The Director is smarterThe system that drives rival activity, police pressure, and world events has been significantly reworked. Rival factions now respect outcomes — if a crew was already sent and hasn't been dealt with, no second crew gets dispatched. You won't see endless reinforcements materializing out of nowhere. After a major confrontation, the world takes a breath before the next wave.Attack intensity now scales with your operation. Running solo? Rivals send one enforcer. Built a crew of eight? Expect a coordinated raid. The threat matches what you actually pose.Rivals also adapt over time. If they keep losing fights against you, the next crew comes back a little tougher. Win too easily and the stakes will quietly creep up.Police escalation stays aggressive — by designShooting a cop still brings the full weight of the law. That escalation is intentional and untouched — kill an officer and more keep coming. The fix only targeted rival re-spawning on the other side of that loop.Combat feels more realFighters now break. When someone takes enough damage they'll cut their losses and run rather than stand and die. How much punishment they absorb before retreating depends on their Bravery — a fearless enforcer fights to the last; a lower-tier member bolts early. Attackers stop chasing someone who's already fleeing.Rival gang members now fully participate in street combat. Previously they were showing up to fights without actually being able to engage properly — that's fixed.Hitmen stay on the sceneAfter completing a contract, hitmen no longer vanish the moment the target drops. They'll walk the area for a couple of minutes before slipping away — enough time to actually see what you paid for.Drug economy pacingAddicts now have a realistic window between fixes — around 45 seconds before the craving kicks back in, instead of nearly instantly. Traffickers also pace themselves between sales, taking about 15 seconds after closing a deal before they're ready for the next buyer.Intelligence panel — Send crew to silence a witnessThe Intelligence panel now has a direct "Send crew" button next to any known witness lead. One click assigns your nearest available gang member to handle it — no need to manually dig through the Operations panel.AI stabilityAny NPC that gets genuinely stuck will now automatically recover without needing a game restart. The system tells the difference between an agent patiently waiting for something to happen and one that's actually frozen — only the latter gets reset. Every recovery is quietly logged.Bug fixes
Rivals sent to claim buildings or run extortion now complete those missions instead of getting stuck en route
Drug addicts now spawn correctly as ambient street population
Loans panel now clearly separates the amount and interest rate fields — previously easy to confuse
Goal priority panel no longer flies off the top of the screen when system tasks are toggled on
Payout tab: "Collect All" now correctly pulls from all members; Enter key works in the amount field
— Thresher from ENGN Game Studio