Version 1.0.8.340

Executive Assault 2

The RTS/FPS phenomenon has moved into space! Build your base on an asteroid, command fleets of starships for epic battles, pilot fighters, mine and trade resources, assemble robots to defend or assault other stations. Take sole command or share the glory as you fight for control of the quadrant.

Hello Executives, With a large influx of new customers over Christmas there has also been an influx of fresh eyes spotting niggling bugs so today you get a nice list of issues fixed. [list] [*] Fixed destructible doors. [*] Fixed gateway probes after reloading a save having a hard time docking. [*] Fixed issues loading the hulk ship. [*] Show the arrow when telling the probe to land on something when you right click on it. [*] Gateways landed on pads will now reload already open. [*] Units inside the hulk ship will now reload. [*] Fixed issue where sometimes you cant get out of the hulk ship. [*] Custom resource dense systems random spawning function adjusted to get less errors like derelicts spawning on top of each other. [*] Move the enter and exit icons for hulks so they are more obvious. [*] Fixed issue where AI has taken over a company and the buildings don't chain react explode. [*] Factions should no longer get shuffled around if someone leaves a game being setup. [*] Fixed Holographc AI not being destroyed with outposts. [*] Fixed holographic AI's icon not appearing. [*] Fixed cloaked base internal turret icons appearing. [*] If the host quits the game setup the the session will end. [*] Tracking missiles will now lock into a better location on a ship. [*] Fighter coming out of gateway shouldn't teleport back. [*] Being near a ground turret when it explodes will no longer insta-death you. [*] Waiting for a condition to build a unit message now vanishes when its being built. [*] Removed cargo terminals from space ports as not needed and were causing problems. [*] The return goods button should still work even after loosing a goods factory and you had 2 [*] Fixed problem where it was hard to pick up a crate that had been dropped on a landing pad. [*] Invader pods should no longer try and land inside solar farms. [*] Plasma bomb radius has been increased. [*] Collision box on drone control stairs have been widened. [*] Fighter movement plane has been lowered. [*] Fixed a recursive error in the command menu which would cause some slow downs. [*] Hulk ship is now visible if you join mid game. [*] Can no longer take direct control of tanks/walkers already in use by an Executron. [*] Unit info now updates when you select a unit from the sensors. [*] Updated RTS sensor panel graphics. [*] Information sats no longer stack on top of each other. [*] Executrons can now see transport routes on the galaxy map. [*] Updated personal cloak description to include that the multi tool works when cloaked. [*] Collision box around Strategic missile launcher wall has been improved. [*] Fighter weapons now inherited velocity of the ship. [*] Scroll window up and down arrows now appear correctly on some screens. [*] Units now assault Executrons. [*] Bane now triggers doors opening. [*] System cursor now vanishes if you take direct control of a starship. [*] Extended floor around Tritanium factory. [*] Fixed error in deflection array which caused slow downs. [*] Design screens on first person terminals now includes tooltip information. [*] Hidden room codes in observe mode. [*] Fixed AI spy being able to get level 3 pulse lasers before researching EMP. [*] Fixed ships following a fighter flying off the screen if the fighter docks with a spaceship. [*] If command asteroid has been destroyed Executrons can now respawn at other locations. [*] Units will now not try and hack open neutral closed doors. [*] Pressing escape will now also exit the galaxy map as well as TAB. [*] Telling a fighter which is currently under the control of an Executron to land will no longer break it. [*] Can now see under outpost cloak in observe mode. [*] Cloak and deflector fields are now synced correctly over the network. [*] Fixed fighters sometimes not coming to a full stop when reversing. [*] Infiltrator now costs 5 research. [*] Camara wobble no longer goes mad near an explosion for the Gigantilator and Atlas. [*] Fixed some navigational issues on command outpost. [*] Station will no longer auto repair if the CEO has been assassinated. [*] Mass teleport warning will now say the system units are being moved to. [*] Messed up the windows on the shipwrecks a bit. [*] Targeting displays will now allow you to target space like the super laser or missiles. [*] Fixed agent errors at start-up. [*] Fixed doubling up of mesh on some structures when joining as Executron. [*] Fixed Infestors sometimes trying to target through walls. [*] Updated civilian outpost to have correct explosion. [*] Stealthed outposts are no longer visible on the galaxy map. [*] Zooming into command stations is now a lot easier. [*] An error is fired if a science mining outpost is destroyed while a replacement cargoship is built. [*] Fixed some holes in bridge segment of Infestor ship. [*] Fixed F1 broken for Executrons calling for CEO support. [*] Fixed troops which used to be following you entering the infestor ship. [*] Fixed buttons on research screen not updating correctly. [*] Fixed exiting ship while its in a warp tunnel. [*] Can no longer take direct piloting of a ship which about to enter a warp tunnel. [*] make it so that you can dock with troop transport, screen doesn't say dock. [*] AI now researches Heavy shield before Super shield. [*] Fixed issue with left scroll button not appearing on research panel. [*] Fixed construction effect not vanishing. [*] Fixed issue which might have caused network instability. [*] Adjusted exit point for Executrons if they exit a giant gateway which has been landed on a slope. [/list] Thanks for helping to support the game, if you enjoy playing it then please give it a quick thumbs up on Steam. Cheers. Rob