I've upgraded from 9.9e to 1.1.2 (and newest version of OXCE) and although my saved game is working largely intact, I did notice that in my three bases that each had a Hovertank/Laser with an Alien AI operator, the AIs and tanks have all disappeared. My savegame originates from before 0.9.9e, possibly to before the AI types were merged to allow experience from the beginning (per changelog).
I was gonna speculate, I'd guess maybe the Alien AI support still existed in 0.9.9e and allowed the Alien AIs in my savegame to be "grandfathered in", and maybe that legacy material was removed in the 1.0 cleanup? Just curious, I don't expect there's anything to be done about it.
Yes, at some point the two AI types were rolled into one due to gameplay reasons. I kept the removed type in the mod for a long time (hidden, only to be used by old saves), but eventually I removed it too.
You can fix it by taking your old save (before resaving on the new version!) and manually editing any instances of STR_ALIEN_AI to STR_MUGGLE_AI. This should work.
Playing 1.1.2, and I recently discovered the Tactical Neural Implant. Manufactured 3 as a test run, and I was able to implant my entire squad with the three of them. I'm suspecting this is not the intended design, that it's 1 implant per 1 agent.
No idea what to tell you, I just tested and it worked fine... The transformation process consumed TNIs as intended.
A minor bug: if several agents gain "bane of" (tested for the first time award, don't know for other) recommendation in the mission debrief there's several groups "bane of" with one agent in it instead of one "bane of" line with several agents in it.
That probably means that some agents got this commendation for the same weapon, and some got it for another weapon.
On the Feral Lobstermen cruise-liner mission, you can't seem to abort. For such a tough mission you might be unprepared for, you really should be able to retreat.
You can't abort from any mission on the cruise liner because there are no escape tiles. However, thanks to your report I discovered that it was not mentioned in the descriptions, so I'll update them.
Perhaps in the future I'll mess with it somehow to include the x-Com craft on this map. I just don't want to se a situation where you spawn on deck with a god damn van.
Second, the Tritanium Smart Shotgun Ammo manufacturing time is 850 hours, which is way out of line with the other Tritanium ammo (in the low tens of hours)
Good catch! Fixing.