They still spawn. [mod was updated mid-save if that matters]
[ULTRA-REDACTED UNDER SPOILER]
Thanks for your feedback. Unfortunately, I figured that if your save was generated using version 1.6.1, it's very hard/impossible to undo the damage caused by those wrong tags. The new updates could only guarantee that the new saves generated would not contain those [SUPER REDACTED] weapons.
Sorry, this is my mistake, and I apologize for not noticing it before I released update 1.6.1.
If you wonder why it's very hard to undo the damage, it's for the following two reasons:
1-Once I put the wrong tags for test purposes (particularly, I put an ind tag to test how it would behave in campaign fleet battles), it made all factions (including independent, remnants, etc.) know these weapons. And to fix this, only correcting the tags is NOT enough, I must also make all factions remove those weapons from their known weapon list.
2-Once those factions know these weapons, many of their existing fleets would more or less equip those weapons (I gave these weapons a high weight to see them more often in campaign tests). And there are just too many fleets to correct. Even if I make a code to do the job and fix the save, it sometimes would result in a TimeOut error caused by the large amount of fleets we need to go through and fix.
So, due to these 2 reasons, I don't see a stable solution to fix saves generated using update version 1.6.1, and the best thing I can do for now is to guarantee that all new saves generated using versions later than 1.6.2 would no longer spawn any enemy with those strange weapons.
Update 1.6.5 should be ready shortly, it'll be a major update that requires a new save. This would eventually fix such a horrible problem I left in update 1.6.1.
Again, it's my mistake, I apologize for it, and I'm trying my best to make solutions to fix it.