Galactic Civilizations III. 3.5 Hotpatch (Released 3/4)

Hello,

We have a hot patch for 3.5, largely focused on fixing problems in the new tech trees as well as restoring mod functionality.  Read below for details.  

Change Log 

  • Mods now load properly.
  • Fixed an issue keeping players from researching the "Hyperfield Projection" tree
  • Ancient factions can now research "Inherent Talent"
  • Ancient factions can now research the "Precursor Tradition" tree
  • Devout factions can now research "The Path" tree
  • Intuitive factions can now research  the "Xeno Anthropology" tree
  • Scavenger factions can now research the "Recovery" tree
  • Vigilant factions can now research the "Stellar Forge" tree
  • Knowledgeable factions can now research the "Gravitonics" tree
  • Removed non-working Durantium costs on hull sizes (no actual impact since they weren't working anyway)
  • Re-assigned some ship classes to have the appropriate strategic icon (bombers now have bomber icons) which will sort them into their right category for the ship style set builder.
  • Fixing a bug where repeatedly saving and loading games within a single game session would increase the save game sizes.  Fix is not retroactive. 
  • Fix for custom citizen images and flavor text not showing up.
  • Changed Tourism adjacency on the Consulate bonus to 200% from 2%.
  • Removed references to the "Trade Capital" in the tech tree because the improvement was removed from the game.  
  • Fixed issues that prevented Synthetics from accessing advanced Trading techs
  • Nebula movement penalty costs work properly again
  • Train Celebrities now requires Cultural Beacon, not Diplomatic Corp
  • Added alternate trigger to end mission 1 the Korath colonize Yiven III.
  • You can no longer place Bazaars in the map editor if you don't own Mercenaries Expansion Pack
  • Fixed typos in the campaign
  • Fixed a couple of MP crashes
  • Synthetic, and Silicon-based life forms no longer get the Disease event because machines don't get sick.  They just get angry.
317,524 views 51 replies
Reply #1 Top

Thanks for the quick update!

Reply #2 Top

Yes, thanks for the update!

I guess I'll add to the list of "oopsies" that people are reporting: While playing today, the Space Monster event fired and I went down the pragmatic selection path. Anyway, I failed the checks and the monster successfully attacked and (supposedly) wiped out my colony...

...except it didn't. My colony was just fine, no damage at all.

Just a heads up. Thanks for all the continuing support!

Reply #3 Top

Those pesky space monsters.  I'll let the team know about them.

Reply #4 Top

The synthetic tech tree has no access to advance terraforming or colonization techs now.

Reply #5 Top

Quoting Moser_Alchemist, reply 4

The synthetic tech tree has no access to advance terraforming or colonization techs now.

k1

Reply #6 Top

This may be addressed or in the process, but my custom race no longer uses the correct portraits or names but instead defaults to human.  This is despite having fully redone the custom race fresh.  Just used the same custom race this morning in the prior version and it worked just fine.

Reply #7 Top

I was also locked out of advanced colonization methods as synthetic.

Reply #8 Top

Hello, 

Thanks for the reports.  We are looking into both issues now.

Reply #9 Top

Quoting Mac2411, reply 6

This may be addressed or in the process, but my custom race no longer uses the correct portraits or names but instead defaults to human.  This is despite having fully redone the custom race fresh.  Just used the same custom race this morning in the prior version and it worked just fine.

We just updated the opt-in with this fix.

Reply #10 Top

So the opt in patch fixed my traits on synthetics. However I still only have the first terraforming technology. I am blocked from the rest of the tree unless this is a nerf to synthetics which might be fair I’m unsure if this is intended just let me know I’ll start checking to see if I think it is to much. The increases construction cost I shrugged off easily although coupled with the reduced tourism income maybe this is about right. 

 

The tech tree is apparently missing from custom and regular races “Yor and Onyx” synthetic life as well as silicone life.

Reply #11 Top

Not a bug (I don't think), but I'm really missing the Targeting Assist and Targeting Support Techs that used to be on the sensor tech tree.  Have they been relocated or are they no longer available as part of the tech tree pruning that occurred for the expansion?

Reply #12 Top

What version does this bring it to? I'm still showing 3.5 on the opening screen.

Reply #13 Top

3.5 Hotpatch.  Benevolent Ideology - Outreach II, did not give a Class 10 planet near Homeworld (nor anywhere else in my territory that I can find).  I am playing a custom Civ, but I've used it in previous versions & never had this problem.  Restarted the same game from several different save points & it happens every time.

Reply #14 Top

Quoting Icepick, reply 5


Quoting Moser_Alchemist,

The synthetic tech tree has no access to advance terraforming or colonization techs now.



k1

not just synthetics, but also silicon's.

Reply #15 Top

Galactic Civilizations III: Retribution - Revenge Of The Meat People.

Frogboy and co have realized that they are Meat People and so you synthetics, aquatics and silicons can just Sit. There. And. Suffer.

Revenge is a dish best served cold in a restaurant rather than by Uber Eats where by the time they find your address it will a dish served frozen.

 

Reply #16 Top

Quoting rap33042, reply 12

What version does this bring it to? I'm still showing 3.5 on the opening screen.

We don't change the version number for hot patches.

Reply #17 Top

I can't find the Gravitonics techs on my knowledgeable faction. So I think you broke the fix.

Reply #18 Top

Quoting pshaw, reply 16


Quoting rap33042,

What version does this bring it to? I'm still showing 3.5 on the opening screen.



We don't change the version number for hot patches.

Thanks for the info. Does Steam keep a log of game updates I can check? How do I know I got it?

The Opt-in is selected, but I may have missed it. Maybe there's a file in the GC3 folder that will tell me?

Thanks,

Richard

Reply #19 Top

Hi pshaw,

  • Civs can use my Hyperlanes?!! - I was planning to use those to move fleets to enemy territory. The problem is that they can use them, too! There's something very wrong with this-- I do all the work and they reap the same benefits
  • Morale in Planet list? - Somebody removed Morale from the Planet list. I want it back!! I shouldn't have to open another window to see this vital information
  • Planet list does not update - When something is added to an empty build queue, I have to switch out of the Planet list, then back in, to see the updated information. The same was true with the Morale before it was removed by some bully
  • Tech Progress Bar is still broken especially when an anomaly provides a percentage bump. The only way to really know how many turns remain is to go to the Tech Tree-- then it updates properly
  • Tech to allow using artifacts seems broken. I can use the artifacts before researching this <<- not sure about this one. I might be missing something here
  • Somebody forgot to fix the God-awful planetary auto-upgrade button. I still have to untick that option on every new planet! Arghhh! Please give us a global option in settings; those who want it on can have it that way. And I can disable it everywhere because I hate it  :-)

Thanks for all your hard work, and your continuing communication with us gamers,

Richard

 

Reply #20 Top

Hi Paul, the loading and saving bug is gone with the wind.  No more problems.

 

Reply #21 Top

1. Virtual World is giving it's bonuses to all my planets. Currently have the effects of 2 of them stacked on all my planets.

2.Had a thing where I was progressing down the terraforming tech branch. I had clicked an age of ascension technology, expecting it to stop automatically before habitat improvement, because I did not have enough tech to progress to the next age, but to my surprise, it SKIPPED Habitat Improvement, and before I knew it, I got Slaveling Recycling. It would not let me get anything else in the age of ascension. I am certain I didn't trade for it.

3. The Korath do not have Work Camp, as the tech tree would suggest.

 

This is all I've noticed. Running vers 3.5

 

Also, I agree with rap33042, when he says he wants to toggle auto upgrade on all his planets. I would also like a similar toggle for starbases, if it's possible.

 

Reply #22 Top

I've had opt-in set. It pulled an update for the game today. Anthropology tech still isn't showing for the intuitive perk.

Reply #23 Top

Thanks for the quick reply, but... the hotfix is cold : it doesn't work! I've done what is said : put beta, restart computer and steam, restart Galciv and have make a test. I still got 600 % with consulate on a tourism adjacency bonus hex! I'm rich!!!! But the game is still unplayable... Have I done something wrong?

Reply #24 Top

Another thing I've noticed is when you do a "train [citizen]" social project, you can queue up an infinite number of them, so long as you have the resources to start the first one, sending the respective resources well into the negative. Though, that has been around for quite some time.

Reply #25 Top

Cultural Beacon does not allow for the training of celebrities, but it's %bonus to influence affects all of my planets.

 

Diplomatic Corps. provides the ability to train diplomats AND celebrities.