Beta 53C

**Version chronology**

**External links**

* meat from when animals 'butcher' a corpse inside civilization will automatically be claimed by player
* Naturalist's Office given better tooltips
* event arcs made smarter about pushing information to ticker history
* added Quality of Life ratings (& more info in the pipe)
* added more functionality to the character tooltip (more to come): Will show more information about why a character is not doing something useful and what to do about it. This will be improved for the subsequent patch. Also shows some info about their Quality of Life, and this will be more quantified and clear in the next update.
* Quality of Life attributes for characters are more closely attached to specific emotional states in order to make it easier to provide clear solution steps via the UI for a character's state.
* added a little icon for whether characters are currently on-shift to the tooltip
* character tooltip info now visible in the work crew screen and the population list UI elements, because we all wanted them there in the first place.
* population list window has been edited to show more information, the filters have been temporarily removed (but will likely be back once we have some more testing of the default state).
* added Bureaucrat's Desk: These can be built in the foreign office as an upgrade over Standing Desks to speed up your diplomacy point acquisition.
* Novorus Logging Moratorium and Stahlmark Smithing Prowess foreign office events are now tracked using the event arc system
* added new acceleration code for closest lambda queries (optimization!)
* added more terrain softening between alpine clearing and temperate swamp
* balance: cultist murderer option now easier to access
* balance: halved the maximum number of characters you can receive from a single immigration wave
* balance: failed upkeep now makes work take ~8x as long rather than completely shutting down workshops
* FIXED: workcrew UI for farms no longer forgets that a work crew is assigned to a farm unless they're currently farming.
* FIXED: some bad widget deletions causing Bad Things.
* FIXED: military morale check was backwards
* FIXED: crash when clicking on module button rapidly
* FIXED: some memory handling issue with UI elements
* FIXED: some module costs
* FIXED: horrifying infinite loop bug when acquiring 2nd bonus ore vein in mines
* FIXED: scripterror in rogue artist event
* FIXED: female armoured bandit did not have class-based anim defs leading to very rare errors that would freeze colonists in place forever under certain conditions
* FIXED: scripterror in Rogue Stahlmarkian if rare conditions occur
* FIXED: can no longer hit demolition many times on a building and cause errors
* FIXED (53B): skill values (with strong practical applications to Laboratory)
* FIXED: stacks not un-trade designating
* FIXED: subtle errors in Foreign Office to do with missions that involve requesting traders
* FIXED: beetles wouldn't drop lacquer
* FIXED: broken icon in alert for favour\_redcoats
* FIXED: broken fishperson job loop under certain circumstances
* FIXED: math error in disturbance points that made them higher than intended
* FIXED: military won't butcher corpses unless exceptional circumstances prevail