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Executive Assault 2

 
Version 1.0.8.353Mar 18, 2024 - Community AnnouncementsHello executives, Mini patch today to fix a few issues. Fixed explosive drones not colliding with objects Upped explosive drone damage from 100 to 500 Decreased construction time of Explosive drones from 60 seconds to 30 Can have multiple ships mining 1 asteroid by moving one of the ships Fixed getting warning message for dropship landing when its landing on someone else's asteroid Made level 1 weapons free as charging for them was confusing people Fixed issue with controls for personal cloaking field Ground units should now target buildings better Fixed a bug which caused "Ghost ships" Fixed error where getting back into RTS seat made the base vanish Trying to dock direct controlled fighter into a starship should no longer error Fixed an error where the Executron list would not update correctly if one got disconnected If an allied CEO is assassinated the alliance is broken Fixed power information not being synced over correctly on Command outposts Shipwrecks have been disabled for the time being. Can now tell troop transports to move, follow and stop. Fighter drones now come out with drone fighters and drone bombers A cloaked command station will no longer appear on the map Telling the laser sat to change target mid firing will no longer cause an error Base of assassinated CEO will continue to explode even if they have quit before the sequence Fixed issue with the zoomed out sensors not grouping units correctly Cheers, RobVersion 1.0.8.340Feb 26, 2024 - Community AnnouncementsHello 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. 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...Version 1.0.8.193Jan 29, 2024 - Community AnnouncementsHello Executives, Nice little patch today to help with some bugs and also help with some of the map balancing. New Features The map editor has been updated so you can now choose what derelicts and civilian installations appear in a system, this should help if you are wanting to make a more balanced map. Previous map seeds created will still work. Randomly generated maps will no longer place Geothermal and large mining stations next to starter systems as they have been classed as more desirable than the other derelicts. Infesters have had a little overhaul where they are now stronger, bite and a new type has been added, this change was mainly because people found them more of an annoyance. Destructible and standard doors have been added to derelicts and installations to make taking them a bit more of a challenge. You can now see what game options have been applied when you have joined a match. A requested feature to toggle traders selling wormhole tech has been added. Traders now always carry wormhole tech, however the price has been massively increased. The chatbox has been graphically updated but more importantly the text will hide if you open up a window, if you receive a message while the window is open it will display after it's closed. Bug fixes Fixed bulkhead doors appearing not opening when an Executron joined a game. Fixed the missile command being added to the no super weapons option. The research screen now updates when you have enough research points for tech. Removed the economic tab from the design screen if there isn't any tech to build. Changed the mining drone control structure design to fix mining drones clipping through the roof. Fixed roofs on some derelicts which wouldn't hide when looking inside. Thank you for the bug reports, I would kindly ask that you make sure its an actual bug first before sending me one as I've had a few now where I've received something and then moments later I receive a second saying please ignore the first. Next I will be investigating adding extra win conditions. Cheers, Rob Version 1.0.8.16Jan 15, 2024 - Community AnnouncementsHello Executives, Todays patch has some great new requested features and bug fixes: New features Observe mode added so you can watch peoples multiplayer games, an option has also been added to the server creation screen if you want to prevent this. One thing to remember is that because the game runs via a server there no need to fret about having people observing as it wont slow down your game. Mining and cargo ships can now be told to stop and be directed around like other units. Can now change cargo ferry route destination by selecting the mining outpost and then right clicking on the target destination. Super defence shields for the Science faction has been reworked so its less intense trying to work it. Now they don't drain power when on and auto engages when researched. It does however drain power from the stations capacitors each time a weapon hits it. Science now has Capacitor boost research to increase the amount of energy stored. If you try and fly out of the system you will now be automatically turned to face the system centre again instead of blowing up. Bug fixes Fixed bug where game didn't wait for all players to join in. Updated dropdown visuals. Mining ship now explode better. Fixed a bug where you could load a game and fly a starfighter into the ground and not die. Fixed an issue where pasting a map seed didn't update all the options thus causing lots of issues like hundreds of trading ships appearing or ships not warping around correctly. Fixed issue with interceptors not continuing to construct after a power cut. Fixed issue with dumping capacitor power locally. Fixed issue with unable to call OOPS delivery after its been blown up. Contents of dropships are now included in the ground cap. Missiles from silo will no longer stutter when taking off over multiplayer. Fixed cataclysm laser being rebounded. Can no longer control the trader as an observer. Balance Changes Decimator now starts with zero missiles in stock and has to build them which should take 10 minutes. Invaders were being used as primary assault ships so I've reduced their hull strength, removed some heavy turrets and missiles now exit similar to other missile systems making them harder to attack ships too close to them. Longbows have had their aim error increased to prevent Executrons being instantly shot at the moment they enter a star system. The new observe mode is quite new and although its been well tested well it might still have some issues so please do let me know through the games bug reporting system. Next I will be looking at adding features allowing you to create more balanced maps and look at balancing randomly generated maps in general. Cheers, Rob Version 1.0.7.9Jan 3, 2024 - Community AnnouncementsHello Executives, Happy new year everyone! Small patch release today to fix a few but important bugs along with adding a new feature. New features Added new 2nd tier waste reduction tech Added a waste reduction toggle to the power screen so you can remove the buff if needed for nuclear missile construction. Bug fixes Fixed loading a game after playing the tutorial and it still continuing. Fixed an error reloading mining drones which would cause tactical icons to break. Fixed waste reduction research. Can no longer buy radioactive waste back off the trader. Made it so that self destructing a mining drone makes it rebuild. Adjusted the hit point on the nebular extractor so things are more likely to shoot it. Fixed bug where sometimes large mining ships didn't fully update after being upgraded. Further notes I will be focusing this year on smoothing out the rough edges, adding in requested features and generally improving what's already in the game based on the feedback I've been getting. So far on the list I have: Look into choosing where mining ships and cargo ships set their homes. Allow mining ships to stop. Create balanced maps in the map editor. Rethinking the science super shield so its more like the other 2 factions. Make the AI harder for veteran players. Look at making piloted ships fly back into game area rather than blow up if exiting comm range. Tweaking the Decimator so that it requires a warmup of some sorts. Giving the science faction more AoE weapons. And longer term projects: Upgrading the games graphics pipeline so that it makes use of the latest technologies. Explore the idea of allowing Excutrons to construct buildings. Explore the idea of giving Executrons their own economy. Improving station security with forcefields, scanners, traps etc. Adding more win conditions. Adding more content/Infestor types/random encounters. Adding in different types of command outposts. Cheers, Rob Version 1.0.7.7Dec 22, 2023 - Community AnnouncementsHello Executives, Now that the tutorial has been done and seems to be well received I've now gone back to improving the game. Bug fixes I've released a minor patch to fix some issues with the AI strategies and a few other little bugs: Fixed Industrial economy so it makes goods factories and mines resources at lower difficulties. Science now builds up bots before sending them over through the gateway. Ai will no longer try and blow up its own troops with missiles or lasers. Ai plotting routes will now try and avoid colony systems if possible when attacking another opponent. Ai now bumps outpost ships to the front of the build queue. Fixed Infestors button in game setup screen not working. Fixed AI not prioritising better ships in shipyards. All 3 factions research priorities have been adjusted to help with achieving powerful tech. Fixed some power issues for the AI. Fixed a bug with the Spy not making teleprobes after destruction. New Industrial upgrade I've now added a requested feature where Industrial upgrade their mining fleet instead of building new bigger ships, this brings things into line with the other two factions and removing micromanagement and making it easier for the AI to improve its economy. This upgrade does not apply to mining drones. Thank you for all the support this year and I look forward to keeping the updates coming in 2024. Whatever you are doing over the festive period I hope you have a great one, for me I am celebrating Christmas so Merry Christmas πŸŽ„ Cheers, RobTutorial updateDec 13, 2023 - Community AnnouncementsHello Executives, Been getting some great feedback from new players, one of them being that the game can be challenging experience for some learning how to play. To address this I've implemented several adjustments to the UI and game mechanics to enhance clarity and understanding. Additionally, I've introduced six comprehensive, step-by-step tutorials. These tutorials are designed to assist newcomers in mastering the economic aspects of all three factions and to familiarise them with the game's fundamental mechanics. These tutorials are readily accessible directly from the main menu. Changes I have also changed a few little game mechanics to keep things consistent with the science mining stations which will now act like all the other buildings and just blow up returning the resource point back. Mining ships can now mine all science mining outposts. Nebula outpost design has been changed so the nebular spot is visible to be mined. Can now blow up mining outposts instead of being disabled. Removed mainframe from science mining stations. Bug fixes Along with this I have also fixed the following: Crates on back of troops are now saved. Reloading now fixes turrets on colony outposts. Fixed green arrows in design screen for non assigned tech. Changed bot/robot cap to say ground cap. Prevented drop pod units and bio pods landing in the freight terminal. Fixed bug where you could sometimes see the Executron on an opposing team. Fixed a graphical issue with strategic interceptor buildings not showing the floor. Fixed deflector defence causing error on Blackstar. Prevented lingering building information displayed when you hover over a spaceship. Blackstar super weapon is no longer absorbed by the base shields. Patrolling troops no longer chase after cloaked Executrons. Starfighter now has better deacceleration to prevent ploughing into the back wall while docking. Fixed navmesh on science bridge steps leading up to podium. Fixed issue direct controlling a bomb unit while its detonating. Fixed issue where AI Very easy and easy industrials would remain stagnant. Derelict ships should no longer spawn on top of derelict outposts. Fixed the research speed multiplier in game settings. Fixed pistols on invasion clones. Fixed issue where some industrial bulkhead doors would block navigation. Fixed navigation issue in command outpost when hiding behind reactor. Right clicking on a resource label will now have the same effect as right clicking on the asteroid/nebular point its self. Thank you all again for your continued support and feedback, I have a lot of great ideas on what to add to the game and will be looking at improving even more aspects of the game along with adding more content. Don't forget to check out our discord which along with the in-game lobby is a great place to find random people to have multiplayer games with or just relax and watch other people play in the video streams. Cheers, RobVersion 1.0.4.0Oct 31, 2023 - Community AnnouncementsHello Executives, A big welcome to all the new players enjoying the game, it's been an amazing 2 weeks with thousands of new customers and some excellent feedback on how to improve things. Today is a small but important patch to fix a few things including exploits and some fiddly issues based on what has been submitted so far. Changes To standardise hacking in the game, doors now have a hacking port just like control terminals, so you fire the hacking beam at that now and not at the door. Made the game window resizable which is handy for people on ultra wide monitors. Updated rarity/amount settings of loot so you shouldn't get useless crates any more. Reduced the effectiveness of Excavators to balance out with the industrial faction with extraction rate increased to 20 seconds and Energen amount reduced to 60. Bug fixes Shield values are now better synced over the network. Fixed floor in Spy office. Fixed navmesh issues with spy faction generally. Fixed various doors where their interaction panel was not visible. Added a ramp for one of the strategic missile asteroid. Fixed issue where sometimes units wont exit Tritanium refinery. Fixed a problem where sometimes an Executron would join but not see structures. Fixed an issue where sometimes the Executron getting into a fighter made by the CEO would prevent them from flying it. Ai should no longer try and update its turrets every few minutes or when being invaded. Long ranged weapons like missiles or transgalactic lasers will charge now at the efficiency rating. Trader no longer gets extra pads assigned to it over multiplayer. Fixed unable to pilot monolith. Added a message to say if spaceship is occupied when trying to dock. Brightened up the docking area under spaceships a little. Derelict outposts now explode correctly. Renamed trade routes to cargo routes. Feedback From the looks of the feedback the current issues that people would like addressing are: More control over mining/cargo ships such as setting their home and destination. Balanced maps for tournament games. A harder AI especially late games. The ability to upgrade mining ships rather than buy new ones. An adjustment to the Science super shield so its less "intense". Localisation (language support). More weapons for the fighters so they can take on large ships. Also based on feedback I can also see that even with a tutorial/guide and manual in the game that there is certainly some room for improvement so I will be looking at addressing this as I really want everyone to be having a great time. Thank you again for all the help and happy Halloween. Cheers, Rob πŸš€ Executive Assault 2 is NOW OUT of Early Access! πŸš€Oct 18, 2023 - Community AnnouncementsGreetings Executives! It's been an incredible journey, filled with countless hours of development, countless lines of code, and endless cups of tea, I'm thrilled to announce that Executive Assault 2 has officially left Early Access and launches into the vast expanse of space! Step into a Universe where Strategy Meets First-Person Combat: 🌌 Experience a unique blend of RTS and FPS set against the backdrop of the cosmos. πŸ”§ Build your asteroid base, make strategic decisions, and then dive headfirst into first-person action. 🌍 Engage in spectacular space battles where every command can tilt the balance of power. RTS Gameplay Features: Play as one of three distinct factions. Build an asteroid base with over 70 different structures. Establish command outposts and expand with buildings to control sectors. Construct and control customizable starships, and engage in tactical battles on a grand scale. Manufacture robots and mechs to help guard your base in invade others. Deploy defence platforms for added security. Mine asteroids for valuable resources with each faction having their own unique method. Manufacture and trade goods to earn promotions and unlock new tech. Set up mining outposts on asteroids and within nebulas. Prioritize power management within your installations. Delve into a large tech tree. Enhance station turrets for optimal defence. Launch invasions on space stations via dropships or gateways. Witness the destruction of entire star systems. Delve in espionage and resource theft. Engage with up to 3 AI-driven CEOs. Multiplayer mode supporting up to 4 CEO companies. Craft your galaxy with the map editor. Personalize your company with a custom logo and determine your goods. First-person Executron Gameplay Features Play under an AI controlled CEO or hop into a friend's company for a pure FPS experience. Help them get promoted to unlock more powerful tech. Get into tanks, mechs, space fighters or even board starships to command them. Capture outposts to gain their special abilities by fighting off Infestors and other enemies. Explore the mysteries of various star systems and raid derelict outposts for resources and upgrades. Sprint around your base, defending against invasions and interacting with buttons and panels. Raid enemy bases and steal their tech or cause havoc by hacking into their systems. Thanks to this amazing community, Executive Assault 2 has grown from a game with a single faction and just spaceships to one boasting three distinct factions, asteroid bases, and a range of ground vehicles including tanks and walkers. As mentioned in my previous post I want to assure you that my commitment to Executive Assault 2 does not end with its launch. In fact, I have plans for the future of the game, including ongoing updates, new content, and exciting features that will continue to improve and expand the Executive Assault 2 experience. I will remain dedicated to addressing your concerns, fixing any issues that may arise, and striving to mak...πŸš€ Exciting News: Executive Assault 2 Launching Next Week! πŸš€Oct 11, 2023 - Community AnnouncementsHello Executives, I am thrilled to announce that Executive Assault 2 is officially leaving Early Access and will be launching on the 18th of October next week! This is a momentous occasion, and I couldn't have reached this point without your incredible support and feedback throughout the development process. I want to take this opportunity to thank each and every one of you who joined me on this journey. Your dedication and passion for the game have been instrumental in shaping it into what it is today. I want to assure you that my commitment to Executive Assault 2 does not end with its launch. In fact, I have plans for the future of the game, including ongoing updates, new content, and exciting features that will continue to improve and expand the Executive Assault 2 experience. You might wonder if there are still things to do, then why come out of Early Access? Well, the bottom line is that I could work on tweaking the game until the end of time, but right now, the game has all the intended features and is a ton of fun to play. Coming out of Early Access will help give the game more visibility and attract a load of new players, which will greatly benefit multiplayer and feedback. I will remain dedicated to addressing your concerns, fixing any issues that may arise, and striving to make Executive Assault 2 the best it can be. Your input will continue to be invaluable as we shape the game's future together. I can't wait to see you in the game when it launches. Get ready for epic battles, intricate strategies, and a universe of possibilities. Thank you for being part of the Executive Assault 2 community, and I look forward to an exciting future together! Cheers, Rob {STEAM_CLAN_IMAGE}/33597220/781c399f1b0192fdc4d81f4e910d71dade9960f9.jpgVersion 0.918.7.0....againOct 10, 2023 - Community AnnouncementsHello Executives, I'm releasing this version of the patch again today after I retracted it last night after I thought it had broken the multiplayer aspect of the game, turns out it was nothing to do with me and was in fact the network hosting company was having a few technical issues so the timing was just terrible. So here it is again: Fixed research screen icons sometimes not turning active Fixed lightning arcs arching to allied ships Fixed Decimator firing panel info Fixed a few gaps in the terrain Fixed mine fields not triggering for allied ships Fixed issue where it would say a new Executron has joined even though it was already in the game Fixed stats for Executrons not syncing over correctly Mini map now updates correctly when transporting around Reduced Executron fighter launch time by 1 second which should help with take off. Reduced a few little humps and bumps at the start of the game when everyone is building their base Ability to rebind reload button Ability to rebind G and R for red and green alert H can now be used as a rebind key Giga miner cap has been reduced from 10 to 3 Combat music will no longer end if you are deep in combat in a HQ system AI gets the extra power booster when researched Addressed issue where sometimes buildings aren't appearing in the right spot over multiplayer Large explosions from various weapons now check to see if the unit is inside or not Cheers, RobVersion 0.917.9.0Sep 28, 2023 - Community AnnouncementsHello Executives, Small patch today fixing the following: Fixed multiple maintenance facilities in the same system causing issues. Missile command can no longer be built on outposts. Fixed issue if wormhole generator was switched off and then blown up it would cause a slowdown. Troop transports now save what armour is applied to troops. Gateway probes now repel each other. Fixed issue with buildings trying to explode when under construction. AI now responds to Infesters in its own base. Drop pods now traverse the galaxy better. Fixed Executron overview screen buttons floating off the screen on widescreen aspects. A bug with the Executron map has been fixed. Fixed bug where alliances were not being correctly displayed on loading screen. Updated graphics on all asteroid derelicts including adding furniture. Updated graphics on HQ asteroid. The forcefield on the super laser asteroid has been replaced with a non hackable door which has also been added to the missile asteroid too, to gain access to the control room you now need to go to the new power generator and switch off the defences there. I might look at just posting these small updates from within the game as a sort of news page but equally I think people like to see the game is being worked on. Cheers, RobVersion 0.916.0.0Sep 20, 2023 - Community AnnouncementsHello executives, Minor patch today fixing the following. Fixed the super shields as they were draining power incorrectly and remaining on. Fixed spelling mistake in drones. Defence styles are now saved. Groups are now saved. Current charge on Blackstar now saved. Fixed the tooltip sometimes getting stuck the RTS interface. Extended the unit select panel a little so that it displays the whole unit name. Fixed issue with cloak generator causing slowdowns. Fixed issue with cloak generator not applying stealth tag to all buildings. Can no longer deploy command outposts near defence platforms. Protestors should no longer try and land at the mining control centre. A warning is now sound to all enemy companies if the mass teleporter is used. Cheers, RobVersion 0.915.0.0Sep 18, 2023 - Community AnnouncementsHello Executives, Small patch released today to fix a few things: Prevented connecting gateways together in the same system. Fixed a navigation issue in the trading port where robots wouldn't go up the stairs. Fixed issue where mining outpost ship couldn't build on an asteroid close to a wormhole. Construction effect on small asteroid outpost has been expanded. Executrons can now deploy nebular mining ships. AICEO promotion level might not be syncing over when joining mid game. Fixed stairs appearing randomly on space buildings. Can now rebind the zoom and the use special buttons, check that they have had the defaults applied. Updated the missile command silos with a fence as people seem to like jumping into them lol. Mini map on target screens have been adjusted to fit in the galaxy maps. When you join an AI controlled team the stats are now synced over. Science ship construction bar now works correctly. Laser satellite and standard missile explosion radius have been increased a bit but a curved falloff added meaning will do more damage to units and buildings closer to the middle of the blast. Cheers, Rob Version 0.913.1.1Sep 13, 2023 - Community AnnouncementsHello executives, today I am releasing a new patch containing exciting new tech to help balancing things out and also improve the spy faction along with a load of bug fixes too. Here is a summery of whats been added for each faction: General additions Upgrades to the AI Executrons can now choose their spawn location Moved the loading times to the start of the game rather than when trying to join a match. You can now steal tech from another faction by going to their research facility and printing out a design schematic and taking it back to your goods factory to be inserted back in, please be aware this is a very new feature and will be interesting to see where it goes. I really do want this feature to work as I can imagine some great escapes from the enemy base with a design in hand and the CEO trying to stop you returning it back to your base. Industrial Missile artillery launched from a missile command structure allowing you to choose between standard and nuclear. Anti super weapon interceptors Level 1 invader ship called a Striker Science Laser artillery command base which produces a laser satellite tied directly into your power grid Anti super weapon addon for the shield generator which needs to be manually activated. A wormhole generator which allows you to connect 2 systems together via your command outposts Spy Their own super ship called the Blackstar. The leech ship which clamps onto the side of a command outposts and slowly drains Energen to your bank accounts. Added cloak feature for Executrons which prevents shooting(even when not cloaked) but allows for hacking and spying. Infiltrator unit has been added which starts cloaked and can do similar things to Executrons Original Infiltrator is now called the Oppressor. A fake looking trader ship which actually carries troops. Solar panels can now be added to command outposts to in effect almost turn them into second bases. A cheap fake Vesper ship. A super weapon which temporarily makes a black hole sucking in everything nearby. Spy plant/crate are now bomb units which take about 20 seconds to detonate blowing up the building they are inside. Command outpost cloak generator Holographic CEOs which spawn on all command chairs so the enemy isn't sure which one is actually you. A Sensor array which allows you to spy into nearby systems. Resonance rebound anti super weapon, see if you can guess what that does. A proper spy facility which can see other peoples economies, shut down a random building, pay trader to have Infestors, pay raiders to appear in a system and cause an asteroid strike. A Telebeacon which can be added to Executron fighters which in effect turns them into a Teleprobe. Would love to hear is your feedback on this, what you like and what you feel isn't working, also if anything needs balancing at all, I'm not 100% sure about the cloak generator but lets see. Thank you again for your continued support, the game isn't that far off coming out of early access now which will be an a...Version 0.825.0.0Jul 3, 2023 - Community AnnouncementsHello Executives, Today I'm releasing the new first-person upgrade, this patch is full of updates and bug fixes, below is a list of some of the new main features. Improved first person experience. New animations for hands and gun movement. New animations added to troops. New models for CEOs and Executrons. New star fighter model. New explosions animations. New small asteroids added to explore and capture. New armour added for Industrial troops and turrets New Plasma Bombs added for starfighters. Updated mini map Motion blur added (can be switched off) Updated bridges to star ships. Galaxy map now accessible anywhere with the TAB/M buttons including a new overview screen. Easy select buttons added for shipyards, tele-port and Executrons for CEOs Anti tank guns now do more damage over distance. Objective system added for Executrons so CEO's can tell them where to go including AI CEO's QOL updates such as easier to select resource asteroids and ground troops. A whole host of bug fixes to improve and speed up the game. Let me know how you get on in the forums, Discord and through the bug/feedback submission system in the game. At some point soon I will be adding more furniture to facilities built on the small asteroids. After a few rounds of bug fixing I will then be working on the Spy update which is going to add a load of new tech to the spy faction which will change the way you play them as well as add new tech to the other factions too such as artillery type weapons. Big thank you to everyone who has been helping to test it and all the feedback so far, we're definitely on the home stretch now. Cheers, RobVersion 0.787.3.0Apr 5, 2023 - Community AnnouncementsHello Executives, Small patch today fixing and adjusting the following: Fixed an error if you have troops standing next to an exit on the Infestor ship and you try and exit CEO mode. Moved camera rotate to Left Alt or Left Apple. Wormhole positions are now just like normal Quantum fracture points and are around the edge. Adjusted script that destroys units inside a building to be more accurate. When reloading a game where a CEO has already been assassinated they will no longer come back to life. Fixed bulkhead doors so they wont open if something is being constructed on the other side Can no longer empty the stations powers capacitors unless they are at 100% Updated description on mass teleporter Updated super ship construction detection Hacking alert will now affect the correct team Fixed doors on bridge sometimes already being opened Tele-probe shield research has been rearranged. Tele-port is now researched from the start Fixed graphical error with 4k resolutions and save game menu Fixed bulkhead doors on tele-port not closing Cancelling mass transport selection now restarts correctly. I've made a small adjustment to how power cores work in the game with the building/outpost now producing a fixed amount of power, all you do now is just enhance with power boosters which can be swapped around like before with command stations and fusion power stations using different power boosters, so you shouldn't notice any difference unless you are trying to build a housing estate. I've also set the default for the AI to be Very Easy when you start a new game however it will remember your selection so if you are a veteran at the game please double check the AI is at the correct difficulty for you. Will be carrying on with bug fixes and working on enhancing the first person experience. Cheers, RobVersion 0.787.0.6Mar 28, 2023 - Community AnnouncementsHello Executives, I've now merged the beta balancing branch with the main branch for you all to enjoy which includes all the nice features mentioned in the previous announcement including choosing start positions and teams along with the new infinite resource system. https://store.steampowered.com/news/app/510500/view/3682294225194062748?l=english In addition to these notes and based on feedback the following has been added/changed: The spy Tele-miner can now mine multiple resources once you have researched extra tele-streams instead of just one resource for all 3 streams. Fixed being able to reinsert non existent cores into reactors Javelin and Longbows movement planes have been raised to bring into line with the Invaders abilities Information probes speed and accelerations have been increased Teleminer power 15 to 10 to help with Spy's rough start. Screens now switch off correctly Executron fighter screen in command outpost has had its display changed Troops can now reinsert reactor cores Found advanced outpost cores can now be used to make outposts Turrets now shoot back if you shoot them When you switch between star systems and then go back it now remembers the last camera position. AI will no longer send units to attack sneaky units unless the sensor tech researched Added extra door on command outposts Added extra defences to civilian command outposts Separated buttons out on gateway probes for docking with port and docking in hanger Text on minimap no longer up side down No longer be able to click the teleport buttons while its in operation Fighters are now less likely to fly through buildings Can no longer take crates off other robots Robot will no longer try and carry more than 1 crate Torches on mechs have been disabled FPS map now shows player direction. Can now see inside systems with a captured derelict. Fixed the game ending correctly with the new alliance selection system AI will no longer send waste barge to allied team Alliances are now synced correctly to Executrons Fixed issues with the warp drive and background changes when standing on the bridge of ships Fixed the environment not changing when as an Executron being on the bridge of a ship during mass teleporting Gassing the trader from the nuclear power station will now trigger a blacklist Troop transport movement plane moved down a little so that it doesn't crash into anything coming out of a quantum fracture point Infestors will no longer spawn on small mining outposts Fixed issue with the AI building ship yards Optimised the starship scripts to try and prevent them ghosting into other systems. Fixed issue with getting stuck respawning as an executron after server migration Fixed enter ship icon still appearing even after entering ship Fixed patrolling units sometimes not seeing Executrons Stats data is synced over correctly Can no longer join a company where the CEO has already been assassinated Executron count for companies has been reworked Out of bounds for starships and...Version 0.786.9.0 (beta)Mar 14, 2023 - Community AnnouncementsHello Executives, Today I am releasing a patch to the beta branch, the reason for this is because I have made a minor adjustment to the economy to make things more fun and easier to understand however despite plenty of testing I am quite sure that some things still need some balancing. As of of this patch all asteroids are infinite to mine and you only get half the yield from smaller asteroids, it should help with the Industrial faction as they had to research infinite mining first which was strange as mining ships would fly off and then fly back again, also it helps with the Spy faction as they were unable to mine an asteroid once it had ran out which didnt help late game at all, the Science faction generally didnt need any tweaking as their economy was pretty infinite already. The main aim is that the new infinite system should allow for a more stable economy meaning you concentrate on it less especially towards the end of a match, as there's nothing more frustrating than 55 minutes in and your having lots of fun but wondering why you have no Tritanium and realise the asteroid ran out and I am quite certain you would be rather spending your time blowing up the computer than twiddling your economy. The other important thing to note is that with all this you shouldn't be able to just live off the home system mid/late game if you want a decent sized high tech fleet, if you play a game against someone who does expand into other systems then you should be at a disadvantage for not doing so, thats the theory anyway, let me know if its working or everyone is now going to turn into Turtles. I also want to clamp down on run away economies which having a system like this will make it easier for me to work out whats happening. While doing all this I am pleased to say I have also been on a good dig through the code and game and managed to get the frame rate up quite a bit especially late game with 4 CEO's so you should now see things run smoother, as ever this will continue to improve as the game is optimised. Here are the following tweaks to the economy to help keep things balanced: Only one ship can mine an asteroid at a time. The Tritanium refinery now needs 200 raw metal instead of 100 to work. The mining rate on large asteroid miners have been moved from 4 seconds to 8 seconds. All tier 2 units and weapons now require Tritanium to build and all tier 3 units and weapons require Xeo gas and Tritanium. Outpost cores have been relabelled and are their own separate thing unrelated to Science tech now. New advanced outpost core added which can only be found inside Colony command outposts or searched for. Along with the new economy changes the following has been added: You can now choose start positions on maps. You can now choose teams before a game starts including teaming up the AI. Added categories to the trade screen. Choosing a new ship hull will assign it the latest researched tech. Added new economy information to the overview screen. Added more grap...Version 0.782.0.0Feb 14, 2023 - Community AnnouncementsHello Executives, Small bug fixes today. Adjusted random resource placement so they dont spawn near wormholes. Transgalactic laser works again. Fixed issue where sometimes cargo/mining ships would stop and not dock. Shooting a building or a tank now brings up the health wheel. Can now see blue docking effect on unfriendly outposts and derelicts. Added sound FX to when you pick up a crate from space. Bots can use the tank gateway again. Can no longer inter-bridge teleport to an allied that doesn't have a telepad. Security station fighter launch panels no access screen now covers the whole terminal. Inside turrets now deal with sneak attacks better. Fixed defence sat error when joining game. Flaks will no longer interfere with manual aiming. Fixed issues with building outlines blocking weapon fire. Fixed the AI sometimes being able to launch a super weapon without line of sight. Fixed a bug where hundreds of clones would come out of one troop transport. Added indicators to show which way to fly if you are out of bounds. Fixed muti-tool not showing info about doors. Fixed issue with drop ships and personal drop pods not navigating wormholes correctly. Fixed nuclear waste storage not reducing capacity once destroyed. Fixed issue where if the CEO was direct controlling a Robot and an Executron got into a shuttle it was break the game for the CEO. Cheers, Rob