Please Undo The Herbert Gene Mod Change

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MonzUn

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This change was only semi-intentional. We inteded to stop some violations of scripted trigger rules where the player could remove unremovable traits, but ended up blocking too harshly as the system was rather rigid and that's what led to the bugged behavior where some valid situations were getting blocked. For 3.3, we have reworked the system and redone the rules, so that we can control what traits are addable/removable when merging templates and when manipulating a template, separately. Let us know if you still feel there are issues after you've tried it out in 3.3. There were quite a few traits to rework, so it's not impossible that there are edge cases yet to iron out!
 
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MonzUn

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I'm not sure how save game compatible 3.2.X and 3.3 is, but if you want to continue that game you may be able to opt in to the beta and it should work there.
Just take a backup of your save first so you don't lose it in case you need to go back to 3.2.2!
 
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MonzUn

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I think that was not possible in 3.3b1, has that specific combination been fixed in 3.3b2?
I wrote the system, not the scripted rules so I don't actually know what rule changes have been made.
Things that used to work before the bug in 3.2 should work again, but the illegal ones from before 3.2 should not.
 
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MonzUn

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Unfortunately, you've got the wrong person for answering those questions straight up ^^'
I only rewrote the code part of the system, not the actual scripts for what's allowed and not.

So my answer will be that if the following trait triggers are respected, it's working as intended.
```
species_potential_add - For showing/hiding from the trait list when creating a new template
species_possible_add - For enabling/disabling adding a trait when creating a new template
species_possible_remove - For enabling/disabling removing a trait when creating a new template
species_possible_merge_add - For enabling/disabling trait template application if it would result in the trait being added.
species_possible_merge_remove - For enabling/disabling trait template application if it would result in the trait being removed.
```
The illegal ones before 3.2 are what exactly?
The one I used for testing was Necrophage, which was possible to remove even though it shouldn't have been.
Basically, if a trait was possible to remove or add in any situation, it would always also be possible to do the opposite with and this wasn't always by design.
 
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MonzUn

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Yeah, I'm guessing Freake just didn't find it before asking for a report. This one is actually on the list for things to look into for the day 0 patch. No guarantees that we'll have time to get to it though. All depends on how other bugs go.

The other issue we haven't got a report on at all though from what I can tell and if we don't get one during the weekend it's unlikely to get fixed until the next release.
 
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MonzUn

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it was reported at least a 1/2 dozen times
If that's the case, could you please supply me with a link to one (preferably multiple) of these reports with reliable reproductions steps and a usable save game? :)
 

MonzUn

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Sorry, I should have been more clear!
That report is for two things.
1. The main topic of this thread (fixed in 3.3)
2. The audio glitch (Not yet fixed, but on the list of things I hope to have time to look at next week)

What I was looking for was a bug report of the issue described earlier where a trait would not be removed or added when applying a template and it still being blocked because the game claims it would be removed. As the new system exists only in the 3.3 beta, bug reports from before the first open beta version aren't for the issue I'm hoping to get a report for.
 
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