Version 1.0.8.386

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, Today I'm releasing a patch to fix some small issues and changed a few game mechanics to make things easier. [h3]New features[/h3] [list] [*] Added target direction arrow on fighters UI to show on the edge of the screen where the enemy is [*] Waste ship is now constructed out of the side of the nuclear power station from the power screen, no need to construct from the trading port now. [/list] [h3]Game changes[/h3] [list] [*] Dark storm generator can only be built on the HQ [*] Bulkhead doors now open faster [*] Updated unit icons for FPS mode [*] Fighters shield multiplier has been changed from 1.0 to 0.4 [*] Super ships now have 2 modes, one for firing a target and one for blowing up the main asteroid [*] Removed interstation panels and buttons on the tele-port [*] Changed Quantum detonator icon [/list] [h3]Bug fixes[/h3] [list] [*] Fixed cloaked station appearing on tactical map [*] Fixed unable to shoot troop transports in space after reloading a game [*] Fixed a break in the navmesh between the pads on the hulk ship [*] Fixed a bug where the RTS menu wouldn't disappear when going into menu [*] Fixed issue with telebeam [*] If a Transgalactic laser is destroyed mid firing or being rebound the beam now gets removed. [*] Fixed a bug where if you ally with another team only one of you go vision. [*] Now says ground cap reached instead of space cap if building troop transports [*] Reduced amount of rocks on missile outpost terrain to help with transport landing [*] Fixed a rare issue when the trader sometimes didn't fly off [*] Fixed an issue with hacking [*] Fixed navigation issue with crates in Super laser facility [*] Fixed navmesh issue on space mining drone control disrupting other buildings [*] Fixed a bug where sometimes the destructible door was still visible for joining Executrons [*] Fixed collision meshes in some walls like the listening outpost and mining outpost [*] Tanks no longer drive through shield gen building and corridors [*] Now saves Teleminer settings [*] Fixed a bug on Tritanium refineries saying they are outputting 2 instead of 1 [*] Fixed recalled fighters not considered docked [/list] Apart from bug fixing I have for the past month been working on a new game mode which includes new units, buildings, tech, maps and a far more intense experience for both CEO and Executrons with less emphasis on gathering resources and more on base construction and strategies. The new gamemode is essentially a single map experience with either all bases on the same asteroid with a focus on ground combat or an 'island' style map focusing on space. You could say the new game mode is Executive Assault 1 but upgraded. The new game mode will work in tandem with the current game so you will be able to enjoy both classic Executive Assault 2 and the new mode but also enjoy all the new UI adjustments I've made to make the game easier to play and remove confusion such as a new quick design screen on unit constructors. I am also updating the graphics pipeline to Unity's HD system which will mean better looking lighting, faster frames and also make use of Nvidias fancy tech, it should also mean that you will get less crash to desktops as I will be using the latest stable version of unity. I will be sure to let you know how I am getting on and will keep you posted with more updates. Cheers. Rob