Executive Assault 2 - Firestorm_one
Hello Executives!

Rolling out a small patch today to address an issue with the AI not building Xeo gas refineries and a few other minor fixes. You will now be able to construct these vital structures both on the ground and in space, allowing more choice of where to build them when it comes to the power hungry structure.

But that’s just the beginning! I'm thrilled to share exciting updates on the development front.

Last year, I announced Hostile Takeover, a brand-new, high-intensity game mode designed for fast-paced action on a single map—perfect for Executron gameplay. Since then, I've been hard at work implementing significant improvements to the whole game, including:
  • Quality of Life enhancements.
  • A graphical overhaul with stunning new lighting.
  • Code overhaul improving gameplay and stability.
Throughout the past year my team have been dropping exclusive sneak peeks of Hostile Takeover in our Discord community. Here’s a glimpse of what’s been unveiled so far:
  • Enhanced graphics with a new render system.
  • Multicrew vehicles for Executrons.
  • Revamped first-person terminal interface.
  • Tier 2 ground defences for all factions.
  • The colour purple!
  • New mobile ground artillery for all factions.
  • Spy hover tanks—fast, powerful, but lightly armoured.
  • Fleet formation jumping—no more trickling through warps one ship at a time!
  • Executron base-building—construct buildings and outposts directly.



For those craving more in-depth insights:
  • Tier 2 defences are large, power-intensive, and pack a punch—think of them like the Industrial Anti-Starship Cannon, but specialized for ground combat.
  • New artillery units provide long-range fire support.
  • Spy units now include three new hover tanks, offering high-speed mobility and firepower at the cost of heavy armour.
  • New HQ command terminals allow Executrons to construct buildings and establish outposts, adding another strategic layer to gameplay.



And we’re not stopping there! Further teasers have been dropped, hinting at a new internal defences system, a winter biome complete with snow, and more surprises in the works, eventually a complete list of features will be released and there are plenty of them!

Join the conversation and get the latest updates in our Discord

We can’t wait to see you in the field, leading your forces to victory in the name of your company. The stars are yours to conquer!

Cheers,
Rob
Executive Assault 2 - Firestorm_one
Hello, Executives,

It’s been a thrilling year since Executive Assault 2 graduated from early access, and it's been amazing to see the enthusiasm and support from our dedicated player community.

The success we’ve experienced has allowed me to dive back into development, embracing player feedback and enhancing nearly every aspect of the game. From refining the interface to updating the graphics and gameplay mechanics, this overhaul is designed to polish the experience and eliminate the “jank”—those issues that disrupt immersion.

One of the most exciting updates is the introduction of Hostile Takeover Mode. Inspired by the original game, this mode delivers faster, more action-packed gameplay in a single-map setting, perfect for fans seeking condensed, high-energy skirmishes.

Here's a Sneak Peek at What's Coming:
  • Enhanced Graphics Pipeline: With Unity’s latest graphics engine, Executive Assault 2 now shines with updated visuals and lighting.
  • Streamlined Interface: Your feedback has been invaluable. The interface is now simplified with additions like quick build queues, a relocated power screen in RTS mode, placement commands for construction vehicles, and all terminals now accessible with the mouse on a focused screen.
  • New Game Mode: Experience epic battles on a single, expansive map—an homage to the original game. Whether it's all-out ground warfare on a massive asteroid or intense space battles across asteroid clusters, this mode guarantees fast-paced, strategic gameplay with simplified resource gathering to keep the focus on pure action. I'll be generally keeping the original modes economy system largely separate from Hostile Takeover's.
  • Automated Tech Upgrades: Say goodbye to outdated tech! Now, new designs automatically incorporate the latest advancements, saving you time and keeping you at the cutting edge.
  • Expanded Role for Executrons: Executrons are getting an upgrade! They can now build structures, defend command outposts, and even gather personal research data from combat to enhance their companies tech tree. Picture delegating command outpost defence to an Executron while you focus on high-level strategy!
  • Multi-Crew Ships and Vehicles: Co-op gameplay takes a leap forward! Now, you can crew ships with friends, rescue teammates in shuttles, or man turrets on a starship while someone else handles the piloting.
  • New Units and Technologies: Fresh units and reimagined ship upgrades bring new tactical possibilities to the battlefield.
  • Increased Unit Cap: With significant graphical and network optimizations, I’ve boosted the unit cap. Now, each team can field up to 500 bots and ships, creating larger, more intense battles.
There’s still more to come as I continue fine-tuning, expanding the tech tree, and enhancing the graphics. Below, you’ll find highlights of match with me and Armada teaming up in a co-op game against the AI—catch a glimpse of the new upgrades in action!

Cheers,
Rob

May 18, 2024
Executive Assault 2 - Firestorm_one
Hello executives,

Today I'm releasing a patch to fix some small issues and changed a few game mechanics to make things easier.
New features
  • 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.
Game changes
  • 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
Bug fixes
  • 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
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
Mar 18, 2024
Executive Assault 2 - Firestorm_one
Hello 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,
Rob
Feb 26, 2024
Executive Assault 2 - Firestorm_one
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.
  • 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.
Thanks for helping to support the game, if you enjoy playing it then please give it a quick thumbs up on Steam.

Cheers.
Rob
Jan 29, 2024
Executive Assault 2 - Firestorm_one
Hello 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
Jan 15, 2024
Executive Assault 2 - Firestorm_one
Hello 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
Jan 3, 2024
Executive Assault 2 - Firestorm_one
Hello 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
Dec 22, 2023
Executive Assault 2 - Firestorm_one
Hello 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 🎄

Cheers,
Rob
Dec 13, 2023
Executive Assault 2 - Firestorm_one
Hello 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,
Rob
...

Search news
Archive
2025
Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002