Revision 37C

**Version chronology**

**External links**

UI
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* added job progress bars!
* added Factions window!
* FIXED: slowdown in jobs menu with lots of gabion jobs
* workshop button removed from work crew job filters.
* FIXED: pumpkin and cabbage stew icons! And yellowcup fungus bushel. And fixed some incorrect smelter icons.
* added morale feedback to character panel (as it pertains to not fleeing from combat)
* FIXED: starvation floaty icon will not remain over dead people
* FIXED some module icon errors (which may have been breaking the ticker)
* FIXED musket ingredients display
* removing a farm now closes its control window if it was open
* memories now use specified iconSkin strings (more icons possible for memories; this will also fix some problems with invisible memories)
* added new Daniel Nametag Zoom System

## Engine/Renderer

* added flag to executable that should (hopefully) automatically select NVIDIA cards on Multi GPU (Optimus) laptops
* FIXED: invisible soldiers
* FIXED: colonists ending up with 2, 3, 4 or more guns fused onto their hands
* FIXED: beacon/gabion/etc. placers now show up again

## Jobs

* work crew job filters now automatically flipped to "off" when a work crew is assigned to a workshop (except hauling). They can be manually re-enabled to allow work crews to work outside the workshop.
* Naturalists will go to any explore beacons, no matter how far away they are
* added Vicar job to deprogram cult members
* gossip can no longer be interrupted for more gossip (should fix some of the weird socialization pileups)
* butchering fishpeople creeps out most colonists
* FIXED drop tool job can be interrupted
* FIXED issues w/ gabion dismantling (and gabion construction & deconstruction now uses construction skill)
* tools can now be despawned in-place via Magical Stowing rather than requiring walking to a drop position and performing full animation
* farming: tweaked values for prioritizing the maintenance of existing plants over planting of new ones and removal of dead ones.
* FIXED: issue in civilization calculation that caused erratic "return to civilization" behaviors

## Events/Cults/Bandits

* added various means for cultists to decide to leave their cult
* cleaned up cult leader death & selection (will end cult if no one is maddened enough to lead)
* added event for bandit to defect to player's colony
* new event: Hale and Hearty colonist overcomes affliction
* new prestige favour: Food shipment
* new event: Gain rewards for hitting certain population levels
* added even to give 1 prestige a day for surviving
* new event: doing paperwork reveals extra supplies that weren't recorded!
* new event: commoners feel understood by sympathetic aristocrat
* added music cues to events and nighttime

## ???

* FIXED: Everyone now has a clear understanding of who owns what meat
* sight radius is lowered at night
* Naturalists get increased sight radius
* added airship signalling mast to control airdrop position (only for supply drop right now)
* added more character names
* characters can have origin stories related to their traits and/or class (and added many new possibilities)
* added dress version of "freak out" animation
* people can tell what class of bed they are sleeping in, and have different memories depending on the quality of bed relative to their social class