Revision 41C


 * items may now be forbidden and claimed using the click-drag interface; forbidden items turn red
 * balance: Naturalists will prioritize player-ordered Mineralogical Surveying over player-ordered Exploration Beacons
 * balance: crops now output 1 item, dropped immediately to ground
 * farm field max dimensions doubled
 * stockpile max dimensions limited to 7x7 (in anticipation of stockpile mechanics improvements)
 * added military skill to replace "Military Training" trait (more work coming on this)
 * tooltips now offset to account for cursor size when set to follow the cursor
 * overhauled work crew window to remove unnecessary information, increase readability, oppress the lower class (in-progress)
 * edited faction and commodity window sizes
 * colonists will abort hugging more accurately
 * added a small pile of new desires for colonists
 * the "no' option will now be the first option for the "criminal goods" event
 * removed NCO/Overseer option from middle class immigration
 * ai_agent missions that target civilization will now aim closer to civilization
 * added "Idle Suspiciously" job for foreigners
 * added "mysterious figures" icon to mysterious situations
 * added Prisoner backgrounds
 * added Barracks (assign workcrew to conscript them)
 * added concept of training to barracks: assigned NCO will order militia soldiers to "get swole" so they become proper redcoats
 * assignment beacons now correctly display the work crew name and subtasks
 * tooltip over assignment beacon now tells you the name of the job, the work crew doing the job, and the # of tasks remaining in the job
 * FIXED: non-player ai agents will now correctly delete their carried weapons or items when despawned
 * FIXED: various issues with Bandit attacks not finding their target
 * FIXED: corpses thinking they weren't in the world and thus messing up burial jobs
 * FIXED: non-colonist ai_agents did not interrupt jobs correctly
 * FIXED: issues with bandits fleeing back to their camp
 * FIXED: bandit gang defeat scripterror
 * FIXED: bandit hostility state toggles for ALL bandits on the map whenever a decision is made about them
 * FIXED: if a tag can be filled by multiple objects with the same utility, we now pick one at random rather than just the last one. (This mainly shows up in the distribution of where people sleep, as well as other issues which hopefully won't stick in loops.)
 * FIXED: slowdown in work party menu with > 100 colonists
 * FIXED: item ownership for lots of items
 * FIXED: items will only stack with other items if they have a common owner (for now)