Full notes
Full Executive Assault 2 update
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Repeated intro
Hello executives,
What changed
- Balance
- Gameplay
- UI and audio
- Fixes
- Security
- Compatibility
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.
Cheers,
Rob
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