Revision 35C

Engine/misc

 * FIXED: game immediately goes from battle music playing to pegging the discovery music and not moving
 * CPU side optimization to render backend; removed unnecessary matrix calculations etc
 * implemented brushfire search for moving characters into civilization

Nature

 * balance: made stone nodes provide more stone
 * balance: made clay node clusters more numerous
 * artifact discovery now gives discoverers name in ticker
 * balance: made trees take way longer to chop

Events/gamestart

 * position of event window remembered between events
 * balance: added more building materials to gamestart
 * balance: pushed bandit and fish attacks back to day 2 (as they'd appear in night 1, which is a bit soon)
 * "call favour" event won't appear unless you have enough prestige to do anything with it
 * added madness/cult contextual tutorial
 * cleaned up the starting tutorial infodump now that we have some contextual tutorials
 * criminals immigrants have a chance to want to start a cult
 * criminals sent to your colony may now be slightly mad
 * colonists should no longer spawn in water at gamestart
 * fishpeople menacing should spam less alerts
 * FIXED: some zoom-to alerts didn't zoom-to

Buildings/workshops

 * implemented real building material cost system
 * added "upgrade pistol to revolver" job
 * added revolver icon
 * FIXED: standing orders of glass panes broken
 * added coal icons to smelting job tooltips (because smelting takes a carbon source now)
 * FIXED: an office w/ dead overseer displayed an alert with incorrect title text

Characters

 * added "drink curative" for curing madness (colonist will drink Laudanum or Sulphur Tonic to relieve maddening thoughts)
 * balance: reduced desire to drink booze across the board because it was impossible to maintain stocks
 * UI: work crew display now really displays # of idle work parties, not # of active work parties
 * drinking laudanum has a small chance of turning a character into a Laudanum Fiend
 * "building materials to be dropped off now show in tooltip

Combat

 * all combat code rewritten to use state machine tiers to determine combat operations
 * FIXED: animals fighting animals will no longer trigger combat music
 * FIXED: bandits and fishpeople have to reload guns now, for real
 * characters will load their guns upon gamestart

Cults

 * cults will announce their name in ticker upon formation
 * cults will announce new members to game ticker
 * cults will do recruitment at night, and only one initiation per night max
 * cultists who witness an occult ritual will be made happy
 * added alert upon cult formation
 * studying eldritch artifacts may increase madness and/or inspire cults
 * people invited to a cult will decide whether to join or not based on traits, madness, and relationship w/ cult leader
 * cultists who are invited to join another cult will become offended
 * cultists who are invited to join a cult they're not in will become offended