
Debtors, Distributors, and Corrupt Officers were invisible in normal gameplay - they'd technically spawn but despawn before the player ever saw them. They now appear at game start, are maintained by the population system, and stick around long enough to interact with.
Running operations in rival gang territory now escalates the city faster. The deeper into enemy turf you push, the quicker events fire back.
Traffickers and addicts now prefer player-owned and neutral streets, so ambient activity reflects the actual power map.
Drug sales in sections you control earn a 15% profit bonus. Shakedowns in home turf reduce local heat instead of raising it.
Hitting a rival trafficker now properly removes the target and closes the mission - rival supply disruption works end-to-end.
Picking up product in rival territory raises heat in that section. Moving supply across the map carries real risk now.
Added 4 Director difficulty profiles: Chill, Normal, Active, and Non-stop. These control how aggressively the city reacts to your operation, from rare slow-burn events to constant pressure.
Collecting from one gang member in the Payouts panel no longer resets input fields for the others. Collect All works correctly and the roster updates live without losing anything you've typed.
Goal priority sliders and value inputs in the Operations panel no longer reset mid-edit when the AI updates in the background.
Fixed the gang combat test suite - rival gang members were never spawning because their entity file had an empty instances list. The mod loader now synthesizes instances from the spawn template when a count override is set and no instances are defined.
Combat kills were not being counted in test reports because the log line was silenced for performance. Deaths are now recorded through the stats collector instead.
Fixed cops arresting gang members in the middle of gang-on-gang combat tests - the proximity fuzzer was selecting cop/gang pairs instead of gang/rival pairs, so all encounters ended in arrests instead of fights.
Arrested and surrendered entities are no longer re-teleported back into active encounters. The fuzzer now skips anyone who is mid-arrest or already in custody.
Fixed a false-positive "stuck cops" failure in the multi-cop arrest test. After all suspects are in custody, officers correctly fall back to wandering — that wandering freeze is expected and no longer counted as a regression. The test now only fails if a cop freezes specifically inside the approach-suspect or apprehend sequence.
- Thresher from ENGN Game Studio