Starting on turn 9 I had an event to get another tribe and on the same turn I moved that tribe( the one that got the event) to pick up the food on there left and then collected the second food further to there left. The tribe grew and now had 2 tribes in one stack. As there were no more movement points left for them I ended my turned and one of the tribes just died. Uploaded some pictures documenting it and the saves.
Seems the issue is ending my turn after I just got the second tribe. Ended my turn, picked up the second food, move the two tribe and then ended my turn.
I just had the exact same bug right after lost souls quest.
I play on PC on steam with version :
I didn't understand what happened at fisrt, so I reloaded multiple times, and tried to either group the 3 tribes together or have them go their separate ways. Result was the same.
However, if I do not choose to gain one nomadic tribe but the extra movement speed as a quest reward, then there is no bug and no tribe disappeared.
Below are all the auto saves from my tests and reloads. I received the quest on turn 5 (auto-save 1727 if I'm not wrong).
I didn't need to check the screenshot to know it's the Lost Souls event.
I think somewhere was a thread in which people figured it out better, but that's one of possible outcomes of the event, for some reason, though, the pop-up that tells you this fails to appear for some people. The other choice mentions that they may be sick or cursed and it may prove to be right, there's two possible outcomes, they integrate and you get a reward or they indeed carry disease and one of the tribes dies.
I'm starting to wonder whether the patch is broken, I've noticed two more things written in release notes that are not working
- Added feedback to highlight tiles where the Clear Ruins can be built. - unless it's very subtle, I did not notice any highlighting when looking for a tile that needed to clear ruins and it would be needed, because:
- [CMTY] Fixed an issue where outpost and ruin 3D models were not displayed when placed on the tile of a partially completed and ransacked Outpost. - does not work either, the ruins I wanted to clear appeared as ordinary tile (they were ruined outpost) and the Main Plaza of my neighbour, built on their Outpost I burnt in neolithic, shows up as a forest as well.
I unfortunately didn't have any ruins available to test out whether the issue with former isn't just the latter thing. quickly jumped in and yeah, the self-ransacked ruins don't receive any highlight either.
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