Revision 35A

**Version chronology**

**External links**

## Things to Look Out For

* Fog of war!
* Characters can have nametags toggled
* Guns require reloading
* Modules should place better
* Events pop up w/o alerts - so you won't miss them (let us know if this is super annoying)
* Food rebalancing
* Social job rebalancing
* NOTE: madness/cult effects are in flux and are effectively deactivated for 35A while they're "in the shop".

## Changelog Proper

* Nametags! Hit the nametag button to turn nametags on for everybody.
* First stage of implementation of two-stage fog of war.
* trees can grow again. (and WON'T grow inside buildings)
* FIXED: problems with giving orders to remove saplings (and tree commands in general \* received cleanup)
* FIXED: adding/removing workers to/from workcrews with special uniforms now properly adds and removes said uniform as appropriate
* added Stone/Brick/Iron Kilns for Charcoal & Ceramics, removed "Industrial Kiln"
* FIXED: make gunpowder job broken again
* gave in and added beetles to both biomes (because one or two slipped in to the rev35 patch)
* FIXED: player will no longer receive notification if a fishperson hurts a bandit
* beds can be broken by overuse (but don't explode)
* FIXED: calling construction materials via favour was broken
* FIXED: airdrop crates will no longer drop into buildings (and contents of airdrop crates won't \* drop into buildings either)
* FIXED: sleeping inside on floor no longer creates memory for sleeping outside on ground
* FIXED: farm tiles becoming unfarmable after being destroyed by animals / other damage
* added fuel requirement to smelting jobs (use charcoal, coal, or peat)
* FIXED: minesshafts should no longer eat workers when you unassign them from the mine
* FIXED: bandit corpses no longer turn crops into clawbulbs
* FIXED: smelters should no longer play burning animation when not in use
* made sugarloaf a "preserved food"
* removing random nature objects ("clearables") is now in the construction job category rather than the farming job category
* buildings will automatically remove nature objects they're built over (though it's a little hacky)
* added icon for dead fishperson
* added more variety to memory icons (related to combat)
* balance: made trees take longer to chop down but give more timber
* airdrop crate falling on people will no longer cause memories for "witnessed combat"
* FIXED: Naturalists will show up and just do naturalist stuff rather than default workcrew stuff
* balance: made return to civilization requirements a little less steep (now that civ works better)
* balance: made criminal vicars spawn less often
* workshop jobs limited to range 100 & will use closest commodity
* guns now require reloading
* Foxes will now eat delicious, delicious gibs.
* Real simple first pass on burrowing beetles.
* FIXED: exploration beacons (were disappearing instantly)
* added reload sounds
* FIXED: fishpeople using Wander (human) job
* tweaked event timing so events are more likely not to trigger at the same time
* made "butcher fishperson corpse" have way less range and be a less desirable source of food
* beginning of rebalance of social tier jobs
* addition of new memories which tend the characters toward positive moods to offset external effects.
* miscellaneous cleanup of memory database
* instances of "Fear" changed to "Fearful" because grammar
* balance: adjusted tropical forest spawns slightly (more timber, fewer coconuts)
* SHIFT-click now preserves module rotation
* Moving a wall placed module directly up to a building, without actually moving your mouse into the building, correctly attaches it
* Modules now display RED when not attached to a building and BLUE when they are. (This will be expanded upon later...)
* FIXED: rotating a module will occasionally get stuck for no good reason.
* tweaked event timing so events are more likely not to trigger at the same time
* made "butcher fishperson corpse" have way less range and be a less desirable source of food
* added some more character names
* FIXED: ranged attacks will self-abort (then character will re-evaluate jobs) if target gets too far away (to stop endless retarget/follow cycle)
* changes to feeling tired and hungry for balance
* minor edits to some alert strings for clarity.
* modules will now send a ticker message when completed
* made science and chapel jobs less desirable at night
* changes to upper\_class jobs to make them less... annoying, but just a little bit
* inspect painting converted to a "social" job and modified accordingly
* added memory for discovering a weird artifact
* shortened text on some food memories
* balance: increased damage of ranged weapons due to need to reload
* FIXED: crash when creating a stockpile and mousing over a building inadvertently when doing so
* FIXED: save games do not load correctly (or, amusingly, save correctly, even though they seem to) on machines with Unicode path names

## Food Rebalancing

* Doubled time it takes to become hungry / starve.
* Significantly increased time it takes to grow most crops.
* Slightly increased time it takes to cook stuff.
* Decreased chances of eating food when not particularly hungry.

Essentially: food takes longer but is needed less often.