Revision 40A

**Version chronology**

**External links**

* added various selectable game-start loadouts to the starting screen
* added "Prisoner" character type
* added "Ravenous Herd" event
* added "Foreign Invasion" event
* added option to disable tutorials to loadout screen
* coconut palms will provide some lumber when removed
* cleanup of stockpile handling code performed; prevents duplicate entries being put in the stockpile list
* stockpile handling code optimization performed: do an early out from the job handling code once one goods job has been successfully evaluated
* Bandits/Fishpeople/Foreigners now have proper tooltips which describe their state as neutral, hostile, or friendly
* bandits now walk from edge of map to set up camp rather than teleporting in
* bandit camp size now corresponds to number of bandits in gang
* bandit gang selection for bandit attack event improved
* bandit stealing logic made less dumb
* player can now directly order a mineralogical survey
* increased materials range on gabions
* polished the ui a bit
* performed animal job cleanup pass (should eliminate some instances of... weird behavior)
* all characters gained by prestige favours are now temporary and will depart after a certain number of days.
* balance, prestige favours: prisoner favour now comes with a manager to oversee the prisoners.
* balance, prestige favours: artisan favour now comes with high starting skills.
* balance, prestige favours: most commodity-granting favours removed
* balance, prestige favours: food favour now grants food amount based on current population
* balance: Lower-class and middle-class immigration are now separate events. Lower-class will continue to be sent by the empire every few days. Middle-class overseers will come when you reach commodity production milestones.
* balance: all starting guns are now pistols
* balance: radar favour made to be more consistently useful
* balance: musket is now cheaper
* balance: pistol -> revolver upgrade is now cheaper
* balance: bandits give gifts less often
* balance: obeliskians made tougher
* balance: naturalist will prioritize mineralogical surveys & survey search range increased
* balance: made fishpeople slightly less enthusiastic about destroying your crops
* balance: made colonists made less enthusiastic about Fishpeople hassling outside of civilization
* balance: made humanoid combatants less enthusiastic about shooting fleeing targets
* workshop missing overseer can now be given a reason other than "death"
* balance: removed a ton of surface nodes, put in a bunch of hidden ore that requires surveying & underground mining
* balance: foreign troops stand up to combat better now
* FIXED: slowdown in work crews panel when colony has a high population
* FIXED: Naturalist will no longer avoid workshop duty if assigned to a workshop
* FIXED: temptools no longer show up in commodity window
* FIXED: flax to cloth said it took more flax than it did
* FIXED: fishpeople hassling requires being in civilization
* FIXED: various typos
* FIXED: sleeping people can no longer object to your policies
* FIXED: dead bandits can no longer be harvested by fishpeople for infinite longpork
* FIXED: possible scripterror from foreigner corpses
* FIXED: broken modules should no longer be usable in workshops
* FIXED: scripterror when Upper Class Sympathy event fired
* FIXED: gabion deconstruction now displays a progress bar
* FIXED: first character in your list will not always be the person upset about illegal goods (and various other events will now also pick a character at random correctly)
* FIXED: right-clicking to create a shortcut on Steam now actually creates a shortcut with the correct icon
* FIXED: characters will no longer discover they are distant relatives of themselves
* FIXED: characters will not make friends with themselves, either
* FIXED: about 20 instances of "receive" are now spelled correctly