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Executive assault 2 update1/30/2024 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. Cancelling mass transport selection now restarts correctly.Fixed bulkhead doors on tele-port not closing.Fixed graphical error with 4k resolutions and save game menu.Tele-port is now researched from the start.Tele-probe shield research has been rearranged.Fixed doors on bridge sometimes already being opened.Hacking alert will now affect the correct team.Updated super ship construction detection.Can no longer empty the stations powers capacitors unless they are at 100%.Fixed bulkhead doors so they wont open if something is being constructed on the other side.When reloading a game where a CEO has already been assassinated they will no longer come back to life.Adjusted script that destroys units inside a building to be more accurate.Wormhole positions are now just like normal Quantum fracture points and are around the edge.Moved camera rotate to Left Alt or Left Apple.Fixed an error if you have troops standing next to an exit on the Infestor ship and you try and exit CEO mode.Small patch today fixing and adjusting the following:
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