Changelog

All recorded changelogs for the main release, posted by Blorf on Discord here.

The current main version is 0.419.

The current testing branch version is 0.449. For the testing branch changelog, see here.

**0.351 - 0.419**

**0.301 - 0.350**

**0.251 - 0.300**

* Updated Wool dressing description
* Lowered the Wind and Rain volume in large storms
* Lowered price of Iron Peat Spade from 125 -> 62 to bring it in line with other iron tools based on build requirements
* Fixed Cats sometimes hauling around other dead cats as presents
* Upgraded normal wooden floor texture to make it look like hardwood and give it some better definition.
* Upgraded normal wood wall texture because the nicer floors made the walls feel self concious
* Updated German Language
* Smart Harvest Mode! (When selecting jobs, there is a tickbox to only harvest at 100%, also hold Shift while dragging at any time for Smart Harvest.
* Thistle and Heather Full Growth 16 -> 14 Days (at 100% growth rate)
* Reworked the Thistle artwork so that the pink thistle heads show up later in the growth cycle to make the growth progress easier to estimate
* Reworked Heather artwork so the Heather color fills out much more near the complete growth stage

0.299

* Added Fall Tutorial
* Added Winter Tutorial
* Added Spring Tutorial

0.298

* Fixed Critter Doors not working due to change in v0.297

0.297

* Gave all the Livestock the ability to exit blocked tiles if they get stuck on them like humans do. Sometimes livestock got stranded on walls/mountains and starved
* Fixed issue with Cat respawning where dead cats that had been buried counted toward total population, preventing new spawns.
* Fixed issue with the Exit Blocked tile code that may have caused people to sometimes choose to exit into sealed rooms and starve to death. I am not 100% sure this was the cause of the occasional stuck baby issue, but it may have contributed.
* Fixed case that could cause plants to grow in winter instead of recede if they had been planted shortly before winter. Never saw the case, but a look at the code made the possibility apparent.
* Made Thistle and Heather take less time to grow such that they can get to full growth before the end of the year if they had receeded in the previous winter.
* Fixed Jug Pallet sometimes unlocking at strange times
* Fixed issue where sometimes 2 tools would be auto supplied when only 1 was asked for.
* Fixed case where items in storage objects that had been paused would have their items kicked out if a floor was built under them.
* Fixed Flammable blockers preventing Oats and Flax from being planted on Tilled Soil
* Heather and Thistle can now be planted on Tilled Soil
* Auto Harvest and Auto replant works on Thistle and Heather
* Dens will not spawn in sealed rooms
* Rabbit and Cat Dens will collapse if the grass around them is destroyed or of a floor is built under them

0.296

* Improved the Thistle and Heather art to make it easier on the eyes when in motion
* Reworked world generation to make the Thistle and Heather integrate more naturally with the grasses.
* Herb Rack 8 -> 5 slots, but Thistle and Heather 50 -> 100 max count.
* Fixed Thistle plants dying in winter and removing themselves from map
* Timbery work skill is now Lumber
* Bog Iron Crusher work skill is now Mining
* Wooden Bowls are now made at crafting benches.

0.295

* Fixed bug with the delayed leaving of Workers and Travelers that caused them to sometimes leave after hired

0.294

* Stumps no longer blow in the wind.
* Disabled Hire/Rent Room buttons grey out properly now
* Renters/Workers are Hired at the sign now to prevent them from getting angry when hired out in the woods on cold days
* Fixed arriving units code such that if a sign is taken down or turned off while the traders/workers/visitors are arriving, that they will go into free time mode waiting for the sign to be replaced or being told to leave.
* Babies can open doors like the rest of the Clan now to prevent them from getting stuck. Still possible to take their keys away though as needed.
* Recent optimization may have caused some doors to be seen as passable when units did not have keys in some circumstances. Added new logic to the optimization to prevent this. Please let me know if you see people/animals locked in rooms again. Note it is still possible for workers to get locked in if rescuing a patient or helping a baby, but working on this too.
* When people are arriving or leaving they will attempt to not use doors that should be locked to them (unless trapped from the sign, or the map exit)
* When Visitors/Workers/Traders arrive they will stay at the sign for at least 120 seconds before leaving.
* Added Cat and Kitten ambient noises
* Added Bell when Visitors/Traders/Workers arrive
* Added Heather Fields. They have high beauty and grow slowly. They can be harvested for Heather. Slows movement more than grass.
* Added Heather. Has high beauty and can be placed on the Herb Rack. Can also be broken down for branches (keep dry)
* Added Herb Rack. A place to display Heather and other Herbs as they are added. This can be used as a decoration when Heather is placed on it
* Added Thistle Fields. Thistle is very slow to move through and will eventually also cause some health damage. But it is nice to look at.
* Added Thistle. Currently used for decoration and can be broken down into hay for animal feed. Later will be used for remedies

0.293

* Fixed bug where vents and window blueprints placed on walls were removed when the game was loaded.
* Extended the Senior age period for Humans, Cats, Cattle, Goats, Pigs, Sheep so that pregnancies always complete before death by old age.
* Fixed Water Bowls and Animal Water troughs not freezing in winter if in cold environment.
* Fixed case where hoods for cloaks are showing up in the inventory menu when they are part of cloaks and should not be there.
* Fixed outside fires being left on for heating anytime it got below 15c. For outside heating (radiant heating of nearby tiles) use the new Keep Lit option.
* Fixed pathfinding weight on Tiled Peat Stoves so they are walked around instead of through

0.292

* New Peat Wall that looks more natural and had more depth.
* Added Tiled Peat Stove for Heating and a bit of Cooking using Dry Peat Bricks
* Back to Branches for meat recipes and keeping fires lit. Peat Stove will handle peat cooking/heating.
* Fixed case where a builder could get stuck on clearing a tile footprint with the wrong tool
* Added Clay Bowl (Made at Kiln)
* Moved Brose to a Clay Bowl Recipe that is cooked in the Tiled Peat Stove (Good emergency food)
* Added Bowl Stand for storing Clay Bowls and Soups next to the Tiled Peat Stove

0.291

* Bogs and Bog Iron!
* Added Simple and Iron Peat Spade
* Added Wet and Dry Peat Bricks
* Peat will slooooowly grow back after being harvested.
* Added 12 Slot Peat Stack
* Added Bog Iron Lumps to be gathered in bogs. Harvesting Peat also will find a little bit and this will replenish over time.
* Rock Heaps can take Bog Iron now
* Added Bog Iron Crusher to convert Bog Iron to Iron Ore
* Cooking Fires and Fireplaces will now accept Branches OR Dry Peat Bricks for Heating ans Lighting
* Smoked and Cooked Meat, Fish and Eels all accept Dry Peat Bricks or Branches (FireFuel) as part of their recipe now.
* Added Peat Brick Walls
* Added Thatch Roofs - made with Peat, Straw and Logs.
* Added New Gravel Texture for Paths
* Reworked the Flax Shader to make it look more natural.
* Kittens will no longer Hunt or Retrieve.
* Upgraded Recipe System to allow SubGroups of items to be used as ingredients. This works with FireFuel now, but will be useful for other recipes in the future where substitutions are logically possible.
* Stored items now show the afflictions that are changing their quality per sec.
* Inventory items with zero count now show up so that you can turn off alerts for these items if one has ever spawned
* Fixed objects that are being relocated sometimes showing they had missing items needed.
* Cat Instinct Bar depletes 25% more slowly. They were OP Bunny Murder/Retrieval Machines.
* Fixed bug where when sometimes an item was picked as close by if it was behind a wall instead of picking much closer items right next to the unit.
* Floor Mat 20 -> 40 uses (Note: will need to replace floor mat for them to upgrade)
* Fixed case where when an object is moved, if the mover has a higher Hauling than Building skill priority, they haul the crate then move it to the new position like a silly person.
* Note: Must start new game to see new stuff
* Must let peat dry to use it. Store under a covered area, or gamble on no rain.

0.290

* Fixed Tool Racks allowing Bagpipes
* Fixed case where going through a door while having a diagonal roof/floor/wall building task (where N,S,E,W tiles blocked) would cause the task to abort
* New Flax Art to make it easier to find
* Added Harp
* Added Harp version of Clanfok song for Juvenile, Adult, and Senior
* Rebalanced the Clanfolk songs so the instruments are not too loud. Bagpipes are a little loud, but they are bagpipes afterall
* Updated French

0.289

* New Clans:
* MacLean
* MacKinnin
* Buchanon
* MacGregor
* Stirling
* Lindsay
* Duncan
* Stewart
* Fraser Of Lovat
* Turnbull
* Graham
* MacFarlane
* MacKay
* Gunn
* Keith
* Boyd
* Murray
* Sutherland
* Munro
* Colquhoun
* Kennedy
* Anderson
* MacLaine of Lochbuuie
* Urquhart
* Comyn
* Farquharson
* MacNeil
* Watson
* Fergusson
* Forbes

Updated Languages:
* Italian
* Korean
* Polish
* Russian
* Thai
* Cats will only retrieve small sized animals now. No more stashing dead Grandpa at the foot of the bed.
* Added Bagpipes!
* Flute rack is now an Instrument Rack
* Songs give 90 Fun per sec vs 110, but play time is from 20->30 secs
* Added Senior, Adults and Kids version of Bagpipes and Flutes songs. They play based on their skill level now.

0.288

* Upgraded Heating Tutorial to also cover the heating overlay.
* Socialization Task will not trigger when talk targets are more than 30 tiles away. Saw a Hermit chase a Cat across the map to talk
* Upgraded the Tartan System to allow from 25 -> 625 Tartan Variations.
* Added Clan MacRae (Many More To Come)

0.287

* Added "Keep Lit" Toggle to Fire Places and Torches
* Added Heating Tutorial that activates after Day 12 (Note: Will only show up once it has been translated)

0.286

* Upgraded the initial Camera/Priorities Tutorial to better explain task priority and the strict priority toggle

0.285

* Fixed bug introduced in === 0.284 that caused crafting stations to stop working.
* Fixed Strict Priority toggle not working on multi-select

0.284

* Fixed console spam when crafting objects had a "Wait Until Tomorrow" entry. This did not cause harm, but bloated the log files in some cases making real problems harder to spot.
* Strict Priorities On/Off is now a toggle on a per unit basis. Strict is defaulted to Off, but as the player needs specialists, they can turn it on for specific Clanfolk while leaving others to do general labor.
* Added Strict Priority Selection tick boxes to the Skills Index
* Fixed Low Priority Alerts toggle also turning off Missing Item alerts

Note: For about a week Strict Priorities were on by default, but with this change, Non-Strict is the default again since experienced players can tick Strict priorities on a case by case basis as their Clan grows and they want specialists/fine tuned control over task order.

0.283

* Removed Vent fix from v0.274 from Doors, so doors do not block travel when they are facing the wrong direction (when people are going ultra low budget with walls)
* Fixed case with Composts where each time the game was loaded, the blocked items would reset
* For the Compost, the mouse over text now indicates that the food items being added are spoiled
* Fixed Crash when a worker tries to take a patient/baby to a room where they do not have a key. The Doctor task is now given a temporary key to allow doctors to complete their tasks. This could lead to a unit getting stuck in a room though after they stop being a doctor. This is better than a crash for the time being, but I will add a special exit task to handle this as well.

0.282

* Walls, Floors and Roofs can now be built into holes using the closest corner. This was seen when replacing a roof and being unable to replace the roof piece where the walls intersected.
* Fix for a possible problem with the animal companion system that could lead to a large number of errors in the log file
* Fixed Livestock stuck wandering indoors once they were indoors, even on sunny days.
* Fixed issue with Livestock wandering where they would sometimes choose to wander into a doorway, causing the task to fail
* Fixed Livestock getting stuck when wandering inside if they were locked inside
* Fixed issue with diagonal openings in walls being seen as possible wander spots while livestock wandering (this lead to aborted paths)
* Instinct Attribute always drains by at least 1 per second now, this should lead to 1 instinct hunt per day. (Causing Cats to deliver rabbits and rats)

0.281

* Lowered Desirability of Bread from 1 to 0.25 to allow Stew to be made before the Bread gets consumed
* Lowered Desirability of Brose from 1 to 0.75
* Food placed on the Serving Table is 2x as desirable as food stored in other places. This means tha t by setting the Foods the serving table allows, you can determine what will tend to get eaten first.
* Fix for bug introduced in v0.280 when dumping items from storage onto a blocker

0.280

* Updated Brazilian Portuguese
* Fixed "My Companion" (Pet/Owner) text not being updated when unit names changed or units died.
* Pet Bowl art changed to make it more obvious that it is for the food attribute and not to fulfill the water attribute
* Pet Food Bowl only requires raw meat to be filled now
* Pet Food Bowl does not provide water attribute anymore
* Water trough from 10 -> 20 uses (to make is much more desirable than pet water bowls because it is so much larger
* Added Pet Water Bowl, a much smaller version of the trough that Pets will want to use. 5 uses vs 20 for the trough
* Pet Water Bowl does not aid in taming wild cats
* Pet Water Bowl increases water attribute at 500 per seconds vs 1000 for the trough
* When clicking to dump items from containers, they not longer auto stack into other nearby containers.
* Container Objects that have been Stopped will not be valid places to haul items to/from or to take items from for crafting.
* Items on Stockpile Blockers will now be given a temporary +5 hauling priority to get them moved quickly.

0.279

* Strict Skill Priorities Defaulted back to ON. All tasks of higher skill priority are completed before any tasks of lower skill priority. This works much better long term as the homestead grows. This can be toggled OFF in Settings/Gameplay and priority will be a mix of skill priority and task priority. Non Strict works well for year one with few people, but in later years becomes a headache to assign roles to people.
* Updated Spanish

0.278

* Changed Adult female cat from Molly to Queen
* Fixed the path finding optimization, Nursing Babies were causing task indecision with the cached path data since in that case they are able to pass through doors to get to their mother.

0.277

* Removed path finding optimization. Turning it off for now while I find the error. 😦

0.276

* Fixed Building tasks that use tiles (walls, roofs, floors) and also use tools, and ALSO where hauling is a higher priority than building AND there is nothing left to haul such that 1 tile is not built at a time and then the tool is taken back to the rack on repeat
* Major performance upgrade to the path finding system that can now cache path data. Removes a great deal of stuttering for large homesteads!
* Updated Japanese
* Turned off Ownership for Cat beds until it is possible to assign ownership to Pets.
* Updated Cat naming with Tomcat and Molly (Male/Female)
* Wild Cats and Bunnies will not make Dens on Tilled Soil (or dig through any floors)
* Added "Hermit" Scenario. Start alone aside from 2 cats and 4 kittens
* Fixed duplicate sell text when selling animals in the Clan Setup menu

0.275

* When highly zoomed in, it is now possible to view off the edge of the map so items are not covered by the interface.
* Updated Simplified Chinese
* Updated Traditional Chinese
* Made "Died of Old Age" listed as cause of Death when less than 10% life bar left since the death due to hunger or thirst will be because the health bar is so short at the very end of life.
* Added a check/fix for cases where an object gets locked in InUse state (seen with Bathtubs, but could not reproduce why)
* Fixed case where Dead Bodies in Graves could cause logic lockdowns when Wild Cats checked for Taming.
* Fixed case where Doctors were checking people in graves as viable patients, sometimes causing task lockdowns
* Fixed case where when cleaning at Sunset when units had no attribute bars that needed filling, they would walk to something to clean and then just nope out and go to bed instead. I mean yes I feel that way sometimes too 🙂
* Fixed issue that prevented Cats from using PetBowls/Water Troughs/Meat Theft at night

0.274

* Made Milk less desirable for eating/drinking so it is more likely to be left alone for Cheese
* Updated Hungarian
* Updated German
* Fixed bug preventing high priority builds from being serviced when there were not enough resources. When priority has been raised, units are allowed to deliver resources to those builds so that other less expensive builds do not prevent more complex but higher priority ones from completing.
* Fixed Vents that are open on 3 sides only venting in the two visible directions across from each other. Could sometimes cause heat leakage when not building full walls to enclose the vents on two sides.
* Applied Vent fix to doors and windows so they will only transmit light or units in the desired direction.
* Made Recluse Affliction less nasty. When Isolated happens (social reaches 0) There is a 25% chance of recluse happening (Leave Me Alone) Lowered duration from 1200 to 600 seconds, and Mood Penalty from -3000 to -1500
* Added concept of Human Privacy vs Animal Privacy. So for pregnancy checks and public pooping checks, only humans in the room count.

-Updated Brazilian Portuguese

0.273

* Fixed Hauling issue introduced in === 0.269 where nearby items to the carried haul items were not also being carried back to stockpiles
* Updated French
* Set Rat traps to not unlock until Day 3 (Since no Rats before day 3)
* Fixed Clan Setup Menu Custom games not working the first time due to Localization Upgrade for gender support in languages.

0.272

* Updated Hungarian
* Updated Simplified Chinese
* Updated Traditional Chinese
* Language selection is now saved
* Humans can now "Eat Snow" at Lakes in Winter like animals, but it they will only try this when dehydrated and when their health is < 70% as a last resort to stay alive. This will also cool them down quickly.
* Added Low Profile Rat Traps that can be rotated and sit next to walls (The Snare hallways were getting ugly) These will only catch Rats, not Bunnies
* Snares now only catch Bunnies again.
* Upgraded Localization system to better support languages where words have associated genders.

0.271

* Added Medical Treatment task indicator for when Clanfolk try to take care of their afflictions themselves. The task was showing up blank and looking like an error.
* Fixed case when Clanfolk leave the map that was causing a new task evaluation after their deletion, this caused some nasty bugs. (introduced in === 0.269)
* Fixed Family tree getting filled up with entries when Traders/Workers/Guests Spawned.

0.270

* Fixed livestock being added to the family tree when they were sold.
* Added Leather Pants
* Added Wool Shirt

0.269

* Fixed rats using bunny holes as a warp gate network when they were hiding
* Fixed traders not showing details for inventory items in their inventory if they were still locked for the player
* Fixed Cat Tamed Callouts re-triggering from use of the pet bowl
* Increased Cat's lifespan from 2->3 in game years. Feel more like companions if they survive a bit longer.
* Cat pregnancy time increased from 12->15 days
* Fix for giant red exclamation point when an object that takes multiple crafting ingredients has no feed options (like a hay trough with no available hay)
* Fixed "Hauling Ballet" When a full high priority Storage object had one item removed, and then everyone available tried to refill that slot at the same time.
* All hauling reservations are now set earlier in the task logic so there should be little to no hauling overlap between units.
* Added concept of multiple reservation to container objects, so that as long as there is space, multiple slots in a container can be filled at once.
* Added some safety code to prevent Married Off Clanfolk from disappearing in the middle of the map instead of the edge, but I also have not been able to reproduce this.
* Added system to keep track of Clan members when they leave a Clan for a new one. This allows relationship data to stay intact even when the character is de-spawned.
* When Clan Members are Married Off they no longer disappear from the Family Tree and instead get graphic showing what Clan they married into and who they married.
* Parents are now able to retain their married off children's names in their child lists when their selection panel is active.

0.268

* Fixed Meat Rack and Serving Basket taking some of the wrong ingredients due to === 0.267
* Fixed case were sometimes Clanfolk would be so focused on their job that they would poop themselves.
* Added new type of "Normal" task chaining that will not override attribute checks before the next chained job is picked. This will allow people to take care of critical attributes/boosts. Cases of this are Building, clearing tiles, and collecting poop. Other tasks like hauling bunnies back to the butcher block use priority chaining and will not be overridden by attribute needs (unit is heading home anyway so no need to override).
* This should lead to fewer cases of units getting latched onto long term jobs like clearing a field even into sunset.
* Fixed babies not being able to follow parent inside houses when wandering. It only was working properly outside.
* Added "Animal Companion" task where Pets will sense their Human's social is low and hang around trying to cheer them up
* Added "Loving Pet" affliction where contact with a pet will increase Social, Fun, and Mood.
* Fixed case where people in Time Off mode could get stuck playing the flute forever
* Clanfolk can now talk to pets to raise their social bars!
* Cats will only be receptive to being talked to when they detect that their Companion is lonely (0.25 Social attribute) They will also stop wanting to listen or interact with the Companion when their Social attribute is above (0.5) They care, just not that much...
* Cats will only put up with being talked to 5 times a day. After that, they have enough, and their Companion will need to fine love elsewhere.

0.267

* Fixed case where if a baby was in a doorway, sometimes the task to help them would get cancelled. (Was also true of patients in doorways)
* Fixed Cats in Pants
* Fixed Death announcements showing on wild cats
* Fixed Traders spawning with animals with very low care and health.
* Livestock is now Auto Sorted by Type, Sex, and Age.
* Fixed button toppers in the unit selection menu updating correctly on the Livestock as they are bought and sold
* Added Pet Bowls. They take raw meat/fish and water to fill and are much more efficient than having the Cats raid the cupboards when they cannot find rats
* If pet bowls are placed outside, they will attract wild cats (if there are no rats/bunnies to hunt nearby) When the wild cat eats out of the pet bowl, it will gain extra tameness

0.266

* Fixed wild cats animals showing up in the player's trade count for males and females
* Fixed blueprints showing Flammability None when it should show the flammability of the object once it is built.
* Changed default priority for DrinkZone and Well from 5 to 8 to make water jug filling happen sooner
* If a Cat dies of old age or starvation, it will be marked as a pet and will not be sent to the butcher block. Was too horrifying.
* If a Cat is marked for slaughter, it will cease being a pet and will be butchered as normal (in case of emergency)
* Added Pet Graves. These will be auto assigned like normal graves

0.265

* Fix/Workaround for an issue where a Fertilizer bag could get set to count 0 and then cause some AI lockdowns.
* Upgraded Roof blueprint system so the roof tiles that currently have support and can be built will be more visible than the ones without support yet.
* Upgraded Roof blueprint system so that stopped tiles are taken into consideration when doing the support checks for the support viewer.
* Fixed case where it was possible for a worker to get stuck with the manure basket when the poop was just out of range and they were done following their path because there was a wall in the way.
* Fixed case where if a Clanfolk was at 0 warmth, and the target bed was in a room < 0c AND the unit was in a doorway it could cause some AI indecision as the bed was seen as viable and non viable as the unit changed zones (this is the up/down bug in doorways when people freezing and tired)
* Note: Units will not sleep in beds in rooms < 0c
* Fixed Hauling/Till Soil indecision when Hauling is a higher priority task than farming and there is nothing to haul but the hoe that is currently carried
* Tilled soil now chains like add water and add fertilizer.
* Fixed Water/Fertilizer Chaining so that the Clanfolk with stick to one or the other and not alternate when chaining tasks (prevent pointless walking)
* Planting tasks will also chain now.
* Removed ownership from Hay Trough, Grain Trough, Water Trough because it was causing livestock to not use them
* Pets will not disturb sleep. (Rats running around will though)
* Turned off rabbits fleeing from dead rabbits for now. It lead to some bad cases.

0.264

* Fixed issue where a unit could get stuck trying to haul a body to a grave that it could not get to.
* Optimized Fire Places so that they do not calculate their global heating per frame. (CPU savings)
* Reworked some code that was producing garbage unexpectedly. HashSet.UnionWith surprisingly. (CPU savings)
* Reworked some game object ID's that I found generating garbage (CPU savings)
* Moved the Affliction updater to a time sliced manager so they are not all updated for every entity per frame (CPU savings)
* Above provides an additional 15% CPU headroom on very large homesteads. Will have less effect on more reasonable sized ones, but there will be some improvement there too
* Changed Build/Crafting task finishing at Sunset to only continue if the task was chained from another. Was seeing too much starvation caused by this.
* Fixed case where if a baby dies before it was half way to juvenile, that it would prevent future pregnancies forever due to it being detected in that state forever. Will add a mourning affliction later for cases like this.
* I now track the Clan bloodline. Eventually this will be used to determine if the bloodline has died out and also for choosing a Chief.
* If a Clan member has children, they cannot leave the Clan. It makes too much of a mess of the family tree.
* Remarriage is now possible for members of the Clan bloodline if their partner dies. This keeps the family tree intact.
* Non bloodline Clan members can also remarry but they must leave the Clan to do so. (also no kids rule still applies)
* It is also now possible to "Marry Off" units of the Clan bloodline to other clans. (Dead weight should be nervous now)
* There is a large reputation bonus for marrying off a Clan member (+200)
* There is a small reputation bonus for marrying a new person into the Clan. (+50)
* Base price for Tamed Cats is now 150 Coin (Was 120)
* Tamed Cats are possible starting animals now!

0.263

* Fixed Smithy, Meat Smoker, and Kiln having a low burn speed and catching on fire in rare cases
* Cats now have an Instinct attribute. The less full the bar the less satisfied their urge to kill has become. The more prey items in the local vicinity, the faster this bar depleted and the cat goes on the hunt.
* Added instinct hunting. Cats will prefer rats that are close by, but if their instinct bar gets low, they will look farther away and will hunt rabbits as well. This means Cats will kill more than they need to eat (for fun)
* Units will now track their last bed. This gives cats a place to stash "presents" for their favorites.
* Pets can choose a Companion. This will be "My Human" and the Pet will prefer that person.
* Small units and Pets will not break room privacy. So no pigs or cows in private rooms, but rats and cats are ok.
* When cats are hunting by instinct, they will try to bring the kill home to their bed or their companion's bed (note the kill cannot be directly on the bed due to the rule that items cannot be on top of objects. So the kill we be dropped on the floor nearby.
* Fixed cats becoming invisible if their den is destroyed while they are inside
* Cats will not be satisfied hunting/eating already dead animals for Instinct/Normal Hunger.
* If Cats really feel the need to hunt, they will abort seeking shelter and hunt. Sometimes they just need to murder things.
* If a Cat is starving and there is no food to hunt nearby, and there is no prey, they will be willing to scavenge dead animals as a last resort.
* Cats will not stalk dead prey. They just walk right up.
* Cats will sometimes bring presents to their previous owner's grave.
* The new Instinct Attribute + the Tamed Retrieve (Present Hauling) means that players can harness their pet cat's instincts for pest control as well as rabbit hunting and delivery.
* Note, cats pick their companion when tamed, but will also try each morning if needed.

0.262

* Added Cat Beds!
* Slowed down animals wandering to get away from humans so they do not kite the humans hunting them so much
* Upgraded Chaining tasks to override the working hours logic so bunnies do not get dropped when sunset happens
* Applied sunset override to building/crafting tasks such that if items have been picked up, the job is allowed to finish
* Also applied sunset override to hauling tasks such that if the haulable item is in the workers hands, the job will finish and not be aborted.
* Added new handling code to the unit's AI brains such that if they encounter a major bug, they will not get permanently get locked down.
* Fixed case where Boosting priority on fire fighting could cause brain lockdowns
* Fixed issue with haul task that could sometimes cause a task paradox that spammed the log/temporarily blocked task rethinking
* 12x Sleep Speed is now also allowed when units from other Clans are leaving but all the Clanfolk are sleeping.

0.261

* Reordered the Cat AI to make them survive better
* Tamed Cats are allowed to Hunt Rabbits again if no Food is available
* Wild Cats will keep their dens further apart and will require more grass in the area to determine if a den is in a good spot

So this change has a little less cats in it because there were some bugs I needed to get fixed pronto. The Cat bed is awesome though and quite regal.
The change I made with the chaining tasks into sunset despite being outside work hours is potentially a great addition in that it will resolve a lot of those bunny left behind bugs, or meat left on the sidewalk, but it may also have unintended side effects, so please let me know if you don't see people able to take care of themselves in the evening properly anymore due to working overtime a bit too much.
There was also a REALLY nice change that should make the brain lockdowns a thing of the past. There was a bug with boosting fire fighting jobs which in fixing showed me where the brain lockdowns were coming from finally. So please let me know if you see any more of those and I will have a short cry, but get them fixed too 🙂

0.260

* Fixed bug caused from the addition of the Tameness attribute that could cause some units to pause out permanently
* Found but so far cannot fix issue where if you alt-tab while loading a world, AND your chosen resolution is not the same as your desktop resolution it will cause the cursor to be offset. Will add this to the FAQ so we at least know what causes it and how to avoid.
* Added a pounce and stun mechanic to the cat's attacks making them much more effective in catching the sneaky rats.
* When cats go into stalking mode, they crouch down now while they sneak up.
* When Buying and Selling animals, it will show their names to make them more easy to identify (if you named them)
* Fixed Traders buying Wild Cats.
* Possible fix for Cats getting stuck not eating or drinking (I can't reproduce this one, if you do please let me know)
* Fixed Wild Cats Starving/Thirsting to death (They will eventually leave when food runs out in the future)
* Fixed Wild Cats stealing food like the rats (that is what the rats are for) Tame cats will eat human food though.
* Cat spawning is now triggered based on Rat population and not rabbits. This will keep the cat population in line with the rat population
* Cat pregnancy 9->12 days
* Cats max births from 4 -> 3 (chance of each next kitten after the first one is currently 40%)
* Cats will not spawn until Day 3 like the Rats
* 1 Cat is always allowed to spawn, even if there are no Rats.
* Wild Cats will still eat Rabbits, but they much prefer Rats and the Cat population will be lower now.
* Cats are much less likely to go into the lake to find drinking water. They should re-evaluate and find shoreline much more quickly now.
* Tamed Cats will not go after Rabbits and prefer Rats and Human Food
* Tamed Cats will stop breeding once there is too much over population. Tames allow for more overpopulation than wild cats do
* Forest and Plains Clans will Supply Tamed Cats, Mountain and Coastal will want Tamed Cats
* Tamed Cat base price increased from 80->120 and rarity increased from Normal to High (you will see them less often)
* Wild and Tamed Cats can eat snow in winter as a last resort for water
* Wild Cats/Rabbits will prefer to not make dens near human areas \* checks vs beds, doors, and to determine if an area has human smell
* Baby Humans prevent Private Room again. I didn't realize they were being used as Birth Control 🙂
* New Human Avoidance System: Rabbits and Wild Cats will want to avoid areas with Humans and will wander to areas without humans/structures if they get too close to their territory.

Busy day. Cats still not done, but hopefully better.

0.259

* Fixed Traders bringing cats by accident
* Upgraded Entity ID system to fix possible collision in ID's if a game was started new after loading another game.
* Fixed dead bodies that had rotted appearing as naked grey zombies with yellow hair
* Probable fix for sometimes family trees getting broken due to rotten bodies.
* Wildlife Spawner added. This will allow Wildlife to come to the map when certain criteria are met
* Cat and Rat door indicators colored gold correctly because they go under doors (don't need keys)
* No birth announcements for wild animals
* All Clans will want to buy Tamed Cats.
* Added Callout when animals tamed
* Baby animals will inherit wild/tame from mother.
* Baby Humans and Pets do not break room privacy
* Tamed Wildcat is considered a Pet
* Wild animals only breed with there is not overpopulation vs prey
* Wild animals that are not classed as vermin(rats) will try not to wander around indoors.
* Taming currently semi works. Proximity to humans will acclimatize the cats to people and they will gain tameness over time. BUT if people get too close, the cats will lose tameness as they flee. You should not need to micro manage this, and there is a food bowl coming soon that will also help with this. The act of catching rats should be enough to tame the cats over the course of a few days (theoretically)
* Cats are about 50% done, but due to the earlier cat leakage, I decided to push this cat upgrade incrementally to improve the game for those who already have cats in the testing branch. This also helps me with testing too.

0.258

* Cut the rat spawning down until Cats are ready.
* Max Rats now 5 (was 30)
* Rats will not appear until day 3
* Fixed Rats eating bowls along with their contents.
* Rats appear when any grass of reeds are cut (10% chance)
* Rats can move and hide under objects
* Rats add a small amount of spoilage to items/storages on the tile where they eat
* Rats add "RatFilth" in the areas where they eat. It is ugly, and may spread disease later.
* Rats are most active at night and will only eat during the day if starving
* Cats have been in the works all weekend. Keep an eye out for their arrival in subsequent versions.

0.257

* Fixed (possibly) male pregnancy. I was unable to reproduce this bug, but added some code to make it more impossible than before.
* Fixed Baby stuck in door juggle caused by baby in a locked door when picked up.
* +1 fun thing to discover for yourself

0.256

* Changed: Babies trapped state is not checked vs doors since they tend to be carried through doors and don't carry keys
* Fixed non built crafting objects being valid for the auto supply checks, sometimes causing the auto supply to fail until the object was built.
* Fixed Seniors not getting private room bonus
* Fixed Bunny Dump at Butcher Block not working when the Butcher Block is reserved and there is no corpse stockpile.

0.255

* Fixed build tasks that require a tile to be cleared beneath them not showing up in the task list.
* FIxed task priorities on tasks on top of tiles that need to be cleared being ignored (was using the skill priority of the clearing task)
* Added better handling for paths that take a long time to return. Causes a lot less re-pathing also better task persistence
* Added new Trapped Detection that will trigger if a unit is in a room < 50 tiles with no way out. This prevents recurring expensive task finding calcs
* Added a Trapped Alert.

0.254

* Fixed broken auto farming from v0.253

0.253

* Removed a bunch of spam that tends to bloat the log files without providing useful info
* Added a sanity checker to try to catch error cases with haulable lists and repair them
* Added possible fix that could cause a null entry to be added to the haulable list after an items destruction if timed just right
* Optimized the Attribute Updater to use less memory and skip inactive attributes.
* Fixed haul not calculating its relative priority to other tasks properly in non Strict Skill Priorities (everything was at priority 5)
* Upgraded Closest Entity finder to categorize items in such a way that very large item counts are less of a problem CPU wise.
* Upgraded Attribute Manager with mass item finding system
* All foods given an equal +2 priority offset so hauling of different food types is consistent but prioritized over normal items
* Update Clear Tile and Harvest Tile to segregate their tasks by related work skill to lessen the impact of large masses of tasks
* Time Sliced the task update manager to remove the 1 second hitch that was sometimes visible under heavy cpu load.

0.252

* Updated French Language
* Fixed case where packing up an object on top of floor or roofs being built could disable those build jobs permanently
* Fixed cleanup of build tasks in the new optimized system that could lead to packup orders being ignored.
* Optimized PackupManager such that is tracks only the pack up object instead of all objects because it gets out of hand fast with huge homesteads.

0.251

* Cached tool finding code for large numbers of construction jobs, large CPU savings
* Added new internal build task sorting system to prioritize and cull build tasks better. fixes many large hitches when there are lots of build tasks.
* Added cached string system to lower memory usage in the Jobs Menu (reduces hitching)
* Haulable system checks for haulable destination stockpiles over time instead of on demand (reduces hitching with lots of haulables)
* Upgraded the Tasks Menu Updater to make it take 5x less CPU.
* Improved memory management with tilemaps.
* Fixed broken baby carry due to an optimization in === 0.247. No more floating babies
* Clanfolk will only go after spoiling food to eat with higher desirability if it is in a stockpile (no more berry parades)
* Applied some CPU gains to making the task system update faster at higher time scales. This should lead to more consistent behavior at high speed
* Added new high priority Livestock task manager to make sure that they get enough updates when eating when there are a lot of livestock
* Added an update multiplier to task manager based on current unit count vs reference count of (20) So at 40 units, there will be double the updates (and cpu cost) But things should run more consistently.
* Starving Animals At Troughs Fixed!

**0.201 - 0.250**

* Fixed oddly drawn windows and vents as a result of v0.249

0.249

* Upgraded haulable system to better handle large numbers of haulables late game
* Upgraded to a newer TextMesh Pro, saving CPU by disabling Text Scaling of all things.
* Optimized the roof support updater for blueprints. Saves a lot of CPU when there are lots of roofs active.
* Optimized window lighting
* Optimized entity distance searches around walls

0.248

* Fixed problem introduced due to optimizations in v0.247 that prevented cooking

0.247

* Made Non Strict Priority checking more efficient
* Optimized task checking substantially such that checking for new tasks while other tasks are in progress happens less often, saving CPU
* Optimized all "feed object" tasks such that they will only see valid target objects before any expensive checks begin

0.246

* Fixed priorities for cleaning tasks not being evaluated correctly when comparing to other tasks using non strict skill priorities.
* Fixed Doctoring priority such that with non strict priorities, Doctoring and baby care are less easily bypassed for non emergencies
* Lowered Task Chaining range from 15 to 7 tiles. Don't want units fixated to the same task over such long distances.
* Lowered Gong(Manure) Collector task chain range from 20 tiles to 12
* Add/Auto Water and Fertilize will now also Task Chain within 7 tiles to keep the jobs more persistent

0.245

* Added a sanity check for poop collection that in the case where the task started with the the wrong tool being held, it was possible that the task could get locked up for a long period of time. Fix for Manure Basket Collecting such that the entire local area will be cleared of poop until the basket is full before it is hauled back.
* Added Task Persistence to Harvesting Tasks such that when a harvest ends, Units will try to find another similar task within 15 tiles. There was a problem of units being pulled off of their harvest tasks after harvesting 1 tile, this was due to boosting intercepting the unit's task priority before the next similar task could start.
* Task Chain will now break the task series if the Unit is too hungry, tired, etc. Units won't work to death stuck in a task chain.
* Clear Tile Tasks like Cutting Trees or grass or mining all try to chain now as well.
* Auto Harvest base priority increased from 2->5
* Fixed a case in the evaluating the haul task that could cause paths in active tasks to be stopped, causing the active tasks to pause out indefinitely.

0.244

* Added a Sanity check to Abort Tasks if the task cannot progress due to a loss of pathfinding.
* Fix for case made much more visible in v0.243 where testing a potential Haul task could cause the Unit to drop their carried item. This could happen at a time when the item was already expected to exist by another task causing all manner of hard to find suffering for the Dev. From the player perspective this was the reason Clanfolk stood there forever holding a poop basket.
* Upgraded Hauling Task to prioritize hauling carried tools back.
* Skill Priority has 1.5x the weight of Task priority vs 1:1 before
* Hauling skill weight is not so heavily tied to distance when it comes to non strict skill priority mode, so far hauling tasks do not need to be so heavily weighted to be used.

0.243

* Fix for carried humans and animals having their priority reset each time they are picked up.
* Added Toggle in Settings/Gameplay for Strict Skill Priorities, currently defaulted to off. Strict Skill priorities is how priorities worked prior to v0.243. Definition: "ALL Tasks within the Highest Priority SKILL are always completed first"
* Note: Non-Strict Priorities are experimental currently, but are currently Active. Please turn Strict Priorities back on if you run into problems or dislike it. I am just trying to get lots of testing on this experimental system
* New Smarter Priority Boost System. Instead of just looking at distance for priority boosts, it also uses the Units skill priorities to pick what the next boost to attempt should be.
* Auto Water and Auto Fertilize tasks given neutral priority (5) instead of low priority (2) This should lead to these tasks being picked more often now.

0.242

* Increased Bread Oven's heat output from 6c over 27 tiles to 7c over 48 tiles
* Guests no longer tend fires. It sometimes put them in situations that lowered satisfaction too much.
* Fix for case where all Clanfolk would stay awake if there were humans or animals needing doctoring but there was not bed to place them in.
* Fixed case where Workers who joined the family left their clothing marked as not droppable, causing they to stay on in the wrong times of year.
* Fixed case where Clanfolk could get forever stuck when they were trying to clean or collect poop from hard to reach locations
* Fixed a case with task indecision where the Unit would want to sleep, but travelling through the cold would make them too cold to sleep so they would do something else and warm up, then want to sleep again. Happened when had to walk long distances in winter to get to their bed.
* Wood Ash recipe 1:1 with the Bark consumed now. So doubled the output. More fertilizer

0.241

* Updated Hungarian Translation
* Upgrade to the Trade window to allow scrolling in the buy and sell portion. - This one ended up eating up way more hours than expected. I will try to get a set of smaller bugs fixed next that take less time. This bug was a priority because it hid items off screen.

0.240

* Fixed Gravel Path, Dirt Path, Mulch Path so they do not default back to English in other translations
* Updated French Translation
* Updated Hungarian Translation
* Fixed babies continually latching on to mothers fighting fires to nurse. No fire fighting baby juggle
* Fixed issue where hauler could try to move an items from a stockpile that they were locked out of
* Optimization for validation of hauling tasks between stockpiles when boosted. Could get really ugly in some cases
* Fix for loading games with different Date/Time culture formats for the OS
* Objects will clear the grass out from under them on load. There cannot be grass under objects as it prevents their normal use.
* Fixed grass being able to be planted under objects
* Fixed Plants reseeding themselves under other jobs causing weird states. Seen with reed planting job on top of reseeded reeds.
* Made long paths easier to see near the starting point (Unit) - No more fade out
* Grain Troughs and Composts use the red X's to show the items that are not allowed now instead of just the darker button
* Graves no longer allow ownership as burial does not use that system and dead units cannot own things
* Graves have a default priority of 9 so they get picked quickly when a person dies.
* Auto Burial now works. If there are more bodies than graves (oh no) then you can still pick the permanent resident
* Set the auto gather of water to be available in all seasons, not just Winter. So if less than 201 water someone will fill jugs remember, water collection is a gathering task.

0.239

* Musical Beds and Berry Parades Resolved? + Info Mode for Bug Reports
* Clanfolk give 10x more choosing weight to items they own when filling attribute bars
* Clanfolk give 1000x more weight to beds they own.
* Clanfolk take the distance much more into account when deciding which thing to eat next. Was too heavily weighted to what would perish next which lead to treks across the map to eat a berry that was going bad.
* Less weight given to perishables on their last day. Was overwhelming other picks too much causing far travel for that last berry.
* In all cases owned objects are 10x higher weighted for picking than non owned ones.
* Enable Info Mode with Left Shift + F1 this will provide internal info for bug reporting when clicking on entities. Many bugs fix themselves on reload, but this info can help track down problems.
* If possible enable Info Mode, select the entity causing trouble and take a couple of screenshots showing all the info in the info pane for the entity (scrolling may be needed)

0.238

* Fixed bug introduced in v0.237 preventing gathering clay and mining gravel

0.237

* Planting menu will show red X on items that can not be planted due to current season
* Planting jobs will clean themselves up in the fall and winter when they cannot complete.
* Automatic cleanup of automated tasks improved

0.236

* Baby animals will no longer nurse their mother to death like vampires as a final farewell when sold to traders.
* Increased fire heating optimal radius from 5 -> 6 tiles. This is an increase of 75->108 tiles
* Fix for case where butcher blocks could stall out permanently
* Added Bark -> Wood Ash recipe for Charcoal kiln
* Mulch paths (bark) now have an environmental bonus
* Renamed Dirt Path, Gravel Path, and Mulch Path to better describe their function and why they don't touch walls.
* Fixed ice jugs breaking when emptied.
* Fixed Wells duplicating water jugs if on tilled soil

0.235

* Range limits on tending fires could cause a bad case. Range limit disabled for now.
* Fixed Fireplaces forgetting their current feed level on load.

0.234

* Stone Fireplace/Cooking fire bumped from 600-700 secs burn time to better last the night.
* Repair tasks won't trigger at sunset and night anymore unless the worker is in overwork mode. The Fire Feed task does a better job of prioritizing fires for night time. Save those branches.
* The daytime tend fire task will not trigger in evenings because the night time one is about to take over (save branches)
* Pregnancy check is now done when entering AND leaving the bed (mood sometimes goes up overnight)

0.233

* Winter Fireplace Maintenance Upgrade Is Here! (No more cold feet at night)
* Added a new designation "keep warm" to game objects to mark them to be kept warm overnight (beds for now)
* Added venting awareness so that fire places that connect to "keep warm" objects will be refilled before bed
* Added new task Fire Feed that triggers at Sunset and Night and will try to keep the fires maintained such that they can last the night
* Fire Feed will lower its requirements as the night progresses so that people who wake up will not feed the fire 1 log at a time all night
* Fire Feed only triggers on fires that are in a sealed room, are vented to a "keep warm" entity, and it is < 5c outside.
* Fire Feed will update as vents are opened and closed such that whenever a fire can warm a bed, it will be maintained
* The old tend fire that keeps work zones and hallways warm will only trigger during work hours now so work zones are not warmed at night pointlessly.
* Added a Max pickup range system to the Fire feed task. Branches will only be selected if within 30 tiles of the fireplace or in a stockpile. This means no more midnight treks across the map for wood to feed the fireplace.
* Babies will no longer tend fires
* Fun, Cleanliness, and Social attributes will not be serviced at night at all.
* Other attributes will only try to be serviced at night if they are critical. No more midnight snacks if not starving.

0.232

* Changed Auto Supply system to keep alerts active unless the required items exist or are being actively made. Too many times there were non serviced jobs disabling the needed item alerts, causing production to stall because the tasks were too low priority.
* The Inventory Menu has a "Supply Alert" toggle now per item. There will be more alerts now, but they can be disabled for non important items.
* Missing Item Alerts now show items in progress of being extracted via jobs, or crafted. This is a hint on which skills need to be prioritized to full the supply requirements
* Fixed bug with supply priorities that was not taking the current count into consideration when deciding what to build next. Now whatever item is the furthest from its desired supply value by percentage will be picked next
* If you mouse over the needed item Alerts now, it will show you all the information on what is needed and why.

0.231

* Fixed carried tools being dropped because other units want them at bad times
* Fixed Task Persistence with hunting such that is carrying weapon, or close to target, or close to weapon the task will persist
* Fixed Task Persistence with chained tasks when the time of day moves to time off, to prevent aborting the chain and bring those bunnies home.

0.230

* Fixed issue with lighting bleeding through the back of walls in low shadows mode
* Fixed another issue with Bunny Hauling and all Task Priority decisions caused by left over data not being cleared.
* Fixed case where hauls would abort when the item was picked up if there was a personal attribute emergency (too cold)

0.229

* Chained tasks can not be interrupted by personal needs tasks anymore (hauling items home tasks)
* I Disabled Feed Object task override for closer units. Was causing too much task indecision. More task permanence now.
* Added Chained task entity types to force the hunter to choose the butcher block if available after shooting the bunny.
* Added Bunny Dump Task. It is a fallback for when the butcher block is occupied and the corpse stockpile is full. Hunters will drop dead bunnies near the butcher block for later. Much better to have 2 butcher blocks or a corpse stockpile though. This is a last resort to bring those bunnies home.
* Clanfolk will try to warm up a little more at the fire so they can stay outside longer.
* Clannfolk also lose heat 33% more slowly.

0.228

* Fixed Family Tree being broken once a family member dies
* Disturbed Sleep -10 -> -5 Satisfaction per sec

0.227

* Fixed Trade Animals no longer given universal keys to get stuck in houses as they follow traders. (226 "fix")
* Tuned Social drain rate to be closer to what was in v0.226 and more manageable
* Fixed Guests and Workers not being able to Socialize
* Fixed trapped trade animals who got indoors with their universal keys but can't exit.
* Fixed Babies chasing mother animals that have been sold to nurse. Babies will still eat hay/drink water.
* Fixed Trade animals taking shelter in barns instead of staying with Trader

0.226

* Fixed units not being able to socialize caused by v0.225
* Fixed high social multipliers being capped at 1 (also from v0.225)
* Fixed Inventory Bookmark system not updating when an item spoiled, so it showed the spoiled item as still counting as fresh
* Fixed Trader/Visitors/Job Seekers not being able to get to their signs if there is a locked door in the way and then pausing out

0.225

* Fixed units slider getting stuck off screen with 40 units and being slid over, then deleting a unit
* Fixed case where livestock would infinitely graze if there was short grass next to long grass under a blueprint
* Added a new task type to prioritize Ice Jug filling in Winter if there is < 200 Ice or Water
* Upgraded Auto Haul when harvesting water (any other things) such that if the units hands are full, they will attempt to haul the item to a storage/stockpile
* Fixed non Clan Member/Workers/Guests losing attributes when waiting/leaving (was causing deaths as they exited the map, trade animals too)
* Slowed down how fast social meter drains so people are not always lonely.
* Units who have not arrived at their signs or are leaving are not valid talk targets anymore.
* People having a poop are no longer valid talk targets.
* Saw Dead Human 20->4 Satisfaction loss per second

0.224

* Fixed the baby teleport bug when dropped in a room full of blockers.
* Cooking Fire and Stone Fireplace branch burn time 7->10 mins
	+ Note: Fixing unit wake up when cold to tend fire. In the mean time wake someone up if they get too cold set to overwork, sorry.
* Fires and Torches will ask to be fed resources from at 0.25->0.35% full
* Mushroom Rack moved to unlock with Branches, Twine, and 50 mushrooms. (Unlocks Much Earlier)
* Bark can now be sold to Plains and Coast traders @200 Bark for 15 Coin
* Fix for warmup task that could cause it to turn off when walking through the rain.

Please pay special attention to the warming up behavior when Clanfolk are cold in case of oddities.

223

*released on July 13th, 2022*
* Fixed word order issue with objects. Object Needed -> Needed: Object
* Fixed Spark Circle on top of Text.
* Credits Update
* Updated all languages
* Added Hungarian

0.219

* Updated Thai, Spanish, Japanese, and Brazilian Portuguese
* Fixed sorting of speech bubbles and spark overlay.

0.218

* Fixed Clan Reputation change being shown on Workers who join the family
* Fixed Spark Circle, Snow, and Rain shaders so they do not interfere with text in the world or menus.
* Fixed Spark Overlay getting rotated when sparks emit.
* Updated Japanese Translation
* Fixed issue where the Bypass Queue system would allow passing over the Wait Till Tomorrow task.
* Overwork and Time off mode now show on the Unit selection button
* Upgraded Log Pile art to make it more visible when empty.
* Pick Mushroom jobs auto cleanup in Winter now
* Walls types can now be swapped without removing windows, vents etc.
* When removing walls or mountains under wall mounted objects, they will now be packed up
* Added a Building Site clearing task for mountains so builders will prioritize mining as needed to get a job done
* It is now possible to draw walls over mountain tiles with windows and vents in them. These objects will get packed up.

0.217

* Updated Japanese
* Disabled old Smart Haul system when feeding objects building supplies. Sometimes is good, but more often is inefficient
* Fixed discolored buttons after the object tutorial on crafting objects for bypass queue, repeat, and wait until tomorrow.
* Dimmed down automatic work icons to make them less overwhelming
* It is now possible to boost water gathering from lakes and wells. Also Clay Pits.
* Added a Fire Spark Visualizer (look for the red circle)

0.216

* Updated Simplified and Traditional Chinese

0.215

* Changed "Item Needed" to "Needed: Item" in alerts to be more language friendly
* Upgraded Affliction text to allow longer strings for language support
* Updated Italian, Russian, Brazilian Portuguese, Japanese, Polish, and Korean

0.214

* Crash fix for when two items are being swapped from two stockpiles to the other stockpile at the same time due to two items being stacked to those stockpiles at the same time by a crafting object.
* Added Spanish Translation
* Updated German Translation

0.213

* Updated French Language
* Fixed Add Fertilizer not working in the rain
* Fixed Bug that could cause red X and other weirdness to appear on stockpiles if a container object was put on a stockpile while an area was being dragged.
* Fixed bug where if you were dragging a stockpile while a container object was built, the type of stockpile you were dragging would convert to the type of stockpile of the container
* Fixed potential lockup caused by one Unit trying to add water to a Water Jug that was reserved by another unit (over and over)
* Fertilize and Water are now allowed on any grass tile even if it does not have long grass or trees.

0.212

*released on July 7th, 2022*
* Added Languages:
	+ Japanese
	+ Polish
	+ Brazilian Portuguese
	+ Russian
	+ Korean
	+ Thai
	+ Italian

0.211

* Fixed Juveniles and Babies not wanting to use double beds, even if they owned them
* Added "More From MinMax Games" Button
* Allowing autostack to also work 2 tiles on the diagonal
* Changed Only Guests and Workers will track their satisfaction changes per second. It is still important to keep those Signs in nice places though since as soon as they are hired, you don't want them having negative afflictions stacked up. So While arriving/leaving/standing at a sign, satisfaction will not change reputation.
* Traders will not trade until they arrive at the sign (prevents goods all over the map)
* Trader Satisfaction now changes based on the values of items Traded (10x the value)
* Trader animals will start with 100% care (prevents animal resell exploit)
* Traders and Workers will show their Clan Reputation change as they leave when clicked on
* Trader animals care values will not change until they are bought.
* Lowered Trader money at high reputation levels to more sane limits 200,300,500,750,1000
* Added Seasonal multipliers to visitor spawn chance Spring 0.75, Summer 1.0, Fall 0.75, Winter 0.5
* Updated French Translation

0.210

* Fix for Unit lockdown bug introduced in v0.209
* Fix for boosted blueprints skipping their crates
* Fixed delay for builders after making to crate and then hauling it to the new position
* Daub Walls 50-> 25 Clay
* Straw Walls 25-> 20 Straw
* Large Rock chance from Stones 25->30%
* Watering is 2x more effective now so the clay jugs won't need to be filled so often.
* Fishing causes half as much productivity loss in lakes now
* Fishing takes 30 -> 20 seconds at a full productivity lake
* Fishing works in winter (ice fishing)
* Fishing in winter works at 40% productivity, so use someone with High Hunting Skill
* Min Lake productivity 0.05 -> 0.03
* Fixed Lakes not losing productivity when fished.
* Fixed issue with Packup/Move where if the target blueprint was not boosted, the crate would not be picked right away for moving
* Fixed pickup/move case where units could multi select to build multiple objects at once and use the crate on the wrong object.
* Fixed movement line not cleaning up on moved crates

0.209

*released on July 4th, 2022*
* Added updated Clanfolk main theme song
* Fixed Left Clicking outside the Ideas, Family Tree, and Skills Index menu closing the menu.
* Added Packup AND Move. So clicking PackUp will now also select the blueprint for you to place. If you just want to store the object in a crate, hit the right mouse button and it will work as before.
	+ When an object has been told to move to a new location, ONLY that crate will be used for that location and no other objects can use that crate
	+ You can keep track of where crates are going by clicking on them or their destination blueprints. There is a movement line.
	+ If you delete the destination blueprint and the object is not crated, then the Packup and Move is cancelled
	+ If the object is packed up, but then you delete the blueprint, then the crate becomes universal and usable for any of the matching blueprints.

0.208

*released on July 3rd, 2022*
* More fixes with the new autostacking system. some bad cases were introduced in v0.207

0.207

*released on July 2nd, 2022*
* Fixed when clearing the ground for paths and build sites, it would trigger a chained smart haul, stopping work on the path and hauling items back 1 tile at a time.
* Added a "Clearing Buildsite" task under the building category. This allows the priority of the building task to also be used when deciding to clear a tile to build something. Before if for example harvesting was much lower than building, then the grass tile may have never gotten cleared to allow further building.
* Fixed work zones and clothes zones not clearing trees for placement
* Packup and Deconstruct Object no longer trigger a chained haul. It blocks the resources from use for more building while they are hauled.
* Fixed Stopped stockpiles allowing items to be dropped into them
* Fixed Auto Haul so the haul is not skipped and stacked on a similar item at the crafter's feet. Instead the crafter will haul the crafted item and also pick up the extra item at their feet and haul that as well.

0.206

*released on July 2nd, 2022*
* Fixed bald head issue with cloaks finally
* Upgraded Tartan and Clothing Shaders such that they are properly clipped by scrolling boxes
* Fixed clothing all showing as fur at the trader
* Fixed thrashing case when an animal was diseased but also in bed.
* Fixed the shadow on the new crate
* Trees should tend to have more branches when a new level is generated now
* Auto stacking for crafted items from Crafting stations will now check 1 tile further away, so contact with the object is not needed for auto stack, but it has to be within 1 tile of contact, and corner diagonals do not count. Makes for nicer layouts.

0.205

*released on July 1st, 2022*
* Added Advanced Shaders toggle to the New Map Menu for people who's video cards cannot draw the grass
* Updated French, Traditional/Simplified Chinese text
* Cloak hoods will not toggle on and off as people go though doors (may be cause of the bald heads)
* Converted Units menu to a horizontal list with a slider so it can accommodate more units without impinging on other menus.
* Tools were not being counted when stopped. This would lead to new tools being built in that case by the auto supply system.
* Fixed planting tasks removing harvesting tasks (planting reed jobs would cancel clear reed jobs)
* Can now set owner by clicking on the unit button list instead of the units in the world.
* Upgraded the Crate Art
* Upgraded the Wooden background for all the menus
* Flax Sheaf easier to identify now
* Upgraded textures for the bare ground.
* New Brick Floor
* New Brick Wall
* Straw texture for roofs not so bright. looks more weathered
* Basic wood plank floors and walls replaced

0.204

*released on June 29h, 2022*
* Fixed bug where units could get stuck on one side of the door, if their target was in the doorway
* Added new work song by Michael Pflug

0.203

* New Main Menu text with Road Map
* Added Bug Report button to the main build (still can use the feedback button in the demo)

0.202

*released on June 28h, 2022*
* Fixed Orphans mode rounding down to a 0% survival chance. There is at least a 1% chance 🙂
* Fixed clean/dirty dishes being allowed in Serving Basket
* Serving Basket and Meat Rack can now rotate
* Iron tool price increased from 100 -> 125 coin
* Fixed you can speed up time in the berries tutorial.
* Made Wool Dressing description less confusing
* Clothes Basket, Meat Rack, Serving Basket now flammable
* Improved the Auto Stack for Units and Crafting objects such that picked storage is also based on priority and not just distance
* Disabled old extra haul system that was sometimes helpful, but usually not, now that Smart Haul works from v0.198
* When Auto Haul is active on a crafting object, the auto stack will still be obeyed before a haul is triggered for the worker.
* Auto haul will also work with byproducts now if the first spawned item auto stacks.
* Added note to Auto Haul mouse over tip indicating that produced items will auto stack to neighboring storage
* Fixed case where the patient task would stall out when the caregiver would be trying to get an item from the new storage objects Clothes Basket etc
* Fixed Baby being put inside the serving basket while being fed. Same for clothes Basket and most disturbingly the Meat Rack.

0.201

*released on June 27th, 2022*
* Fixed bug caused by the new hauling logic in v0.200.

**0.151 - 0.200**

*released on June 27th, 2022*
* Tutorial On/Off saved once it has been set in the Clan Setup Menu (will remain the same the next time a new game starts)
* Tutorial state is saved per play through. So if you turn them off, they will now stay off.
* Updated French Language
* Added the Meat Rack, early storage for raw and cooked meats
* Added Serving Basket, early storage for fruits and vegetables
* Taught Units how to auto stack to nearby storage containers and stockpiles like the crafting objects do when they drop items.
* Fixed roof build icons not turning red when only supported by a fence instead of a wall.

0.199

*released on June 26th, 2022*
* Tuned sound effects

0.198

*released on June 25th, 2022*
* Added new Smart Haul to Harvest/Clearing tasks such that for example when picking berries, they get hauled home when the picking is complete.
* Fixed Gong Collector (Manure Basket Fill) such that once it is filled up or there is no more manure, it will be hauled back to the Gong Place
* Fixed case where selecting one trader after another would unpause them
* Moved Vacancy sign to day 4. 5 may have been too late.
* Fixed case where exiting the scheduling tutorial at while in the eel trap section could cause it to not progress

0.197

*released on June 24th, 2022*
* Fixed issue with Childbirth where the entire Clan would wake up when a baby was born and then with nothing to do, would start eating etc. Only the parents should wake up at that time.
* Fixed recipe mouse overs showing the total count (including spoiled) of the recipe item.
* When unpause from trader or ask them to leave, the previous time scale will be maintained.
* Trade window shows the use data for items, such as food value, or warmth value of items
* Traders will sometimes now bring animals that have not yet been unlocked, but the chances are reduced based on how far away from unlocking the animal trade is based on reputation level with the trader clan.

0.196

*released on June 24th, 2022*
* Prevent world click jobs until after the berry tutorial to stop unlocking the ingredients stockpile before the food stockpile
* Moved all settings menus on top of the tutorial popups
* Added a future planning component to the Auto Supply system. So if Auto supply is set to 20, but 50 items are needed for crafting, Auto supply will now trigger itself up to ask for 70 items (50 for recipe, and 20 for buffer). So auto supply becomes a system to create a buffer stockpile waiting for crafting, but the units are smart enough to over craft items as needed to prevent down time.
* Changed Compost building recipe so it unlocks much sooner. Triggers unlock of Manure Basket, Gong Place, Fertilizer too.
* Moved Vacancy sign unlock to day 5
* Tool Rack and Flute rack require Logs, Branches, and Twine now instead of Planks and Nails. Less Tool/Flute clutter early on.
* Fixed case where HuntingHaul could trigger if a tool was being carried (instead of a bunny)
* Fixed bad task persistence case with hauling when the hauling started while an item was already being carried.
* Changed Building Object orders such that objects that have had their priority increased will be delivered build resources, even of all the required resources do not yet exist.
* When autosupply crafting objects are being picked, if there is more than one crafting object that can fulfill the autosupply job, the highest priority object will be picked.
* Replaced Queue to Front with Bypass Queue button on craftng objects. Bypass Queue is on by default and will try to build the next item in the queue if the first item is missing ingredients. Turn off Bypass Queue if you want to force a build order even it is means the queue will be stalled for a while
* Added "Auto Haul" to manned crafting stations. When this is active, the item produced will automatically be hauled to an appropriate storage as soon as the item is made. This is off by default as bulk hauling is more efficient,. BUT in cases like cooking, it is generally more desirable to move the cooked items to safe storage before starting the next batch. Good cases to turn this on are for Cooking and Fishing Spots.

0.195

*released on June 12nd, 2022*
* Fix for Auto Water / Fertilize thrashing on Trees and Bushes
* Added Korean and Thai glyph support

0.194

*released on June 17th, 2022*
* Added the Clothing Basket for early clothing storage.
* Added Clothing/Storage Autostack Tutorial, unlocked after first Sack Cloth Shirt is made.
* New Clothing Rule to prevent clutter:
* Clothes are only removed when going to bed or when next to a Clothing Storage Object/Stockpile
* Added Arrow Keys for screen movement
* Holding Left Shift while moving the screen with keys will move it faster (Camera Sprint!)
* Defaulting to Vsync on instead of Cap To 60 Fps
* Default Camera move speed is faster
* Added a Camera Move Speed Slider to Gameplay Settings
* Brightened up the Brighter Nights option even more for video recording
* Attempted Fix of the Bald Head Bug caused by Hoods on Cloaks, could not reproduce the case though.
* Updated French Text
* Auto Water and Fertilize jobs will clean themselves up in winter and when there are no plants on tilled soil tiles.
* Planting jobs that cannot be completed, like in winter, will not show up in the Task List

0.193

*released on June 15th, 2022*
* Auto Fertilize, Water, and Harvest Jobs are now visible.
* Added a Task List System (see new button on the main button list in game)
* The Task List uses the average skill priorities of all the Clanfolk and Workers to approximate the order tasks will be picked.
* The task list only shows tasks that can currently be achieved, so for example a charcoal task lacking branches will not show up, but there will be an Alert for the missing branches.
* Mousing over this button will give a high level overview at a glance and this updates live.
* There is also a Task Counter on the button. In general too many tasks is a bad thing because lower priority tasks will not get serviced
* The Task List mouseover also updates when you make changes in the Skill Index so you can see how the changes will likely effect task choice order.
* If the Task List button is clicked, the game will pause (else the buttons would be constantly re-configuring as tasks were added or completed)
* Once Task List is clicked, you can mouse over each individual Task Skill to see what exact tasks of that category are waiting to be done.
* If you further click the Task Skill icon, for example Gathering, all the gathering tasks will now show in a list by priority order that they will be serviced.
* Finally if you actually click the individual task button itself for the Gather Task, like Gather Branches, you can explore to that task in the world to find it.

0.192

*released on June 9th, 2022*
* Upgraded the menu systems to handle a much wider array of Aspect Ratios.
* Fixed selection boxes being offset at high aspect ratios
* Added 2 new daytime songs by Michael Pflug
* 5 Songs now have live recordings for Clarinet, Flute, and Piccolo
* Re-balanced some song volumes.
* Shrank the top text box on the selected unit menu slightly so the new Inventory Bookmarks would not be overlapped for traders
* Fixed dragging build queue items preserving aspect ratio on items dragged
* Build queues now allow bypassing of items that cannot currently be built to prevent the queue from getting locked up
* Fixed rare AI lockdown when a targetObject is destroyed while a task is active.
* Auto Supply upgraded to activate when items in a manual build queue are not buildable and blocking the queue

0.191

*released on June 6th, 2022*
* Increased Duration on Public Pooper and Private Room Afflictions so that they do not thrash the attribute bars at high speed when they reset and reapply
* Fixed Doctoring case where Clanfolk in beds who were not in a sleep critical state would be ignored while starving in bed.
* Fixed Hunting Haul being an available job for all units (No more traders hauling bunnies)
* Fixed Traders and Leavers not being excluded from daily work schedule
* Fixed Partnering not working when Satisfaction maxed for a worker and a partner available
* Fixed Boost causing work outside of normal work hours (was not preventing sleep though) Use overwork mode for that.
* Changed the Time Off icon to make it more obvious (smiley face)
* Added the Schedule Viewer next to the Days of Food Icon. Shows the current work mode

0.190

* Fixed Hunting Haul/Butchering task so that it cannot get interrupted by priority boosts (this is why the hunter kept leaving the rabbits)
* Fixed Hunting Haul such that it doesn't sometimes break while hauling the bow causing the Unit to freeze in place
* Fixed Snares so they do not attract a Unit to reset them and a second Unit to grab the dead bunny

0.189

* Moved the pause text over by the pause buttons to make a little more room at the top of the page.
* Fixed bug that when hauling and item and that item was deconstructed, the hauler would be permanently stuck with broken AI until reload.
* Added Fahrenheit to Settings/Gameplay
* Added Run In Background setting to Settings/Gameplay
* Added the Inventory Bookmark System. Item counts can now be tracked on the top left of the screen (some are on by default)
	+ Can right click to remove bookmarked item to cut down on clutter
	+ In Inventory menu can also re-bookmark items or bookmark new items by clicking on them and setting the bookmark toggle there
	+ Can left click on bookmarked items to be automatically be taken to jobs to supply that item. Multiple clicks give different options

0.188

* Changed scripting backend to optimize CPU usage. Please let me know if anything has gotten broken. Clanfolk should run 20-30% faster now on CPU

0.187

* Changed when clicking on Units, the locking level of doors is shown such that the locks will be red on doors they cannot pass through

0.186

* Fixed bug that caused critter doors to break if there was a floor under them.
* Added "Brighter Nights" Mode to the Video Settings. This is mostly for You Tube recording, It makes night less dark.
* Added move to top/bottom to the Skills Index as well as when Clanfolk are selected.
* Fixed very rare crash bug when a carried item was hovering above an invalid storage object, and the carrier had valid item for that storage object at their feet, AND the stockpile at their feet was not valid for the item currently there. Caused an infinite loop of items being kicked back and forth from the storage to the stockpile.
* Fixed case where Clanfolk who had rotten to nothing before burial were still blocking a grave slot.

0.185

* Can boost Ice Jugs to Water Jugs (was breaking boost system)

0.184

* Added new AI component that will automatically keep sealed rooms warm at night regardless of repair priority. (Tend Fire)
* Cooking Fire and Stone Fireplace Branches now last 7 minutes instead of 4 [Need to replace placed objects for the recipe to change]
* No longer multiply the branch burn time by the efficiency of the fire place (was making them burn too fast vs the cooking fire)
* Made Cold, Freezing, and Hypothermia less severe. Still nasty, but now have a bit more time to deal with the problem before it gets out of hand
* Gave branches a base priority of 6 so they tend to get hauled a little sooner.
* Converted Fertility overlay from Red to Green so it didn't seem like a bad thing
* Added a "HuntingHaul" AI task. This is a hauling task specifically for hunters to allow thing to bring slaughtered animals back to the corpse stockpile or dump.
* Fixed case where during fires in winter, fire fighters would try to fill jugs from the frozen lakes leading to ice jugs (useless for fire fighting)
* Visitors wear more appropriate clothing for the temperature based on what Season they arrive in

0.183

* Fixed issue where boosting a haulable item that has no destination stockpile would cause everything else to be hauled before normal tasks
* When units die, their priority is now reset. They also get a +2 boost to priority so that they will tend to get picked for hauling sooner.

0.182

* Fixed Awake/Sleep thrashing when there was a unit in need of medical attention but also the doctor was critically tired.
* Fixed Attribute update timing such that it is consistent across lower frame rates.
* Fixed case where having twins could lead to baby juggling when they both wanted to nurse at the same time.
* Moved around the pause menu to prevent buttons from being hidden

0.181

* Fixed issue with items not updating due to Optimization in v0.179

0.180

* Fix for case where filling a clay jug could cause it to be dropped over and over.

0.179

* Fix for the family tree menu to prevent it from costing resources when closed.
* Optimized task updating to distribute them over many frames
* Optimized attributes system to update over many frames

0.178

* Fixed bug in hauling task that could sometimes lead to a locked down unit if a path was blocked
* Fixed case where rapidly dismissing alerts could make it impossible to right click to exit menus.

0.177

* Made it easier to world click trees so you can click further up the trunk to gather branches or chop them
* Berry bushes have more berries 4 -> 5
* Berry bushes have fuller berry art (more berries showing to make it easier to see)
* Added a new Tree Shader that will show the branch density on trees. For lots of branches, look for dark tree trunks and sticks on the ground around the tree.

0.176

* Updated French Translation
* Fixed issue where Input text boxes would not select the last character.
* New Main Menu UI

0.175

* Tweaked down the Tartan brightness a bit in the main menu.
* Added in a new evening/night song from Micheal Pflug
* Used mp3 versions of songs vs. wav files to save 200 megs
* Upgraded the Objects tutorial to teach World Click
* Toned down the blue in the blueprints to keep it visible but not so in your face.
* Updated selection tutorial text to make it more clear to click a Clanfellow.
* Moved Travelers to leaving at Night instead of Sunset so there is more time to interact with them.
* Added a traveler tutorial for when they first arrive to show where to click to rent them a bed.
* Made Livestock tutorial more clear that the Alert Button must be Right Clicked.
* Made Travelers slightly less hungry and thirsty on Arrival due to the sometimes long walk to get to the sign.
* Job Board and Trading post given "key technology" Alerts so people don't miss out on major parts of the game
* Added "FarWander" as a backup when there is no grass nearby for critters so they can find a new field to hang around in
* Trees chopped down 15->20 Branches, Bushes 8-10 Branches
* Tree Gather Branches 5->6 branches
* Added hint to the gather branches job to cut down trees, or use the Timbery for more branches
* Reworked Coin panel to make it fit with other buttons better (label on top)
* Added a "Days of Food" counter to the bottom left. It is a rough guide as food consumption is based on work.

0.174

* New Main Menu Art!

0.173

* Updated German, Simplified Chinese and Traditional Chinese Translations
* Fixed some typos in the tutorials.

0.172

* The old pinky/purple job color is back. It does stand out more. Kept the new shader work on it to add some shading to it
* Altered the blueprint color to make it more transparent to make it clash less in menus with the wood background

0.171

* New Blueprint color and black line around edge to make them easier to see in all seasons and less eye strain in general
* Job icons are now gold like the interface instead of that weird purple color
* Sleep Zone, Drink Zone, Wash Zone, Work Zone, Clothes Zone, and Flax Retting recolored for consistency

0.170

* Removed All Fesliyan songs due erroneous Youtube Streamer Copyright Claims continuing to reappear despite music being fully licensed.
* Added 9 new songs from Kevin Macleod at Incompetech. Also fully licensed, hopefully no more claims issues now.
* Poop holes no longer rotate
* Fixed some text in the updated tutorials
* Updated French Translation

0.169

* Added unseen ideas index to the left side of the Ideas Panel. This is to replace the removed alerts.
* Added new Ideas Panel Tutorial
* Added a short Supply Tutorial to the Thresher Tutorial to introduce Auto Supply a little earlier
* Changed the Eel Trap Scheduling tutorial to force the player to click on the trap as well as explain why scheduling is good for lakes.
* Rewording in the Blocker tutorial to tie both Scheduling and Auto Supply together better in terms of getting those Eels cooked.

0.168

* Speed buttons converted to 1,2,4x speeds. 10x caused too many problems with large numbers of units pinging the system at once. Also created a lot of "lost time" at the ends of tasks while waiting for an ai update. 10x was really dev mode and should have been turned off before. Night moves to 12x if everyone sleeping.
* Berries and Objects tutorial no longer lock out all game speeds.
* Added Survival Chance calculator to the Clan builder to give a better idea of a Clan's chances for Winter.
* Fixed possible camera jitter at max zoom level at low resolution
* Updated the Scenario text to make it more obvious which one to play first.
* Fixed some cases where the Start Clan helper arrow would not show up, or would show up too soon when building the clan.
* Renamed "Advance Time" to "Increase Clan Members Age" to make it more clear what the button does.
* Possible Fix: Saw a case where a Unit could not interact with objects, perhaps their Z position was somehow off. Forcing it to 0
* Changed the locks on soon to be unlocked items from gold to grey since they are not active.
* Flute now takes a log instead of a branch. It came too soon in the early flow.
* Ideas Panel shows unbuilt "Key Tech" with a Gold Plus now, this is tech that unlocks a lot of other ideas.
* Removed Water trough, Water Dipper, and Coal Bin "Key Item" alerts as they really aren't super important and can be found in Ideas Panel for unlocking flow now.
* Removed Alerts for First Bowl, Hat, and Tunic, letting Ideas Panel handle this to cut down on Alert noise.
* Added "Key Item" Gold Plus to items as well for Ideas Panel.

0.167

* Fixed potential null ref in the feed object task. Could not reproduce the issue though.
* Fixed flammability going past 100% when there were a lot of items stacked in one place like in the wardrobe.
* Changed Fire destruction such that non flammable materials used to make the item are recoverable when the items burns up.
* Full Chamber Pot, and Milk bucket are no longer flammable.
* World objects will now drop their non flammable recipe items now when burned (nails, ingots, rocks etc)
* Crates that are burned will also have their flammable items within burned
* Storage containers that are burned will burn their contents as well if those contents are flammable.
* Walls and roofs that burn up will drop 50% of the resources it took to build them (as they collapse)

0.166

* Changed the recipe order for LargeRock based construction to grab the clay first as multiple tiles can be filled at once. More efficient.

0.165

* Fixed thresher tutorial so that it only forces a selection area of 2 for clear grass, and not stockpiles or other jobs.
* Fixed ambient afflictions (like heating from a fire) travelling through walls from the source
* Fixed case where an X (Blocked Tile) would show up on a stockpile if there was a blueprint on it, and then the neighbor tile changed.
* Fixed timed consumption objects (fires/torches) consuming resources faster as the feed count decreases
* Changed Selection tutorial so it will trigger is there are 3+ Clanfolk on the map
* Branch gate now shows the critter locking icon in the build menu to make it more obvious to use for animals outside
* Branch gate defaults to locking level 0 (allowing everything to pass)
* Fixed position of the lower left overlay on toggle buttons
* Fixed Alerts sometimes rapidly adding and removing themselves on Load.

0.164

* Fixed broken traders.

0.163

* Fixed null ref when removing ownership of an object from a Trader.
* Fixed ownership icons sometimes not clearing when multi-ownership removed
* Fixed Traders, Job Seekers, People Leaving, Bed Seekers, Dead people being viable owners.
* Temporarily turned off ownership for storage containers because new logic is needed for that to work.
* Undid change from ===0.160 to not show hoods in menus. Caused too many other issues. Hair on death shrouds was too much.
* Right mouse will now clear ownership when clicked on the owner or owned buttons
* Dirt/Dust/Blood can no longer be owned. Sorry vampires...
* Reworked the Set Owner icons to make their function and state more clear

0.161-2

*released on April 22nd, 2022*
* New Multi Ownership system.
* Ownership can be set from units as before, but also from Objects now which can be more convenient in some cases.
* Having multiple owners on doors creates work zones or even private homes
* Double Beds are a special case and ownership is shared with the partner if one exists.
* Owned items are much more likely to be picked by owners, but not 100% if there is something better much closer by.
* Non Owners will never use owned items.
* To create private fields it should be possible to fence them off and set owner on the gate for specific farmers.
* Cannot currently set owner on livestock, but that is coming to allow certain people to be assigned to work with certain animals.

0.160

* No Auto water or auto fertilize under roofs.
* Watering tasks will not happen outside in the rain
* Plants under roofs will slowly die and no longer grow.
* Units in menus will no longer show hoods. It is too easy to get out of sync with the world unit and the update is semi expensive.
* Removed On Demand option from the Auto Supply system as it was inferior and lead to long production chains

0.159

* When doing a haul tasks, if within 20 tiles of the haul target, the task will persist if it is still valid (prevent changing mind when close to target)
* Made hauling tasks not automatically abort at sunset, dropping the held item. Instead the haul with finish, then eating etc will happen.
* Fixed tiles drying out when then had less moisture than the surrounding tiles.
* Fixed some tiles not updating their moisture when they had been watered but it had become more wet outside due to prev issue.

0.158

* Added new Clans Ross, Bruce, Wallace, Hunter
* Upgraded all Tartan art to make the sizes and offsets consistent.
* Changed the offset of the tartans in the Clan shields to balance them better vertically.

0.157

* Added extra sanity checks to try to prevent cases where there is pollution of unlocking between saves. I cannot reproduce the issue.
* Fixed clothes that spawn with travelers are not counted toward unlocking.
* Fixed when buying items from traders, it also unlocks them in the ideas panel
* Fixed null ref when carrying a tool and trying to find a place nearby to drop it while doing another task, but no possible node exists.
* Fixed item duplication bug caused by containers being filled after their original reservation, and then split when picked up.
* Fixed Grain Trough not having translated text for Grain
* Made the ambient unit sounds happen less often.
* When playing at 4, 10X speed slowed down the animal sounds rate so it wasn't constant moo moo moo moo
* Fixed case where when trying to feed a crafting stations, reservations could be skipped, causing tasks to fail
* Upgraded the task slicing system to give humans much higher priority over livestock, and livestock higher priority over wildlife.
* Fixed a case that could sometimes cause a carried item to never be dropped if it was being swapped with a carried human
* Fixed Rain and Snow moving way too fast at 10x speed such they they fell upward.

0.156

* Fixed thrashing caused by sleeping and also starving but there is no food.
* Fixed TMPro Caret null ref AGAIN. Turned out Unity was overwriting my fix with the package manager.
* Changed, dead units in the family tree now show Dead instead of their age. Should be less confusing before they are buried.

0.155

* Rewrote the missing items system to allow it to track all missing items instead of just the first one it finds.
* Fixed indecision caused by Overwork mode + Boosted jobs + critical attributes
* When in overwork mode, Units will try to finish their boosted task until down to 50% health in case it is an emergency job.
* People who collapse from overwork, will stay passed out for longer than 2 seconds now. They need 10% sleep to wake back up.
* Fixed case where when passed out while carrying a tool, the Unit would instantly wake up and never need to sleep again
* Fixed baby patient task when there was no birth mother causing a null ref.
* Changed Priority boost for Critter to be stronger than for items, and for Sick Humans to be stronger than critters. (This means

boosting a sick person will get them attention, even if there are other competing boosts)
* Fixed passed out patients preventing potential doctors from sleeping if critical sleep required. Lead to a chain of passing out.
* Fixed thrashing sleep/wake up during the day at 10% sleep. Now will stay asleep until up to 25% sleep.
* Fixed babies not being seen as boosted.
* Fixed Doctor when super tired but also have a patient. They will try to rescue patient, even if pass out now.

0.154

* Fixed the wardrobe fixes fix.
* Fixed year not being reset to 1 when starting a new map after a load
* Fixed weather reset on start new game.

0.153

* Optimization, new hauling manager that handles hundreds of haulable items at once much better.
* Fixed X's not being removed from stockpiles when blockages cleared.
* Fixed indecision that could happen at bedtime if there was not a bed available, but also a priority boosted task.
* Fixed issue with new high capacity wardrobes breaking loading and causing other various issues.

0.152

* Optimized Terrain Zone Updates such that there is 1 per frame vs all per frame. Large improvement if lots of rooms
* Ideas panel now generates on demand the first time is is called, bypasses Unity rendering issue that eats CPU until menu pushes once.
* World object updates are now time sliced to once every 0.5 seconds vs once per frame. Huge savings when tonnes of objects.

0.151

* Coast and Mountain Clans will buy Dry Hides
* Wardrobes now take 32 clothing items up from 12
* Fixed case where starving Units would sometimes choose to eat raw meat over other foods if the meat was about to spoil.
* Plank stack size increased from 40->50 to match log stack size
* Fixed missing items red indicator not showing up for roof tiles unless roofs were turned on. Can lead to some overlap with floors.
* Fixed load game system so that non .sav files will not be registered in the load game menu
* Fixed delete game double click timer not resetting on each file delete, now requires a double click per-save
* Fixed items not being hauled out of Flammable Blocker stockpiles because they thought they were in a valid position
* Fixed Flammable blocker stockpiles being seen as valid haul stockpiles for non flammable items
* Fixed Flammable blocker sucking in nearby items as they were dropped/produced like a regular stockpile.

**0.085 - 0.150**

* Fixed Divide by Zero possible case when a dead bunny shot with an arrow.
* Removed a lot of non helpful logging info to make it easier to find problems in log.
* Fixed Pigs not being able to use the Hay Trough
* Fixed Grain, Hay Trough Desirability being lower than world items
* Fixed livestock using the code to eat spoiling entities first, causing them to go far away to eat out of grain piles vs troughs.
* Fixed case where starving animals could bypass door size checks. Lead to cows and sheep entering henhouses to eat grain.
* Fixed case where clicking the name of a critter could permanently get is stuck, like being a Lamb forever.
* Fixed issue where Priority Boosted tasks were seen as viable for people in time off mode.
* Fixed units not breaking out of tasks when food, water, warmth critical
* Fixed humans that pass out in animal beds using them as human beds, funny, but they should be taken to a real bed by dr.
* Fixed Mothers will not Nurse Babies outside in freezing weather
* Fixed Free Time will not include outside areas < 5c
* Fixed When rooms cool down to < 5c Free Time/Mothers will re evaluate standing position trying to find a warmer room somewhere else.
* Changed diagonal pathfinding weights to allow cutting corners between objects much more often to prevent long paths
* Fixed case where Graves could be stuck open if the body had been added, but task was aborted before grave was covered in dirt
* Fixed case where at 10x Speed Graves could end up re-opened while still having a body in them, showing a sack
* Fixed Breakdown overlay on objects to not show the tool used to create the object since you don't get a free one of those
* Fixed Breakdown overlay to show that the Grave will dump out its resident if it is broken down, not the sack and twine (deathshroud)

0.149

* Fixed automated water jug fill zone finding checking 20x per frame for zones (get expensive fast if lake was far away)
* Fixed when there is a fire and a lot of auto watering jobs, there was a logic ordering issue that could make finding watering jugs exponentially expensive.

0.148

* Fixed issue with Doctor and Baby Care that could cause a stall in the task if the baby/patient carrying the thing they need to be treated with.
* Fixed rare case where workers could get permanently paused out from tasks if they were carrying an item when the task started.
* Fixed Add Fire being allowed on tiles that were originally gravel
* Fixed Snares that have been reset by haulers, not cancelling the hunter's reset job on that snare
* Reverted anti blocker teleportation logic. The cure was worse than the exploit
* Fixed jitter seen at very low resolutions (Only seen in Unity Editor, but fixed just in case)
* Upgraded Skills Index page with horizontal slider and other various fixes. Also much harder to close the screen by accident now.
* Fixed issue with Unity TMPro input caret that could cause input issues and also may have caused a crash

0.147

* Fixed Crash bug caused by memory leak fix in v0.145

0.146

* Rewrote Camera movement system to be Pixel Perfect to cut down an shader artifacts (shadow jitter) while cameras in motion
* Added Anti Aliasing (default on in video menu)

0.145

* Fixed bug where loading a game with partners in a double bed could cause a double pregnancy
* Fixed bug with dropping tools close to beds when there is no tools stockpile. If no beds, caused null ref.
* Fixed Memory leak on loading game. Many loads could add up to a lot.
* Fixed Memory leak when mousing over load games due to images not being cleaned up.

0.144

* Actual Fix for the frozen baby bug in v 0.143
* Fixed Units getting stuck in doors because of dead animal stuck on wall fix from v 0.141
* Fixed a case where at 10x speed, tasks could get stalled out as invalid objects expired before new objects could be picked, causing Units to become stuck with indecision
* Fixed Nursing babies and mothers running past each other on repeat at 10x speed

0.143

* Possible Fix for crash caused by toggling many food items while babies trying to be fed.

0.142

* Fixed case that could cause patients/babies to be stuck being washed forever

0.141

* Fixed thought thrashing case when trying to cool down and then entering a warm room, changing mind, repeat.
* Fixed case that could cause units to starve to death while trying to do Baby Care or Doctoring.
* Fixed issue causing babies to get treated very slowly in some cases, locking down units for a very long time.
* Fixed case where carried baby/patients would sometimes instantly be washed or poop etc...
* Fixed issue where multiple people hauling to a container object could cause expensive task rethinks, causing jitter.
* Fixed Darkness Fear not being removed when juvenile grows to an Adult while they were sleeping.
* Fixed Sold animals being unable to escape when fenced in.
* Fixed dead animals that had been sold can still be butchered so they don't make a mess.
* Fixed Case where a dead animal could be stuck on a wall and not collected for butchering
* Fixed sizing on juvenile Cattle and Pigs. They were bigger than adults at full growth.
* Fixed picking up poop if it was stuck on a wall (eww)
* Fixed poop not being collected outside anymore.
* Changed poop can now be paused so it won't be collected.

0.140

* Complete rewrite of Heating and Vents system to make heat travel through vents reliably.

0.139

* Fixed getting stuck in doors when too hot, trying to wear linen to cool down instead of taking off warm clothes first.
* Fixed the well not automatically getting its footprint cleared when needing to be built
* Fixed priority boosting build tasks also causing a priority boost to any required clear tasks requiring tools.
* Fixed Join Family alert not cleaning up properly when deselected
* Fixed Tile lighting system so the lit tiles more accurately mimic the advanced lighting
* Fixed Freeze when Boosting a Grave and a Body AND it was far away.

0.138

* Fixed bug where units could get caught in a bad state if they wanted to socialize with no one available to socialize with.
* Removed many log statements that clutter the player log
* Fixed case where spoiled items in storage could cause a null ref creating a bad state
* Fixed error when clicking on a dead Human in inventory.
* Brose treatment for common cold from Gruel (note: active cold's will still require gruel since that data is saved)
* Fixed Grain trough taking Wheat Grain which is now deprecated.
* Fixed possible cause of Null Ref in Hauling Task (Could not reproduce it)
* Fixed Graves not working
* Fixed Beards, Eyes etc showing up on death shrouds.
* Fixed Rain and Snow do not draw inside roofed areas when the roofs are not visible.

0.137

* Made Linen clothing provide less cooling because travelers were getting too cold. Will rework clothing cooling in the future.
* Fixed stockpiles randomly changing colors and storage objects randomly showing stockpile colors. (Yay!)

0.136

* Reverted Drink Zones/Wash Zones being allowed to be placed on Reeds before  Stone Sickle exists (messes with tutorial)

0.135

* Fixed buying from Traders allows idea unlocking, so you can use the stuff you buy.

0.134

* Added helper arrow to the Clan Setup Menu
* Fixed Clan Setup Menu and Family Tree Menu sometimes being off center horizontally

0.133

* Fixed issue that could spam the console with errors when certain alerts failed to cast properly.
* Fixed unlocking count changes when items are traded, picked up, recipes contents dumped, object deconstruct, crafting items added

0.132

* Fixed issue where roofs that would support each other showed up as red until the neighboring roof was built.
* Fixed Set Owner working on a lot of objects that don't make sense: signs, rabbit holes, windows, vents, floor mats, animal beds
* Fixed Object user not being cleared on Unit death. This lead to beds preserving corpses forever by healing them.
* Fixed bug where it was possible to get stuck opening and closing a door forever.
* Multi Select now works based on Unit type. Workers and Clanfolk together, Traders, Visitors.
* Fixed special commands and drop items being available when multi selecting units. They should not be available
* Fixed Trade menu showing when multi selecting traders
* When mousing over the Clanfolk and Critter buttons on the bottom rack, it now shows their current task.

0.131

* Fixed issue where Fire Stomp was interfering with normal Fire Fighting.

0.130

* Fixed Babies trying to fight fires
* When there is a fire, Clanfolk will try to use nearby lakes to fill water jugs, even without drink zones available
* Fixed Clanfolk better at hanging onto their water jugs while firefighting and then refiling them, cutting down on pointless shuffle while the house burns down.
* Fixed automated fire fighting tasks not cleaning up when tiles no longer in fire danger
* Fixed houses being cleaned while they are on fire
* Turned off rotation for Drink Zone and Wash Zone
* Added "Fire Stomp" a new fire fighting method for use when there are no water jugs available
* Added Burning affliction (tends to happen while stomping fires)

0.129

* Fixed fire being impossible to put out in full storages of highly flammable items (Full log piles)
* Updated French Translation
* Roof blueprints that need support will now show up as red.
* Fixed fences in interiors showing up as shadowed
* Added textures to mountain interiors instead of the flat grey color.

0.128

* Clanfolk remove their old Clan's Plaid when joining the Player's Clan
* Fixed the Family Tree not updating when new Clanfolk join Clan
* It no longer costs satisfaction to ask a worker to leave
* It costs less satisfaction to ask a Guest to leave 40% to 35%
* Lined up animated reputation and level changes better with the Clan button
* Fixed double Clan Reputation Change entries when mousing over the Satisfaction Attribute
* Fixed Capped frame rate and Vsync interfering with each other. Only one can be active at a time.
* Allowing Washzone and DrinkZone to be placed in tutorial without clearing the reeds and rocks.
* Added Fireproof Vent!
* Updated Traditional and Simplified Chinese Language
* Fixed Dishwasher playing effect when the user left or it was paused
* Removed unpack button when multi selecting crates
* Multi selected crates are just labelled as Crate in the select window instead of the name of the first one selected.
* Fixed Crates showing up with the wrong name in the inventory. Now labelled as Crate and can click through them to find each one.

0.127

* Fixed Loom and Tailor bench should not working the rain
* Fixed wool and leather clothing display names missing a space
* Fixed bug that could cause Clanfolk to not go to sleep if they were cold and Sack Cloth items were available.
* Fixed Sack Cloth and Wool clothing can be used in summer if Clanfolk are cold.
* Updated German Language
* Clan Setup menu now shows the Advance Time, Add Partner, Baby Girl/Boy buttons in grey when inactive
* Fixed snares should not rotate

0.126

* Possible fix for lost of movement controls and esc key. Unable to reproduce bug, but put in guards where it happens.
* Fixed bug that would cause fertilize jobs to disappear when there were no fertilizer bags.
* Fixed units trying to warm up reporting that they are cooling down
* Fixed bad case in grazing task where causing it to null ref in the rain (due to previous fix)
* Added extra safeguards to prevent idea unlocking polluting from previous saves
* Farming levels up 4x slower now
* Clear Stumps shows up properly in ideas panel now and unlocks from axe and now hoe.

0.125

* Changed Bread recipe from 30 Oats to 50 Oats to work better with 100 unit grain sacks
* Updated Flax Dressing station's description to make it less confusing
* Added a too far check for sunrise and evenings to prevent selecting far away jobs when it is much better to be near the homestead. This only currently applies to setting snares and mining mountains right now as those are the two tasks that tend to pull the Clanfolk very far away right before the task needs to be cancelled to take care of evening needs.
* Allowing more space for names under Clanfolk so they wrap in funny ways less often.
* Made the text area on buttons slightly bigger for longer word languages
* When changing names of Clanfolk, the name on the unit itself in the world updates live as you type.
* Fixed hotkeys being checked while text input fields are active. (Naming people with a V in their name paused them)

0.124

* Fixed animals grazing being cancelled when walking through doors when it is raining.
* Added Alert button for Stockpile Blocker/Flammable Blocker
* Added an "unlocks more stuff" Alert for Sack Cloth Hat
* Changed Food ingredient alerts to not trigger if just trying to maintain supply and food not currently low.

0.123

* Fixed Flax Sems breaking down into Straw
* Made Clanfolk not break off of work tasks at sunrise once they have been picked in favor of socializing etc.
* Fixed logic bug that could lead to a non buildable object if a crate was carried to an in progress build
* Fixed case where cooking fires/torches would want to be refueled whenever a fuel item was used instead of when they were < 25% fuel left.
* Freetime adds 20 Fun per second vs 15
* Bored/"All work no play" no longer also lower fun per sec (creating feedback loop)
* Flute use time from 30->20 seconds
* Flute use Fun/sec 75->110 fun per sec.
* Fixed attribute service needs (Hunger Poop, Fun etc) recalculated on wake up so ensure they do not take a job before doing their "business" for the day.
* Fixed Fun attribute not being valid to fill at Sunrise. Morning Flute Jamboree.
* Changed: Flutes can now be used twice a day (Sunrise, Sunset)

0.122

* Beds in non sealed rooms are 10x less attractive, beds without roofs are a further 10x less attractive.
* Fixed issue where food put to priority 8 or higher in the rain could not have their priority lowered.
* Fixed issue where the next haulable item picker could skip certain objects that it should not have.

0.121

* Updated French Translation
* Fixed day counter being +10
* Allowing clothing trading with Clans
* Fixed bugs with composts that would only allow them to be filled if there were enough items in the world to fill it totally
* Fixed bug with compost where spoiled items were only seen as valid if there we other non spoiled items available like manure.
* Fixed Inventory menu counting spoiled items together with fresh ones when displaying the current world count.
* Changed that when units search for food, they are 100x less interested in distance vs the food's desirability. This should prevent close by smoked meat being eaten in place of further away fresh berries which spoil much sooner and are more desirable.
* Food items that are closer to becoming spoiled are higher priority to eat compared to their fresher counterparts.
* Fixed New Game Menu not showing the correct world seed after a load and then starting a new game.
* Fixed items in sealed containers (ash bin for example) were still losing quality from rain
* When mousing over stored item buttons in containers, it shows the quality. (Also see grey fill behind item to see quality)
* Changed blockers being used as conveyor belts. Blockers will now dump items a maximum of 5 tiles away
* Added Flammable Blocker. This is a blocker stockpile that only blocks flammable items.
* Clanfolk much better at hanging on to their bow and bringing it back home with them while hunting.
* Clanfolk who shoot an animal will try to be the ones to also bring that animal to the butcher block.

0.120

* Fixed Flour Pallet not working

0.119

* Fixed case where a boosted item in a stockpile has no where else to go causing ALL Clanfolk to start hauling tasks and ignoring everything else.

0.118

* Updated French Language
* Smart Haul now tries to bring max possible resources for crafting, but will also try to build extra resources when building roads, walls, or roofs which tend to some in large batches
* Needed Items Alert now shows how many items you have vs how many needed to show why things are not being built (I hope)
* Needed Items Alert now shows what things are being built and being Auto Supplied that are asking for that resource.
* Fixed issue where missing item Alerts from previous loads were not being cleared for a few seconds, leading to some Alert shuffling when it happened.
* Fixed crates not being used when build jobs don't have all the resources in place
* Fixed Brose being a superfood. 12500 units -> 2500
* Bread 5000 Food -> 3500
* Fixed Clay being flammable
* Fixed Tartan(Plaid) color on the Tailor Bench
* Fixed Stopped Doors will not be used
* Items damaged by rain and not under a roof will get a +2 priority increase so they are more likely to be hauled sooner (always better to boost in emergencies though)
* Fixed case where low growth grass gets trampled with a Harvest job on it and the harvest job remains.

0.117

* Fixed broken Butcher Blocks
* Fixed Underwear showing up in menus where it shouldn't be.
* Fixed Milk being more attractive to drink than water. (Milk needs to be saved for Butter and Cheese)
* Fixed Poop Holes being deleted when a blueprint is placed on them
* Changed Cleaning task such that Normal Cleaning requires roofed areas, but ambient cleaning when nothing else to do will still clean walkways outside if they are dirty. Don't want filthy paths 🙂
* If a dirty node doesn't have a roof, it is 100x less attractive to be cleaned so will be cleaned last.

0.116

* Fixed issue that could cause all AI to pause out when mass moving items to containers.
* Moved Alert for non build SackClothShirt and Tunic to day 0 from day 7
* Clanfolk will not clean tiles without roofs anymore
* When Building or Feeding recipes, if Clanfolk are grabbing an item that is > 15 tiles away and not in a stockpile, they will try to bring the whole item stack back with them instead of just what they need. Please report odd behavior. This may need more logic to prevent creating more haul tasks than it fixes. I am planning to limit this "Smart Haul" to mostly basic resources like logs, iron ore and eels. I probably won't use it while building either and instead just for crafting because those recipes tend to repeat. That will come in next build.
* Automated Resource processors like the Drying Rack or FlaxRetting will wait to be filled completely if any valid processable items are currently available. So no more drying 1 fresh hide if there is another stack nearby that will also fit.
* Upgraded Supply System to detect all missing recipe entries at once and report needed items sooner.
* Upgraded Build/Crafting system to only try to build an object/item when all the recipe entries are fully available. This means one build is less likely to block another and Clanfolk will not nickle and dime items into builds as they are made, wasting lots of travel time.

0.115

* Fixed AI issue that could cause units to ping pong between deciding to work and sleep in some cases.
* Gravel Floors (paths) back to 5 stones from 10
* Cows produce milk faster than Goats, but it is harvested in the same quantity (20 units) \* Prevents spawning multiple milk buckets on harvest.
* Fixed AI issue that would not allow Clanfolk to fill their fun bars when they had time off, until evening.
* Fixed inactive buttons with critters on them not turning the critters grey.
* Fixed Flax Retting world object cutting itself out of text and menus
* Fixed Clothing objects being built cutting out of text and menus
* Fixed Flax processing tree showing up in the Ideas menu
* Fixed Flax Stems recipe not showing up in the Thresher.
* Fixed Wool process tree in Ideas menu.
* Fixed Water Jugs and Ice Jugs showing up in the Ideas panel and unlocking things as needed.
* Fixed Leather process tree in the Ideas menu.
* Dry Hide, Fresh Hide, and Raw Meat show where they come from in Ideas Panel
* Removed Death Shroud from build menus. It is part of the burial process (2 sacks and a rope)
* Fixed Plaid cloth can be crafted

0.114

* Added New French Translation
* Fixed some description text errors
* Fixed stockpile item buttons being darkened by new button coloring system
* Fixed issue where items like Stone on Stone Wall icons were not being colored in some menus.
* Fixed unbuilt storage objects on stockpiles showing the stockpile beneath.
* Upgraded the supply slider adding a 5's and 25's section to it.

0.113

* Reworked LOD system to prevent mushrooms from disappearing at some LOD levels.
* Added code to fix a case where a built tile did not spawn. When reloading, the tile will be fixed, but still need to find source of the original problem.
* Fixed critters disappearing when loading the Start World save.
* Fixed case where units could get frozen if their reservation was broken while next to their target object.
* Stones stack size increased from 50 -> 100. To cut down on clutter.
* Stone walls now take 20 stones instead of 10, but no longer require clay.
* Stone Fence is now Dry Stone Fence
* Gravel Paths now take 10 stones instead of 5
* Added Items: Bread, Cheese, CuredFlaxStems, Dough, Flax Fibers, Ashed Hides, Clean Hides, Leather, Linen Cloth, Linen Hank, Oat Flour, Clean Wool, Wool Cloth, Wool Hank
* Added Objects: Bread Oven, Butter Churn, Cheese Press, Dish Rack, Dish Washer, Dough Table, Flax Dressing, Flax Retting, Kitchen, Loom, Quern, Spinning, Ash Tanning, Bark Tanning, Hide Scraper, Well, Wool Dressing
* Clothing Sets Added: Fur, Leather, Linen, Sack Cloth, Wool. Note: Probably won't be worn due to summer being hot. (Linen would be used though)
* Added points system to World Generation to prevent maxing all sliders and add some strategy to it.
* Upgraded the Terrafomer to prevent flat lines along X/Y axis center line (Old Seed Invalid)
* Fixed Haystacks not accepting oats
* Fixed possible non progression in Stockpile tutorial if stockpile is placed on a pile of purchased starting food.
* Increased Quicksaves from 3 to 5
* Fixed babies kicking each other off the mother when both trying to nurse at once.
* Removed Wheat Grain/Sheaf from trader possible inventory.
* Added a system to globally make all on-toggled buttons more visible
* Fixed bug that sometimes mangled the ground tiles on load so they didn't line up correctly.

0.112

* Save game screen shots 2x smaller for faster loading
* In build queues wait until tomorrow only shows numbers if more than 1 day
* Fixed bug when dragging queue items and releasing off the queue causing a world selection to trigger
* No Good Advice afflictions for babies
* Fixed dead animals playing their selection sound when clicked
* Updated some of the mouse overs on the Clans menu to make it look less like a shopping menu
* Update the Ideas menu so that you can see the idea coming IF you have unlocked all pre requisites
* Fixed horizontal scroll bar placement on Family Tree
* Added a greyscale system for inactive buttons. Seen on trade items that cannot be traded.
* Items in the ideas menu that are still locked but visible will be grey now when mouse overed
* Fixed new quirks being added each time the game is loaded.

0.111

* Fixed trying to service Fun attribute waking people up out of sleep at sunset when they go to bed early
* Fixed Clanfolk trying to service satisfaction when it is derived over time from other stats
* Fixed Clanfolk decision to go to be at sunset being permanent once made (unless critical condition of some kind)
* Fixed Masonry Place Alert showing when it is unlocked
* Fixed Clear Grass job does not show Wheat Sheaf count anymore. All Oats all the time!
* Showing total build count on combiners now instead of queue entry count
* Showing the batch size on the build buttons in combiners.
* New combiner menu layout that has icons to show the queue vs the picks.
* New French Translation
* Reworked the button shader to make it darker and give buttons more depth
* Upgraded the parchment backgrounds with a new shader to match the buttons
* Upgraded the mountain shader to make the visible tops brighter giving a more rounded appearance
* Made wall top sections under roofs shaded by their roof tile.
* Large rework of menu system to remove vertical side bars and replace with horizontal ones to minimize searching. There may be a few bugs. Lots of menus got fiddled with. Please report if you find one 🙂

0.110

* Fixed sold animals clear their slaughter flags.
* Prevent setting slaughter commands on sold critters by using multi select
* Prevent multi select on animals from different clans than each other.
* Updated German translation
* Fixed dirt staying on floor tiles when the floor is changed.
* Harvest progress resets and bar is removed when harvest interrupted (like when cancel filling a water jug)
* Fixed multiple people are allowed to haul to a single container object at once again.
* Fixed issue where blocked stockpile was appearing under container objects if they were set to pack up/demolish
* Blocker stockpiles do not show X's now
* Fixed container trade items leaving their containers around after the contents sold.
* Got hoods to not show up in the clothing inventory menu (they are a part of Cloaks)
* Fixed case where could not boost items when all items in the world selected because some were in containers.
* Fixed Clans menu trade items stacking to new rows in confusing ways.
* Standardized layout between Trade Menu from Units, and Clan Trade Glossary from Clans menu

0.109

* Fixed bug where Wheat could be trampled as soon as it was planted because of the desire path system
* Wheat has been (soft) removed and Oats have been added. Wheat will still exist for a while as to not break saves
* Fixed base grass, gravel, clay texture to make them seamless
* Fixed desire paths under floors being counted toward movement speed
* Fixed issue with reseed grass being removed in spots with even minor desire paths
* Fixed planting grass on normal ground dissappearing
* Fixed issue where clicking on a set of items on a tile could get stuck when there was no popup menu options. Case where clicking a stockpile, then clicking an element on the stockpile would not select it.
* Fixed scaling/layers on announcements for humans
* Fixed corpse stockpile entries that were invisible
* Fixed button scaling for large creatures in the inventory menu
* Fixed demolish floors, roofs, and walls jobs copy working with the + button when selected.
* Fixed lighting afflictions (like afraid of dark) triggering when stuck on top of built walls.

0.108

* Stockpiles can now exist on top of tiles blocked by trees and rocks. This means you do not need to fill the holes left behind as the rocks and trees are removed.
* Stockpile tiles that are blocked will have an X on them until the blockage is cleared.
* Boost and Set priority work on Stockpiled items now to allow quick movement to a new stockpile in emergencies.
* Hauling logic to prevent two units from hauling to the same stockpile node once one has decided to use it and using that node will fill it. Requires the haul object to have been picked up by one of them. Prevents some wasted walking in cases of small stockpiles trying to be filled by multiple items at once.

0.107

* Fixed Broken Hood showing up at Tailor bench.
* Fixed text collision with "WorldSettings"

0.106

* Added Custom (Empty) Scenario to the Clan Setup picks.
* Updated the game intro text removing completed tasks
* Added Help text to the Signs to indicate when arrivals and departures will happen
* When clicking on visitors, can see how reputation with their clan will change.
* Mouse over reputation bar in Clans menu shows progress
* Updated French translation
* The World Slider settings now show up with the World Seed in menus.
* Increased the default terraforming setting for Lakes, Mountains, and Forests

0.105

* New Grass LOD system to improve FPS when zoomed out. 40% improvement on my PC
* Added Vsync to video options (Default On)
* Added FPS Cap to 60 to Video Setting (Default On)
* Added descriptions to all the Video Settings

0.104

* Fixed player owned critters sometimes breaking in their select menu (1 chicken problem)
* Fixed terraforming memory leak
* Fixed Orphans needing micro management in the evenings
* When initial skill priorities assigned, ensure there is at least 1 high priority doctor.
* Slowed down desire path regrowth so they last longer before grass comes back. 3 -> 5 days
* Increased base path breaking by 15% (people and tames do more damage as they walk)
* Added reservation sanity checker to find and fix cases where tasks did not clean up their reservations on objects. - Will hopefully prevent items not being used when available
* I think the wildlife disappearing is fixed now and was caused by the Chicken bug, but keep eyes open.

0.103

* Fixed Hunt/Slaughter commands not working on Critters
* Fixed babys pooping/getting washed or fed forever.
* Fixed saves from the previous Demo beta not loading.
* Fixed broken graves, people will be buried again
* Death shrouds visible on dead bodies again

0.102

* Added new French translation. System works!

0.100

* New Character models with 15 parts by Ewerton Lua
* New Animal models by Ewerton Lua
* The Coo is here
* 2 new songs from Michael Pflug our composer from SPAZ 2/Golftopia. (one of them is the main menu theme)
* The world click system (click on a berry bush to see how it works)
* The world builder options (so define how you want your map built)
* The Clan builder, there are pre built scenarios, but you can clear them and build your own.
* The quirks system (many more to be added) good proof of concept though
* Character reroll (look for the round arrow on the clan setup menu per person)
* Like/Dislike/Affinity. Each clan member gets a like, dislike and affinity. Sometimes the like and affinity overlap if you are lucky. They will be more proficient in these skills when spawned based on their age
* The Neighbor Clans - they send Traders, Travellers, and Workers. You need to build the new flags to attract them
* There is now a money system. Used for trade. paying workers, rent from travellers, and for setting up your initial Clan config.

**0.051 - 0.085**

* Fixed save games broken from v0.084 (oops)

0.084

* Added World Build Settings!
* Changed Butcher Block and Hide Rack using building skill to build (like Eels and Fishing)
* Mining levels half as fast
* Hunting levels 3x as fast

0.083

* Changed Eel trap, Fishing Spot is built using building skill now instead of hunting skill.
* Fixed Plaid and Clan not being properly changed for Clanfolk once the Custom Game menu is up.
* Fixed Stockpiles being placed on trees, bushes and rocks when items cannot be placed there.
* Fixed Grass/Trees reseeding on Stockpiles.
* Fixed Trees and Grass being plantable on roads and walls and stockpiles.
* Fixed Attribute bars not updating their owner properly when taken from pool (resulted in Seniors saying they were babies)
* Fixed Removed the "\r" from all the generated names. (Wasn't visible to player, but bugged me)
* Fixed Name changes in Custom Game now work.
* Fixed Custom Game clan members now getting initial skills.
* Fixed Placing Snare on Rabbit Hole destroys hole. (Snare should not be allowed on top of hole)
* Added Help text to the Custom Game menu to list max Clanfolk and age.

0.082

Beta Branch Only
* Build a Custom Clan!!!
* Added new Flow into game that allows seeing a map before you use it.
* Above is also in prep for map generation settings, coming soon
* Stubs in place for Quirks system (ignore these for now)
* Much larger map zoom
* Maps now 16:9 in size, so 267x150 instead of 200x200
* Now using historical names from 1500's Scotland (Thanks: pholm)
* Fixed initial speed button showing Play active when game is Paused
* Fixed Clanfolk and Animals being tiny when initially spawned until the game unpaused
* Initial Start World save, now takes a picture of the entire map.
* Fixed Disturbed Sleep Affliction thrashing when sleeping at 20x speed

0.081

* Updated French Translation Files.
* Changed map shape to 16:9 to allow to zoom out to full map on most monitors.

0.080

* Blueprint Override system!
* It is now possible to place new objects/walls on tiles without removing the previous blueprint.
* It is also possible to change to replace a window with a door, or change a straw door blueprint to a metal door blueprint.
* Placing walls will remove object blueprints and vice versa. Blueprints never block placement anymore.
* Side benefit: Objects like sleep zones that are built instantly can be overridden with new blueprints, so you can place a SleepMat blueprint right on top of a Sleep Zone.
* Future: I will try to get this also working with already built objects too.
* Updated Chinese and German Translation Files
* Improved Path Overlay visibility, and make it look less mystical
* Paths will fully form with 75 seconds of tile use by a full grown Human (from 100)
* Added some mercy rain so have a little relief if a large fire breaks out before clay jugs are unlocked.
* Added a Wind Enabled toggle to settings/video to help with simulation sickness.
* Compost no longer unlocks from Coal Bin, it unlocks from Planks and Nails
* Manure Basket unlocks from Compost instead of Day 3
* Changed the Eel Scheduling tutorial icon to be the Time icon to not make it seem like catching eels alone is enough to make the edible (was a Cooking Icon)
* Changed the Blocker/Cooking tutorial icon to the Cooking pot. (Please cook the darn Eels)
* Spread out Inventory, Skills Index,and Selection tutorial, requiring spawn of Stone Hoe, Stone Axe, Stone Pick.
* Selection tutorial moved to day 2 as well.
* Straw, Log, Daub, Stone building pieces take more resources to unlock to prevent large unlock dumps at once.
* Alerts system now shows 8 alerts
* Attribute Service Objects like Beds and Poop Holes get an automatic priority offset of +2 so they are built sooner.
* Basic Needs Alerts (Need Beds) will clear based on blueprints being placed instead of needing to be fully built.

0.079

* Desire Paths!
* The Desire Path system allows Clanfolk to slowly break paths in the grass over time as they move through an area. These paths become good hints on where to build future roads. As paths become more established, tall grass will be damaged, but the Clanfolk's movement speed will increase. This increased movement speed will also make the path more desirable to Clanfolk and well established paths will slowly emerge.
* Grass will not spread over well established paths
* There is now a Paths Overly that shows where all Clanfolk and animals have been walking. (Top Right)
* Natural paths deteriorate over time and nature will slowly reclaim them if they are not walked on
* When grasses are walked on, it will set back their growth depending on the creature size. (Damages them)
* Clanfolk will be careful when walking on Tilled Soil and will not damage crops, but it slows them down.
* Path generation only happens on grass tiles without floors.
* Paths under roads and floors will shrink over time.
* A well worn path will currently take 3 days to deteriorate back to solid grass (Will need to tune this as people play)
* A path will take 100 seconds of travel on a tile to go from grass to a fully worn path, 200 sec for livestock (Will need to be tuned)
* As desire paths become more established, the Clanfolk will move more quickly over them.

0.078

* Fixed clicking on World Seed alyways copying it as 42. Forgot my towel.

0.077

* Moved the Save Button to the left side so the save image does not cover it.
* Reworked the web link system to make Discord more obvious and to allow addition of other links later
* Added Steam direct link icon
* Added Priority Boost Hotkey (P)
* Added world seed to the file buttons for saving and loading to help differentiate duplicate names
* Deleting Saves requires a double left click now
* World seed shows in the Save/Load menu.
* Save games that share the same seed as the current world are highlighted to make finding them easier.

0.076

* Fixed black save game image from autosave when exiting to main menu
* Fixed pause menu popping back up after exiting to main menu due to autosave
* Fixed issue where it was possible to trigger the pause menu while fading to the main menu

0.075

* Added a Timed Save option to Settings/Gameplay. This will save every 5 minutes and cycle through 5 saves. Off by Default.
* World Seeds now have unique save game files, so autosaves from one play through will not overwrite another.
* When starting a new map, there is a "Start World" save linked to the seed to make retries easier.
* Save Games now have an associated picture for each file!

0.074

* Removed incorrect shadows from grass and rocks when advanced shaders turned off
* Left Clicking the World Seed in the Pause Menu will copy it.
* Fixed issue where sparks from a previously loaded game could interfere with the world seed when generating a new level.
* Fixed Log Pile and Plank Stack now showing their access point. This allows better path planning now.
* Fixed issue where certain sub tasks were always picked first regardless of distance when the task priorities were the same

0.073

* Added a low density grass option to the settings/video menu to make it easier on the eyes from some players

0.072

* Updated German Language
* Alert system understands when unlocking items are being built and clears the alert immediately instead of waiting for item to complete building.
* Fixed a possible issue with Terraforming that could cause it to fail and get stuck.

0.071

* Fixed progression blocker if delete the Work Zone blueprint in the objects tutorial
* Prevent a second Food Stockpile in Survival Tutorial to prevent confusion
* Upgraded missing items Alerts so they are aware of in progress attempts to resolve the Alert.
* Missing item alerts are now aware of clear tile and harvest job extraction counts at part of Alert resolution.
* Early objects like the Sleep Zone and Work Zone will allow placement on tiles with grass and trees now once you have the tools to clear those tiles.
* Added Discord button to the Main Menu and Pause Menu.

0.070

* Updated Chinese language files
* Fix for case where a parent doing baby care would get stuck trying to take a baby to a Jug Pallet to drink

0.069

* Added some code checks to help find issues with pathfinding getting locked down, I think in relation to rotted items.
* Fixed issue where hauling to a Stockpile with a paused item will prevent the item from even being merges and dropped.
* Added Pantry Shelves to demo - A storage container for food
* Added Serving Table to demo - A place for prepared food

0.068

* Extended language support
* 0100-017F Latin Extended A
* 0370-03FF Greek and Coptic
* 0400-04FF Cyrillic
* 0500-052F Cyrillic Supplementary
* 3040-309F Hiragana
* 30A0-30FF Katakana

0.067

* French. German, Chinese language files updated
* Fixed exit blocked tille issue when all neighbor tiles also blocked.
* Fixed issue with double bed sleep positions not rotating correctly.
* Fixed Masonry Place having a double unlocking alert.

0.066

* Fixed issue where pathfinder could get stuck when a cleaning task failed

0.065

* Fixed dismissed alerts and tutorials not being correctly reset on new game.

0.064

* Fixed some popup extents going off screen sometimes due to their width being calculated the next frame
* Removed unlock alerts for items that are result of jobs: Log, Iron Ore, Gold Ore, Raw Meat, Fresh Hide
* Integrated the unseen unlocks (blue lock) icons with the Ideas menu so you can see new stuff. Click the item to find it in the menu and clear the icon.
* Masonry Place shows up as an unlocking alert properly now
* Thresher takes less straw to make 40 -> 20
* Skills that have been disabled have a much more visible X on them now.
* Selecting a skill in the skills index will highlight that skill for all Clanfolk (Just like the side glossary)
* + Button works for copy jobs now, like cutting trees or harvesting grass
* + Button works for crafting item jobs too. Click an item in the world you want more of, and it will help.
* Standing spots for crafting stations are not flammable.
* Items in container objects do not add flammability to the standing circle, only to the object itself now.

0.063

* Fixed translation system to substiture English when the language key was not defined.
* Updated French language text

0.062

* Removed the Ice Jug recipe from the Demo flow because you can't get ice in the Demo and it is confusing people into thinking they can get water at Cooking Fires.
* Game Tips added to the Pause Menu

0.061

* Fixed the + Button to select the build item not working for plants

0.060

* German language file updated
* Sleeping attribute reports sleeping properly translated
* Rebalanced food desirablity to make Berries eaten more and preserved food eaten less
* Changed the default priority of some food items and Charcoal so that they get picked for hauling before other items
* Fixed case where deletion of the first job in a chain of jobs (like planting) would cause the Unit to pause at the location of the deleted job until a new task was selected.

0.059

* When skill disabled, fixed skill name not being translated
* Text scales on the mouse over images for items and objects seen in the Ideas menu and elsewhere for longer words
* Fixed blueprints for Construction objects not being translated
* Traditional and Simplified Chinese language files updated
* French language file updated
* Masonry Place icon changed to a Brick to make it more obvious what it is for early on

0.058

* Skills Index tutorial icon changed to new one
* Fixed some of the alert unlocks not finding their locations in the menu when clicked.
* Lowered spark distance a bit to make jumping 2 tiles a lot less likely
* Fixed orphaned menu finder arrows when there is nothing in the menus to find

0.057

* Increased desirability of Cooked Eels so it is eaten before Smoked Meat
* Gravel Pile named to Stones Pile to be less confusing
* The Ideas Menu (This was the huge thing this build. It auto generates the entire unlocking flow of the demo into a menu)
* Straw Pile now takes Logs so it can be made when you need it
* Grain Pallets now also takes logs so you don't have hay seed everywhere.

0.056

* Spelling Fixed (Flammability) 2 m's cmmon!

0.055

* Fixed menu sort ordering to get the Pause menu back on top of the Alert menu
* Make Keypad +/- also work for Zooming

0.054

* New Auto Supply hook up with Gear icon to crafting objects.
* Blockers and Cooking tutorial upgraded for Auto supply hookup

0.053

* Fixed issue introduced in 0.052 where last blueprint placed was deleted when RMB pressed

0.052

* Mention that Dirt and Gravel floors make good paths.
* When Boosting the Pack Up or Dismantle Job for items on fire, the Units would pause out
* Pack up and Dismantle tasks now expire with their parent object (Like when it is burnt)
* Livestock no longer sleep in beds that are on fire.

0.051

*released on September 22nd, 2021*
* Added warning to berry picking tutorial not to over pick.
* No automation icons on items in the inventory menu until the right crafting object exists.
* The Inventory menu now shows what crafting objects are needed to automate items.
* 0's are now shown in the inventory screen when you have no items.
* Ash, Blood, Dirt, and Dust are no longer flammable.
* Right Ctrl and Shift now work too.
* Helper arrow fired at Eel Trap, Cooking Fire, and Thresher Alerts to make them more noticeable.
* Boosted contrast on Skills Index.
* Hint added for Planks and Nails that they are required for advanced construction.
* Fixed showing tip for dig Graves before graves are unlocked.
* Stockpiles menu updates properly with language change.
* When tutorials off, don't start the game paused
* Changed Hotkeys: X = Cancel/Dismantle, C = Pack Up, V = Pause Unit/Object
* Input name length up to 24 characters from 16, Text also scales as needed.
* Dropping out of Reed Selection mode is now ok in the Intro Objects Tutorial.