into various languages.
I also intend to focus on getting Hostile takeover ready for testing and optimising the games frame rates during heavy combat.
Hello executives, Little patch today fixing a few bugs but also makes a few quality of life adjustments. Some players noticed that ships spread across the battlefield struggled to group up at a single point as they tried to hold their formation over such a large distance. In this
Hello executives,
Little patch today fixing a few bugs but also makes a few quality of life adjustments.
Some players noticed that ships spread across the battlefield struggled to group up at a single point as they tried to hold their formation over such a large distance. In this new patch they now all move to the point you selected and find a suitable position in a line. Holding down right mouse button to get them to face a certain direction has been kept in. Ground vehicles also now move in a similar way and when attacking buildings behave better.
Also as requested I've added in more graphic controls so you can finetune the settings to match your system needs, next time you run the game please check your graphical settings as they may have changed.
A full list of changes below:
Added new graphical settings to the options menu
Improved ground vehicle movement and precision when attacking
Pre-caches shaders to avoid stutters when playing the game for the first time
Single click moving mechs spread out on the battlefield will now move to one location instead of keeping their spread-out formation
Single click moving ships spread out in the sector will now move to one location instead of keeping their spread-out formation
Both ground vehicles and space ships will now auto move into a line formation at their destination rather than bunching up
Removed flickering text in unit information panel when hovering over a unit
Tweaked some deep graphical settings to help improve framerates
Sped up removal of units when an asteroid is destroyed
Fixed error occasionally preventing research
Rewritten the way the game verifies ownership to be less intrusive in offline mode
Hello Executives, I hope your year is going great so far. Since the start of the year I have been releasing minor patches and today's a bigger one so I would like to keep you up to date as to what's been fixed: Added a new feature to research terminals where an Executron can not
Hello Executives,
I hope your year is going great so far.
Since the start of the year I have been releasing minor patches and today's a bigger one so I would like to keep you up to date as to what's been fixed:
Added a new feature to research terminals where an Executron can not only see what the AI is researching but also request what they would like researched next, mainly for use with AI CEO's to prevent that last moment dash to try and get something researched before the AI does, but also handy for Executrons with human CEO's too where it will send them a message.
Improved units patrolling around the base.
Fixed bug where reloading a game didn't assign the correct Energen/Research.
Increased starting research points on economy tutorials to cater for mistakes.
Fixed 2 errors with the warp system when using wormholes which may have contributed to game instability.
Fixed holding down shift and able to construct multiple one time structures.
Fixed shields extending all the way to the derelict geothermal.
Updated security style doors icons.
Fixed colliders on some desks.
Fixed terminals sometimes activating when you are nowhere near them.
Fixed an old message in the tutorial about pressing F1 to bring up the key bindings.
Fixed target terminal breaking if gateway is destroyed.
Fixed all of the HQ turrets not firing when direct controlling just 1.
Fixed Science efficiency machines starting at 100%.
Fixed Tank teleport targeting display so its much easier to use, now you simply set a target and move the teleprobe into the ring.
I'm also continuing my work on Hostile Takeover which should be out this year, keep up with all the latest news and updates on our Discord and if you are enjoying the game don't forget to give it a quick thumbs up on Steam.
Hello executives, Over the last week the following has been fixed: * Fixed a critical bug if the Executive Start button was somehow double clicked causing ghosting. * Fixed sometimes your fighter being suddenly controlled by the AI CEO. * Fixed issue when 2 Executrons die at the
Hello executives,
Over the last week the following has been fixed:
* Fixed a critical bug if the Executive Start button was somehow double clicked causing ghosting.
* Fixed sometimes your fighter being suddenly controlled by the AI CEO.
* Fixed issue when 2 Executrons die at the same time and the camera moves about.
* Added tips when the game loads.
* Added turn off custom player logos toggle to options menu.
* Fixed news on front page having limited amount of characters.
* Fixed Executrons seeing 16/12 units on troop transport.
* Fixed dropship not heading to correct system when Executron uses launch terminal.
* Added safety nets to stop cockpit getting stuck on screen.
* Dropship pad moved to Combat tab.
* Executron can no longer target dropships at stations/space.
Thank you for all the support this year especially with the mega patch coming out which seems to have gone down really well, looking forward to next year when Hostile Takeover comes out as I think you will all love the single map intense style of it.
Hello executives, Small patch today. * Prevented ship speed being altered when in galaxy map mode * Unit design should not change now if something is researched which is the same level tech. * Fixed critical bug if passenger in fighter logged out * Added defence turrets to tutori
Hello executives,
Small patch today.
* Prevented ship speed being altered when in galaxy map mode
* Unit design should not change now if something is researched which is the same level tech.
* Fixed critical bug if passenger in fighter logged out
* Added defence turrets to tutorials
* Updated tutorial text and options
* Reduced number of particles in Deep core mining plant to help with framerate
* While constructing a building pressing WASD should no longer try and rename a building
* Fixed some spelling mistakes
* May have fixed current outpost count not being accurate
* Fixed fighters being constructed on derelicts not flying off
* Fixed exploit where you could self destruct enemy buildings from the command terminal
* Fixed problem where gateway in its extended ground position wasn't syncing problem causing troop following issues.
* Fixed inter bridge teleporter
* Fixed exploit where you could self destruct enemy buildings from the command terminal (this hasn't been added to text as not fully released
Hello, As the only developer working on such a big game I can be working non stop for weeks on end, not only to make sure everyone has the best experience playing the game but also because I enjoy it. For the past year I have taken onboard feedback from the community and upgraded
Hello,
As the only developer working on such a big game I can be working non stop for weeks on end, not only to make sure everyone has the best experience playing the game but also because I enjoy it.
For the past year I have taken onboard feedback from the community and upgraded every aspect of the game to enhance the playability and enjoyment of Executive Assault 2 with the new mega patch including a massive graphics engine overhaul, optimisation to speed up the game and bug fixes galore.
With that in mind I hope you will consider nominating the game for Steam's Labor of Love award.
Hello Executives, Tiny but important patch out today to fix the following. Fixed issue where FPS command mode gets stuck when exiting direct pilot mode of starship Fixed being able to personal drop pod into the enemy HQ Fixed bug where AI wasn't building outposts at the start. Fi
Hello Executives,
Tiny but important patch out today to fix the following.
Fixed issue where FPS command mode gets stuck when exiting direct pilot mode of starship
Fixed being able to personal drop pod into the enemy HQ
Fixed bug where AI wasn't building outposts at the start.
Fixed back button on options menu
Launch has gone super well and can see a lot of people are enjoying the game and giving some great feedback, if you are having fun please consider giving the game a little thumbs up on the Store page.
The Mega Patch is Now Live! After over a year of development and almost 2 months of community testing, I'm thrilled to finally release this massive update to everyone today. This is the biggest upgrade Executive Assault 2 has ever received, transforming nearly every aspect of the
The Mega Patch is Now Live!
After over a year of development and almost 2 months of community testing, I'm thrilled to finally release this massive update to everyone today. This is the biggest upgrade Executive Assault 2 has ever received, transforming nearly every aspect of the game.
Highlights of what's New
Visual & Performance
Massive graphical upgrade across the entire game
Significantly improved frame rates
DLSS support
Streamlined, more intuitive UI
Gameplay Improvements
Streamlined mechanics with unnecessary micromanagement removed
Enhanced AI behavior
Extensive bug fixes and optimizations
Major System Changes
Intruder Alert replaces Red Alert - now closes doors without affecting power
Always-on defenses - external turrets are active by default (no more forgetting to turn them on!)
Simplified ship design - weapons and tech auto-update, no power requirements during design
Streamlined logistics - science cargoships removed; goods now gateway directly to main base
Construction terminal - executrons can now help build the base
New Features & Content
5 new Executron types with unique playstyle buffs
New targeting terminals for Executrons at Gateways, Tele-ports, and more
Expanded goods production - power cores from Tritanium, luxury goods from gold and diamonds
New internal defenses including upgradeable turrets and doors
Quick design interface added to main RTS screen
Raised unit caps for larger battles
Larger warp area making it easier to move bigger fleets.
Ship upgrades can now be bought from the trader
Spy now has tanks
Economy & Construction Overhaul
Outpost construction now uses dedicated construction ships (which don't vanish afterward)
Ouposts power can now be upgraded
Make your own power cores with Tritanium instead of buying from traders
Expandable outpost cap system for more strategic base placement
Upgradeable power on command outposts
Space defense turrets now work like ground versions
UI/UX Refinements
Power station controls integrated into main RTS interface
Construction menus accessible directly from HQ
More familiar RTS-style building interaction
Generic power screen for easier management
Multi-tool is now in the pistol slot
Why These Changes?
I mostly kept all the mechanics the same however I felt that the some of the core features needed streamlining a bit to help with the flow and to make the game easier to play and be picked up by new players.
Intruder Alert & Always-On Defenses
Based on extensive player feedback, many new players were confused about why their defenses weren't firing, while others found constantly switching them on and off too micromanagy. Experienced players were also losing bases because they forgot to activate defenses on distant outposts. With the upcoming Hostile Takeover mode featuring fast-paced attacks, automatic defenses became essential, and I wanted to keep gameplay consistent between both modes. Power generation has been increased to accommodate this change. I know it was satisfying seeing the turrets raise out of the ground, but ultimately this approach eliminates the micromanagement of having to babysit your defenses.
Outpost Cap System
While I generally dislike caps and limits, the outpost cap in Galaxy mode prevents runaway economies and encourages more strategic placement. It's more rewarding to build 2-3 well-positioned command outposts than to spam 15 smaller ones. (Note: Hostile Takeover mode removes most caps due to its different gameplay style.)
UI Streamlining
The new interface brings Executive Assault 2 in line with familiar RTS conventions - select a building to see its options, click the HQ for build menus. The previous separate menu system was causing confusion and even refunds. The new approach is far more intuitive.
Important Notes
Settings Reset
Due to the graphics engine upgrade, all settings have been reset and a new Windows profile was created. Your custom maps are safe in the old folder at LocalLow/Hesketh Studios/Executive Assault 2 - just copy MapSeeds.gb to LocalLow/Hesketh Studios/Executive Assault 2HT to restore them.
Legacy Version Available
On the off chance you still would like to continue the legacy version of the game, I've preserved it on a separate branch (including multiplayer support). To access it: right-click the game in Steam → Properties → Betas → select "legacyversion" from the dropdown.
Options Menu
Since the game now uses Unity's latest graphics engine you may notice some of the graphical settings have been removed since switching them off wouldn't improve the game at all, however if there is something you still wish to have control of please let me know and I'll see what I can do.
What's Next?
Despite months of testing, there may still be issues to iron out - but don't worry, I'll be here to address them. I'm also continuing work on the Hostile Takeover mode which needs a bit more time in the oven.
This update represents a massive improvement in every way, and I hope you enjoy the smoother, more polished experience. Your strategies might need some adjustment due to rebalancing, but you'll find the game far less micromanagement-heavy.
A lot of people have been asking about translating the game, this is something I am still investigating but very keen to do.
Get Involved
Jump in and let us know what you think! The community and I are ready to answer questions on Steam and Discord.
Hello executives, Just thought I would let you know what's been patched since the last announcement. Fixed destructible doors not being destructible which was also causing numerous other errors throughout the game including flicking health and slowdowns. Added a ramp to the entra
Hello executives,
Just thought I would let you know what's been patched since the last announcement.
Fixed destructible doors not being destructible which was also causing numerous other errors throughout the game including flicking health and slowdowns.
Added a ramp to the entrance of the bio research facility
Fixed biolab weapon ability to fire at space stations
Fixed typo in Reckoner
Fixed outpost not self destructing when nobody is onboard
Fixed zooming out and seeing cloaked ships
Corrected an error in the spy tutorial
Fixed attempting to bring up the power screen in a system without any station causing the UI to freeze
Fixed critical error when fighter ships you are in is destroyed while the landing gear is deploying
Fixed charge up on longbows so turrets don't move till after firing
Added sound FX for Science mechs turning
When reloading a game as the CEO you now start a little to the right of the chair as not to get stuck in it.
Fixed default stance on factories not saving
Fixed some menus not expanding to cater for super wide screens
Added latest news to the main menu
Fixed Industrial and Science AI's not building tanks/walkers
Fixed Science not sending gateway probes
Fixed fighters trying to shoot units inside structure
Fixed fighters sometimes not targeting mechs
Fixed charge noise on large teleport
Fixed spawning in Executive fighter and pressing escape taking you to CEO mode
Fixed industrial invasion tutorial to swap out trading port with fighter port
Maximum of 2 AIs option removed.
Fixed ability to respawn at Executive shuttle
Fixed clone troopers not loading their armour
Fixed dropships causing a cascade cloning error.
Flame thrower weapon range increased from 4 to 8
Flame thrower turret health increased from 600 to 3000
Flame thrower now has as small AoE
Fixed AI not researching wormhole tech
Fixed exploit blowing up already destroyed turret pieces to gain Executron research points
Fixed sometimes multiple colonies appearing in same starsystem
Fixed landed fighter inside starship not exploding when you jettison out with escape pod
Fixed fighter explosions causing a small slowdown
Added a confirm exit on menu
Added rally point function to fighter port and command outpost
Fixed interaction notifications on bridges of star ships
Fixed bug where pressing F2 while looking at base building terminal causes error
Fixed pressed 2 on troop transport causing cockpit to vanish
Increased the detection rate of ships and defences
Ships coming out of a fracture point now require recharging their cruise speed engine.
Cruise speed recharging times have been reduced from 20 seconds to 10 seconds
Adjusted rotation speeds of drop pods from dropships to rotate faster
Prevented games starting if all companies are set to the same team.
Removed close icon from Research facility alignment terminal
Fixed another bug with mechs just stopping mid moving to a position if set to move to action
Fixed firing the rocket launcher/positron beam and sometimes it firing off in a random direction.
Thank you for all the bug reports and help making this patch nice and stable, we're getting really close to releasing this to the main branch for everyone to enjoy.
If you want to help out with beta testing go to the games properties on Steam, then betas and type in BetabranchtestingC which should activate the branch. You can find all the changes here as to how the game has been altered in the link below.
Hello executives, Just releasing a hotfix for the game as Unity (the people who make the games engine) have asked developers to update their software to fix a security issue they discovered in their engine. You can read more about it here. Security Update Advisory Cheers, Rob
Hello executives,
Just releasing a hotfix for the game as Unity (the people who make the games engine) have asked developers to update their software to fix a security issue they discovered in their engine.
Hello executives, the following has been fixed on the beta branch: Fixed shield generator not deactivating shield when switched off. Fixed queued up buildings not vanishing after construction fighter destroyed Updated advanced ground defensive description to include the word "gro
Hello executives, the following has been fixed on the beta branch:
Fixed shield generator not deactivating shield when switched off.
Fixed queued up buildings not vanishing after construction fighter destroyed
Updated advanced ground defensive description to include the word "ground" in it.
Units set to patrol will now only patrol friend stations/asteroids
Increased asteroid boundary to remove invisible barrier
Fixed outpost cap not going down if outpost being constructed is cancelled.
Updated Spy economic tutorial.
Fixed health flashing if more than 1 unit selected
Fixed mining outposts not revealing fog of war
Fixed right clicking on quick build queue item affecting first item only.
Fixed large teleport information display
Fixed spelling mistakes in science research alignment terminals (they were so bad I must have been half asleep at the time lol)
Updated tool tip description for Repair All button.
Fixed Z11 hacking tool off screen
Fixed multiple icons appearing in security terminal after station captured
Fixed bug where research points can sometimes go up if you have an Executron
Hold fire now works on tanks
Fixed Teleminer deep beam from giving 3 streams
Fixed High energy laser not costing any research points
Fixed Stealth Executron description
Fixed the fighter having passenger problems if Xavier gets in
Fixed game error when Executron spawns in Executive fighter as passenger and its destroyed
Fixed ability to fire plasma bombs like a machine gun
Fixed respawn selection buttons breaking if trying to select the Executive Shuttle as a respawn point
Added DLSS toggle in options menu.
Thanks for all the reports so far, will keep at it.
To join the testing go to the games properties on Steam, then betas and type in BetabranchtestingC which should activate the branch.
Hello Executives, After over a year of improving almost every aspect of the game I am delighted to open up the mega patch to testing before I release it (details found at the bottom of this post). This patch includes: Massive graphical upgrade Much faster frame rates Streamlined
Hello Executives,
After over a year of improving almost every aspect of the game I am delighted to open up the mega patch to testing before I release it (details found at the bottom of this post). This patch includes:
There are a load of changes so I will list the main ones, please do read this else you may get confused.
Red alert is now Intruder alert which closes doors and no longer affects power
External defence turrets are now on all the time so no need to remember to switch on and off
Science cargoships have been removed and now goods are gatewayed to the main base
Weapons and tech are now automatically updated on new ships
No more power requirements on designing ships as weapons and specials are now ship specific
Ships price is now only what the hull costs
The reactor on ships now controls the weapon strength
The trader now sells upgrades.
Reactors in science power stations are automatically upgraded when researched
Upgrading station tech is now done in a brought back Security Control Room
Executron facility is now the Fighter Port
Multitool is now in the pistol slot
Power screen is now generic.
Power station sliders are now on the main RTS interface
Quick design for constructing units has been added on the main RTS interface
Monolith no longer blows up the sun and targets the HQ
New targeting terminals have been added for Executrons in various locations such as Gateways/* Tele-ports etc
Goods factories can now make power cores with Tritanium along with luxury goods from gold and diamonds
New internal defences have been added including upgrading turrets and doors
UI changes to construction have been implemented so you just press the HQ to bring up the build screen
Outpost construction is now done from a construction ship which doesn't vanish afterwards
Can now upgrade the power on command outposts.
Space defence turrets are now the same as the ground version where they are just placed within the build radius
5 new Executron types have been added with buffs depending on your style of play.
Executrons can now boost certain buildings through transferring their health power into it through a power booster.
The way outposts has been changed where you no longer need to buy cores from the trader but you make your own with Tritanium at the goods factory, an expandable outpost cap has also been implemented to stop run away economies and make you think more about placement and usage.
That's all I can think of at the moment but those are the key changes to the game, you should find it a lot more fun and streamlined.
A lot of your strategies might need to change due to the way the game is balanced now so please before complaining about something give it a good go first and you'll see the way things work now is much better.
You might also think that it doesn't seem like much has been done for the time its taken but not only has a multitude of scripts been optimised and refactored along with the graphics engine being upgraded but I was also working simultaneously on Hostile Takeover which for now needs a bit longer in the oven to cook.
Main things I would like you to look at:
Your overall thoughts on it, was it all worth it? Are you enjoying the changes?
Has the “Jank” been removed/lessened?
Does it feel balanced? Especially with an Executron?
Exploits
Does it perform well on your system?
Ideas on improvements?
Remember that it is in testing and active development so please expect some issues, if you find bugs please post them the usual way through the game as I get a screenshot, saved state and log.
You will notice all your settings have reset too, this unfortunately had to happen due to upgrading the graphics engine and creating a new profile in Windows for it
I really hope you enjoy it all as it’s a massive improvement on the current release and looking forward to hearing how its all going.
To join the testing go to the games properties on Steam, then betas and type in BetabranchtestingC which should activate the branch.
Hello Executives, I've been getting a lot of questions lately about when the next update is coming out, and while I can't give an exact release date just yet, I wanted to give you another sneak peek at Hostile Takeover show you where things stand at the moment. Hostile Takeover i
Hello Executives,
I've been getting a lot of questions lately about when the next update is coming out, and while I can't give an exact release date just yet, I wanted to give you another sneak peek at Hostile Takeover show you where things stand at the moment.
Hostile Takeover is a new DLC that will launch alongside the mega update for Executive Assault 2. It's a fast-paced, action-focused game mode designed for players who want to jump straight into the action without the longer playtime or star system expansion of the main game with smaller intense maps.
In this video, my Executron friend and I are teaming up with the AI CEO, who's handling all the RTS management while we take care of business in FPS mode. One of my main goals right now is to make sure you can really feel your impact on the match and in this round, we definitely managed to turn the tide of battle.