Revision 42D

**Version chronology**

**External links**

* game now remembers the game window location on restart
* made a bunch of character info panel changes to expose more of the character state
* character window: emotions and madness now shown on a scale
* character window: mousing over a memory will show information about how that memory affects the character's state
* character window: memories now shown with more detail, image fades as they are forgotten
* (character window: lots to go still with this, but it's functional enough to push it to experimental)
* colonists who are happy or drunk will occasionally dance
* deer will now appear in the New Antipodia biome
* colonists will generally be made happier by the presence of local military in the colony.
* added new "Quick-start" loadout
* added new "Basic Food" recipe to kitchens that merges stew, meat, and many other recipes into a single button
* removed recipes now made extraneous by Basic Food
* crops will now reach their "mature" model one stage earlier, so you can actually see it for a bit
* crops will let out a sparkle when harvestable
* scholar Praise Event will now show how much prestige you earned
* colonists Denounce Bandit Cowardice event now has an additional possible response
* upper class immigrants have been removed from regular immigration.
* upper class immigrants will now emigrate at a rate of 1 per available upper class house.
* prisoner overseers will now be identified as such
* fixed grammar and typos in several events
* fixed prestige cost for food favour
* added new desire: "Kill some wild game"
* added progress bars to workshop jobs
* reduced madness from being attacked by fishpeople
* added Fishperson dissection job for Naturalists
* added Fishy Look Report
* "Clear Stump" and "Clear Sapling" jobs are now part of "Clear Terrain"
* gravestones are now randomized
* prisoners given hats
* added Fishpeople Organs
* madness overhaul & rebalance performed (rather in-progress)
* soldiers will now stow rather than drop their weapons to train
* added holy book to some Vicar animations
* hunting will no longer display character combat info panel
* split buildings into "workshops", "offices" and "housing"; added support for subcategories to the module placer.
* split military operations into commands and constructions
* a great deal of office code was written to procedurally define offices, and their UI elements
* added "office jobs" that will be done by the office crew assigned to an office
* added office job UI display widget for chapels
* supplicants will now show up looking for preaching if a chair is available for them to sit in at the church
* supplicants will also look for confessions if a vicar is around to hear them (confession mechanism currently uses the Cult Deprogramming code.)
* balance: removed 21-person start. Because it was just way too good.
* balance: throttled back beginning time & strength various attack events (bandits, fishpeople, foreigners)
* balance: Tweaked costs of several modules
* balance: graveyards now pack in graves a little more efficiently
* balance: increased starting exploration radius
* FIXED: colonists should no longer get memories for killing vermin
* FIXED: foreign troops will proper interrupt going to mission goals to fight enemies (or friends, if they're hostile)
* FIXED: saskatoonberries & lingonberries counted as same item in commodities screen
* FIXED: colonists will no longer attempt to interact in various ways with fishpeople meat as if it were a fishperson
* FIXED: miners mining in mineshafts will no long leave a floating pickaxe by the door
* FIXED: you can click directly on a mine survey point OR drag a box around it to order a survey done (also gave the job a proper icon)
* FIXED: all factions will now properly update their UI description string to reflect whether you're shooting them or not
* FIXED: Bandits will now fight back when attacked by rampaging Aurochs
* FIXED: The Fleshcube is now a valid ingredient
* FIXED: Foreigners won't die again from splash damage after already dead
* FIXED: characters hunting an animal will attack it until it is killed rather than taking just one shot
* FIXED: ranged attack would always send out a gunshot alert to sleeping characters upon completion even if a gun wasn't fired
* FIXED: building name change spam when mad & overseer switched (but needs to be tested; can't 'til madness works again)
* FIXED: Ominous Dreams event was never firing
* FIXED: Broken memory icon for recruited bandits
* FIXED: fishperson assault crisis scripterror
* FIXED: added bounds checking for corePooledList (and warning messages instructing anybody encountering out of bounds list reads to e-mail us)
* FIXED: optimized stockpile code when you have a lot of goods that need to be stockpiled
* FIXED: characters occasionally being unable to do new work after they no longer belong to a workshop
* FIXED: crash setting filters or information on a deleted work party
* FIXED: various issues w/ retreat jobs getting stuck
* FIXED: bricks will now be stacked
* FIXED: Tooltips showing the wrong name for stacks after items had been removed from them