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0.655.3 Hotfix 11

This is less a hotfix to the recent update, and more a generalized collection of fixes and tweaks.

0.655.3 Hotfix 11 Senior Technician Clearance: Senior Technicians no longer gain the Military Officer Codex perk if that is something your units would have, as your character is way too cautious to do something that risky on a shell company unit for fear of exposure.
Repairs And Jammers: There is now extra logic present to make the repair spiders and contraband jammers unlock if you have a damaged or partially-revealed stealth building.
Hidden Building Stat: Fixed an issue where on hidden buildings that were fully revealed, it was omitting their hidden stat in their tooltip, rather than showing it and showing it at zero.
Chapter 3 VR Screen: Fixed a bug where in savegames that were in chapter 3, some of them could wind up not allowing you to see the VR screen. I had code in place to correct for this, but mistakenly only applied to to chapter 4 and onward.
Post-Invasion Woes: After a military invasion from an ExoCorp, any soldiers that are still left around (including those from Vorsiber) despawn 2 turns later.
Post-Project Fix: Improved the general logic on project completion to prevent some errors that were largely surrounding a lack of clarity in the code. The most notable result of these was after the "monsters" project, it would give people a ton of extra Steward internal robotics. But this was a problem waiting to happen in other areas, too.
Prison Project Fix 1: Fixed a race condition at the end of the prison sequence where you could get both the experimental monsters path and also the divorce path at the same time, which were always meant to be mutually exclusive.
Prison Project Fix 2: Fixed an issue where if you ended the prison sequence on the next-to-last prison break, then the "Down with secforce" project would not properly start. You had to be one prior to that, which was an error.
Arson Project Fix: Fixed an issue where the Arson options would not properly show on all donut shops during "stop the poisoning" for any buildings where some unit was standing there. So if you happened to have a bulk unit standing on a donut shop, it would softlock you from progressing. Same if an enemy soldier happened to stand there. These now show up properly, although you can only see the icon directly on the map view. Moving the unit in question (when it's one of yours), or killing the enemy that is there (if it's not one of yours) then makes it possible to complete.
Investigations During Obsessions: Fixed an issue where some investigations were still possible to start during an obsession, but then they would not function correctly.
Corporate Record Decryption Fix: Fixed an issue where the "Steal Corporate Records" project could be softlocked if data from it was decrypted too soon. This included the case of being blocked by an obsession.
Religious Co-Ops During Obsessions: Fixed an issue where you could not sell to the religious co-ops during obsessions.
Obsession Exploration Sites: Corrected the text during obsessions so that it now properly says that exploration sites are not available. Previously it said they were.
Dead Researcher Project Fix: If all of your fugitive AGI researchers are dead, possibly because you killed them, it's now properly failing the AGI Rescue Mission, Defeat Oerl, and The Great AGI Debate projects, if those are active.

Full notes here.

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Here is a link to prior recent patches in case you missed them.
https://steamcommunity.com/ogg/2001070/announcements/detail/524216645064853158
https://store.steampowered.com/news/app/2001070/view/502822010104053992
https://steamcommunity.com/games/2001070/announcements/detail/524212840420081803