Revision 42A

**Version chronology**

**External links**

* Stockpile logic adjustment: when a character is free to do a hauling job, they will first check all stockpiles for
	+ mismatched filter objects, removing them;
	+ objects in the same stockpile which can be combined into a stack, freeing a square;
	+ filling any empty square in the stockpile with an object that can fill the square, which does not currently correspond to a stack in the stockpile square
* added ticker text when militia trains to soldier
* added "Dissect Obeliskian" job for naturalists
* added Obeliskian gibs
* workshop warnings are now zoom independent
* gabions are now built using assignments
* work crew display now correctly displays only the # of idle overseers. Idle artisans are moved to their own counter.
* all farming actions now increase a work crew's farming skill.
* added additional desires to Colonists
* vermin will now make a nice "squish" sound when stomped
* the time it takes to construct a building is now based on its area
* balance: reduced the time it takes to build modules
* balance: changed material requirements to lots of modules and buildings
* added a randomized welcome event for those with the tutorial disabled
* corpses left to rot will attract vermin
* overseer immigrants will occasionally have random skills that aren't terrible
* clear terrain, clear stumps now considered a "construction" job
* "Call Favour" will fire if you have 2 or more prestige
* a number of military jobs have been flagged as military jobs so soldiers won't appear idle when training/patroling
* balance: militia requires more training
* characters now have a maximum total name length (fixes potential UI overflow)
* began changes to workcrew naming (this step fixes potential UI overflow)
* weapons dropped by non-colonist characters outside of town have to be 'claimed' by player before they will be used (aka 'fix to the Dwarf Sock Problem')
* significant cleanup of object tag code (this might cause some weirdness but we're keeping an eye on it)
* FIXED: out of bounds iterator in rendExpressionWidget crash
* FIXED: objects would occasionally correctly highlight themselves, but would not actually let you click on them or select them (or produce a tooltip)
* FIXED: aborting a Finish Production job, or an assignment with "Finish Production" in it, will no longer cause the module in the production state to be permanently unusable.
* FIXED: scripterror case in bandit\_plunder\_major event
* FIXED: scripterror case in cultist\_preach job
* FIXED: if you build gabions with your military, they won't try to collect more than one gun on their back, creating some kind of Ur-gun
* FIXED: weird tool handling with surface node mining is now not weird
* FIXED: aristocrats will no longer attempt to order around sleeping workers
* FIXED: Militia NCOs that earn Redcoat NCO status while assigned to barracks will correctly transform into an NCO
* FIXED: unassigning a crew from a barracks will no longer leave the labourers acting like militia
* FIXED: cults will no longer decide to build two cult shrines in rare cases
* FIXED: despawned temp characters correctly remove their weapons & drop held commodities
* FIXED: people no longer get unique memories for killing beetles (just beetles)
* FIXED: foreign troops leaving map no longer subtract their guns from your weapon count
* FIXED: epicurean colonists will no longer try to butcher fishpeople to admire their meat
* FIXED: airship overflights will now travel in the direction they claim to
* FIXED: containers would forget to go back in a stockpile after being removed from a stockpile
* FIXED: animal carcasses, when butchered by a player owned character, are now reported as being owned by the player. (Forbidden otherwise.)