Revision 42D


 * game now remembers the game window location on restart
 * made a bunch of character info panel changes to expose more of the character state
 * character window: emotions and madness now shown on a scale
 * character window: mousing over a memory will show information about how that memory affects the character's state
 * character window: memories now shown with more detail, image fades as they are forgotten
 * (character window: lots to go still with this, but it's functional enough to push it to experimental)
 * colonists who are happy or drunk will occasionally dance
 * deer will now appear in the New Antipodia biome
 * colonists will generally be made happier by the presence of local military in the colony.
 * added new "Quick-start" loadout
 * added new "Basic Food" recipe to kitchens that merges stew, meat, and many other recipes into a single button
 * removed recipes now made extraneous by Basic Food
 * crops will now reach their "mature" model one stage earlier, so you can actually see it for a bit
 * crops will let out a sparkle when harvestable
 * scholar Praise Event will now show how much prestige you earned
 * colonists Denounce Bandit Cowardice event now has an additional possible response
 * upper class immigrants have been removed from regular immigration.
 * upper class immigrants will now emigrate at a rate of 1 per available upper class house.
 * prisoner overseers will now be identified as such
 * fixed grammar and typos in several events
 * fixed prestige cost for food favour
 * added new desire: "Kill some wild game"
 * added progress bars to workshop jobs
 * reduced madness from being attacked by fishpeople
 * added Fishperson dissection job for Naturalists
 * added Fishy Look Report
 * "Clear Stump" and "Clear Sapling" jobs are now part of "Clear Terrain"
 * gravestones are now randomized
 * prisoners given hats
 * added Fishpeople Organs
 * madness overhaul & rebalance performed (rather in-progress)
 * soldiers will now stow rather than drop their weapons to train
 * added holy book to some Vicar animations
 * hunting will no longer display character combat info panel
 * split buildings into "workshops", "offices" and "housing"; added support for subcategories to the module placer.
 * split military operations into commands and constructions
 * a great deal of office code was written to procedurally define offices, and their UI elements
 * added "office jobs" that will be done by the office crew assigned to an office
 * added office job UI display widget for chapels
 * supplicants will now show up looking for preaching if a chair is available for them to sit in at the church
 * supplicants will also look for confessions if a vicar is around to hear them (confession mechanism currently uses the Cult Deprogramming code.)
 * balance: removed 21-person start. Because it was just way too good.
 * balance: throttled back beginning time & strength various attack events (bandits, fishpeople, foreigners)
 * balance: Tweaked costs of several modules
 * balance: graveyards now pack in graves a little more efficiently
 * balance: increased starting exploration radius
 * FIXED: colonists should no longer get memories for killing vermin
 * FIXED: foreign troops will proper interrupt going to mission goals to fight enemies (or friends, if they're hostile)
 * FIXED: saskatoonberries & lingonberries counted as same item in commodities screen
 * FIXED: colonists will no longer attempt to interact in various ways with fishpeople meat as if it were a fishperson
 * FIXED: miners mining in mineshafts will no long leave a floating pickaxe by the door
 * FIXED: you can click directly on a mine survey point OR drag a box around it to order a survey done (also gave the job a proper icon)
 * FIXED: all factions will now properly update their UI description string to reflect whether you're shooting them or not
 * FIXED: Bandits will now fight back when attacked by rampaging Aurochs
 * FIXED: The Fleshcube is now a valid ingredient
 * FIXED: Foreigners won't die again from splash damage after already dead
 * FIXED: characters hunting an animal will attack it until it is killed rather than taking just one shot
 * FIXED: ranged attack would always send out a gunshot alert to sleeping characters upon completion even if a gun wasn't fired
 * FIXED: building name change spam when mad & overseer switched (but needs to be tested; can't 'til madness works again)
 * FIXED: Ominous Dreams event was never firing
 * FIXED: Broken memory icon for recruited bandits
 * FIXED: fishperson assault crisis scripterror
 * FIXED: added bounds checking for corePooledList (and warning messages instructing anybody encountering out of bounds list reads to e-mail us)
 * FIXED: optimized stockpile code when you have a lot of goods that need to be stockpiled
 * FIXED: characters occasionally being unable to do new work after they no longer belong to a workshop
 * FIXED: crash setting filters or information on a deleted work party
 * FIXED: various issues w/ retreat jobs getting stuck
 * FIXED: bricks will now be stacked
 * FIXED: Tooltips showing the wrong name for stacks after items had been removed from them