Removed the alien infiltration graph and moved to alpha - it's pretty much unplayable without knowing that stuff :)
Every Day Score and Finance screen


Weekly Funding Assessment screen

And after



Does this
"Organisations order their craft to retreat when heavily damaged and other AI improvements"
not already work? I believe a craft is retreating when it's low on health, as per its aggressiveness level? Regardless of the org, even player craft will do it?
I will test ... but i think u right
Does this
"Organisations order their craft to retreat when heavily damaged and other AI improvements"
not already work? I believe a craft is retreating when it's low on health, as per its aggressiveness level? Regardless of the org, even player craft will do it?
it seems its not implemented even if mode is defensive and phoenix hovercar is HP left 5%
few times ..maybe its bugged...
Also there is a bug where if targeted UFO run away in gates then xcom vehicle retarget to seems random building ...
Here 12 and 13 point can be checked? or what ?
Not yet, we need to resolve the full mechanics as described in #999 and #1000 as well as having organisation recruit/hire/fire staff and their agents move around the city (albeit hidden from the user) rather than simply spawning in/out according to mission.
The previous "Workers" mechanics by Shellstorm does this for buildings, but for individual squads of organisation agents, that is not a thing yet. There's a lot of stuff that needs work hidden away from user eyes to allow modding and original game logic both functional and intended by design before we can call 12 and 13 fully complete :)
Most helpful comment
Does this
"Organisations order their craft to retreat when heavily damaged and other AI improvements"
not already work? I believe a craft is retreating when it's low on health, as per its aggressiveness level? Regardless of the org, even player craft will do it?