

Fixed issue with getting stuck respawning as an executron after server migration.Optimised the starship scripts to try and prevent them ghosting into other systems.Fixed issue with the AI building ship yards.Infestors will no longer spawn on small mining outposts.Troop transport movement plane moved down a little so that it doesn't crash into anything coming out of a quantum fracture point.Gassing the trader from the nuclear power station will now trigger a blacklist.Fixed the environment not changing when as an Executron being on the bridge of a ship during mass teleporting.Fixed issues with the warp drive and background changes when standing on the bridge of ships.Alliances are now synced correctly to Executrons.AI will no longer send waste barge to allied team.


Fighters are now less likely to fly through buildings.No longer be able to click the teleport buttons while its in operation.Separated buttons out on gateway probes for docking with port and docking in hanger.Added extra defences to civilian command outposts.AI will no longer send units to attack sneaky units unless the sensor tech researched.When you switch between star systems and then go back it now remembers the last camera position.Turrets now shoot back if you shoot them.Found advanced outpost cores can now be used to make outposts.Executron fighter screen in command outpost has had its display changed.Teleminer power 15 to 10 to help with Spy's rough start.Information probes speed and accelerations have been increased.Javelin and Longbows movement planes have been raised to bring into line with the Invaders abilities.Fixed being able to reinsert non existent cores into reactors.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.In addition to these notes and based on feedback the following has been added/changed: 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.
#Executive assault 2 deploy mining outpost full
Rob Full Details Posted, 1:42:38 PM Revisions 1 Tags patchnotes,mod_require_rereview,mod_reviewed,ModAct_1073583155_1680702658_0 Feed Community Announcements Author Firestorm_one Author Firestorm_one Original Article View Original Will be carrying on with bug fixes and working on enhancing the first person experience. 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. 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.

#Executive assault 2 deploy mining outpost Patch
Small patch today fixing and adjusting the following:
