Alpha 43A


 * added first iteration of Public House & associated jobs
 * added Barber & associated jobs
 * added new step styles determined per-building
 * added Fishperson nesting mission
 * added useful descriptions to most commands & modules in the build menu
 * added ability to change character names; players may now subject their friends and family to The Frontier Life
 * character ui: memories now have borders to show significance of memories relative to one another
 * character ui: made emotion bars longer
 * characters now have short-term and long-term memories which aren't yet visibly distinct, but should provide a more accurate overall description of state from what is on the character description window (which is still not finished)
 * Offices can now do internal "standing orders" to keep the office running when it is not performing an office service (for instance, putting drinks in the Booze Vat for safe-keeping.)
 * Foreigner military units may appear to attack bandits
 * when faction groups are destroyed the ticker will give a vaguely accurate cause for their disappearance
 * all foreign factions are now hostile to bandits and fishpeople
 * sleeping people will now be largely unaware of their surroundings (as in, they will have a very small sight radius)
 * (in-progress) adding descriptions to all menu commands
 * workers in a workcrew will change uniform to match their overseer's highest skill, if applicable
 * Novorusians now have appropriately gendered slavic surnames
 * if objects are damaged near a sleeping colonist, the sound will wake them up
 * Dodos now know when their nest is destroyed
 * Fishpeople may bring food to your colony if you're starving and have good relations with them
 * added cement commodity + cement factory building (but fully expect this to become a Ceramics Workshop product)
 * added Fishpeople Convoy event
 * item dropped by non-colonist agents outside of your settlement will be auto-forbidden when dropped
 * if player claims items dropped by non-colonist agents outside of settlement, they will be added to commodities list
 * balance: corpses no longer spawn infinite vermin
 * balance: starting to re-balance mood & madness effects of memories (in-progress)
 * balance: Foreign invasion delay increased & given better notification
 * FIXED: modules placed in the corners of buildings such as ovens would cause problematic building geometry and geometry explosions
 * FIXED: items carried by non-colonist agents won't show up in your commodities list
 * FIXED: a colonist that attacks an animal due to hunger will attack it until it is dead, then will butcher it (rather than being non-committal about the whole matter)
 * FIXED: unclear status of longpork ownership after people are butchered
 * FIXED: missing memory case for when Fishy individual is attacked by Fishpeople
 * FIXED: buildings menu category button could occasionally get stuck in the "on" position
 * FIXED: people making friends or rivals with themselves
 * FIXED: people making friends or rivals with the same person multiple times
 * FIXED: tooltips break for characters after they change class and get stuck (incorrectly!) on the same job