Maybe start a brand new campaign then ?Still happening. Game been started in previous 2.3.3 beta, no mods, checksum wasn't modified. Currently playing in beta branch. Save-load doesn't help, so here is the save.
Maybe start a brand new campaign then ?Still happening. Game been started in previous 2.3.3 beta, no mods, checksum wasn't modified. Currently playing in beta branch. Save-load doesn't help, so here is the save.
This bug doesn't affect robotic pops under forced construction, so after full synth ascension this doesn't bug me that much.Maybe start a brand new campaign then ?
* You should no longer be able to see the orders of the fleets of other empires
Were you looking at the galactic species list, or only your empire's? Because they should show up in the former as soon as you find them.
My point is that the problem might be fixed properly in the new version with a fresh campaign. Reporting old save files is not really useful because some of the fixes are not save compatible.This bug doesn't affect robotic pops under forced construction, so after full synth ascension this doesn't bug me that much.
Anyway, as long as emptied list of available for growing species is saved into file and whatever what leads to this too, save file probably could be worth as a case for fix testing. Just provided a file, nothing more.
At the very least I'd wait for any pops that had already started growing in the old save to finish before seeing if the changes affect the next ones to grow, but yeah, new game to be sure.My point is that the problem might be fixed properly in the new version with a fresh campaign. Reporting old save files is not really useful because some of the fixes are not save compatible.
Were you looking at the galactic species list, or only your empire's? Because they should show up in the former as soon as you find them.
I think they only have a chance of dying and with the Synchronicity tree it's further reduced. They are incredibly long lived.
When you take a capital, there's a chance you'll steal a relic.
And you can't see who has what relic.
Give me reproduction steps, then. I want to check it.My point is that the problem might be fixed properly in the new version with a fresh campaign. Reporting old save files is not really useful because some of the fixes are not save compatible.
This seems like a fairly major change, I'm shocked to see it in a minor incremental patch with no discussion and no explanation. It totally changes a huge portion of warfare.
Yeah, the GoG version should have been updated. I'll send them the patch notes.Has the Gog version been updated? It hasn't notified me of the update and the changelog is just that of the beta patch (the additional fixes aren't listed and the date is that of the beta patch). Also the update has been announced on Steam but not Gog. I'm hoping this is either I'm wrong and it is up to date or this is an easily fixed oversight.
This seems like a fairly major change, I'm shocked to see it in a minor incremental patch with no discussion and no explanation. It totally changes a huge portion of warfare.
That's fairly important. You don't know if (and where) xeno construction ship is going to build new outpost or if you have a chance to intercept enemy fleet. This might be a problem in case of max hyperlanes.It's actually a small change. If they are in sensor range, you can still guess pretty well, what they want to do. You just don't know it with absolute certainty.
That's fairly important. You don't know if (and where) xeno construction ship is going to build new outpost or if you have a chance to intercept enemy fleet. This might be a problem in case of max hyperlanes.
Still, it's hardly unimportant or minor change.But isn't that more realistic? Unless you cracked their decryption or have a spy on that ship you shouldn't have more information about their plans as "they are flying toward that hyperlane jump point"
* Fix for all buildings swapping issues
* Upgraded buildings are no longer moved after ruined buildings