0.4.3

**0.4.3** is the version of *Colony Survival* released on November 22nd, 2017.

The added complexity of 0.4.0 made the game difficult to understand for new players. To streamline the early stages of building a colony, non-vital content has now been locked behind Science.

## Changelog

### Summary

* New colonies don't start with wheat seeds and flax seeds anymore, but gain them by unlocking the related Science
* New colonies start with extra straw to compensate for wheat being locked behind Science
* Iron Swords actually deal extra damage now
* We added a shortcut to the Science interface in the Banner Menu.
* We've motivated the tailor to work quicker
* Wheat farmers, flax farmers, archers, crossbowmen, matchlock gunners, ovens, grindstones, kilns, splitting stumps, mints and shops are now locked behind (mostly quick & easy) Science
* Categories in the science interface are now labeled clearly; available, unavailable and unlocked.
* Unavailable research is now black and white, to make it appear less overwhelming and important
* Added a text to to the science interface that explains how to recruit scientists
* Updated some tooltips to better reflect the changes in 0.4.0

### Full changelog

* Changed Science menu to be clearer & more beautiful
* Changed mint and shop recipes to require Science to be done first
* Changed wheat farming to require Science to be done first
* Changed splitting stump recipe to require Science to be done first
* Changed kiln recipe to require Science to be done first
* Changed flax farming to require Science to be done first
* Changed the shop recipes to all use Bronze Coins
* Changed the torch recipe to use firewood instead of charcoal (and made the player cost equivalent to the colonist cost)
* Changed Science Lab recipe to require planks instead of coated planks
* Grayed out buttons in the command tool for Jobs that are not researched yet
* Boosted tailor throughput in making linen
* Hitting a colonist or a zombie while carrying an iron sword now does more damage

* Fixed the crafting limit field having issues with values above 9 999 and below 1 000 000
* Fixed changelogs not being included in the build (broken for 0.4.1, 0.4.2)
* Updated Unity from 5.6.3p2 to 5.6.4p2
* Fixed the recipe requirements in the crafting limits inventory checking the requirements in the inventory instead of the stockpile
* Make water listen to the "shader quality" option
* Fixed an issue where modded Science was reset if the game was loaded without that mod (due to incompatibilities for example)
* Shortened ammo counter to 100K etc if it's over 100 000.
* Fixed missing comma in settings/server.json (no ingame impact)
* Fixed an issue when running the dedicated server wrapper with another directory as working directory in the commandline
* Added a button to go to the science menu in the banner menu
* Disabled the hotbar in the science menu
* Sorted banner radius 1 Science requirements to match the iteration requirements
* Added copper and Copper Nails to localized files
* Merged the default mods' modInfo.json files together

* Changed miner tooltip to reflect the changes to the ore system
* Changed berry farmer tooltip to be consistent with the others
* Changed a few tooltips to better describe what the block/item is useful for
* Renamed Japanese locale from jp-JP to ja-JP
* Updated de-DE locale
* Updated fr-FR locale
* Updated es-ES locale