Revision 35A

Things to Look Out For

 * Fog of war!
 * Characters can have nametags toggled
 * Guns require reloading
 * Modules should place better
 * Events pop up w/o alerts - so you won't miss them (let us know if this is super annoying)
 * Food rebalancing
 * Social job rebalancing
 * NOTE: madness/cult effects are in flux and are effectively deactivated for 35A while they're "in the shop".

Changelog Proper

 * Nametags! Hit the nametag button to turn nametags on for everybody.
 * First stage of implementation of two-stage fog of war.
 * trees can grow again. (and WON'T grow inside buildings)
 * FIXED: problems with giving orders to remove saplings (and tree commands in general * received cleanup)
 * FIXED: adding/removing workers to/from workcrews with special uniforms now properly adds and removes said uniform as appropriate
 * added Stone/Brick/Iron Kilns for Charcoal & Ceramics, removed "Industrial Kiln"
 * FIXED: make gunpowder job broken again
 * gave in and added beetles to both biomes (because one or two slipped in to the rev35 patch)
 * FIXED: player will no longer receive notification if a fishperson hurts a bandit
 * beds can be broken by overuse (but don't explode)
 * FIXED: calling construction materials via favour was broken
 * FIXED: airdrop crates will no longer drop into buildings (and contents of airdrop crates won't * drop into buildings either)
 * FIXED: sleeping inside on floor no longer creates memory for sleeping outside on ground
 * FIXED: farm tiles becoming unfarmable after being destroyed by animals / other damage
 * added fuel requirement to smelting jobs (use charcoal, coal, or peat)
 * FIXED: minesshafts should no longer eat workers when you unassign them from the mine
 * FIXED: bandit corpses no longer turn crops into clawbulbs
 * FIXED: smelters should no longer play burning animation when not in use
 * made sugarloaf a "preserved food"
 * removing random nature objects ("clearables") is now in the construction job category rather than the farming job category
 * buildings will automatically remove nature objects they're built over (though it's a little hacky)
 * added icon for dead fishperson
 * added more variety to memory icons (related to combat)
 * balance: made trees take longer to chop down but give more timber
 * airdrop crate falling on people will no longer cause memories for "witnessed combat"
 * FIXED: Naturalists will show up and just do naturalist stuff rather than default workcrew stuff
 * balance: made return to civilization requirements a little less steep (now that civ works better)
 * balance: made criminal vicars spawn less often
 * workshop jobs limited to range 100 & will use closest commodity
 * guns now require reloading
 * Foxes will now eat delicious, delicious gibs.
 * Real simple first pass on burrowing beetles.
 * FIXED: exploration beacons (were disappearing instantly)
 * added reload sounds
 * FIXED: fishpeople using Wander (human) job
 * tweaked event timing so events are more likely not to trigger at the same time
 * made "butcher fishperson corpse" have way less range and be a less desirable source of food
 * beginning of rebalance of social tier jobs
 * addition of new memories which tend the characters toward positive moods to offset external effects.
 * miscellaneous cleanup of memory database
 * instances of "Fear" changed to "Fearful" because grammar
 * balance: adjusted tropical forest spawns slightly (more timber, fewer coconuts)
 * SHIFT-click now preserves module rotation
 * Moving a wall placed module directly up to a building, without actually moving your mouse into the building, correctly attaches it
 * Modules now display RED when not attached to a building and BLUE when they are. (This will be expanded upon later...)
 * FIXED: rotating a module will occasionally get stuck for no good reason.
 * tweaked event timing so events are more likely not to trigger at the same time
 * made "butcher fishperson corpse" have way less range and be a less desirable source of food
 * added some more character names
 * FIXED: ranged attacks will self-abort (then character will re-evaluate jobs) if target gets too far away (to stop endless retarget/follow cycle)
 * changes to feeling tired and hungry for balance
 * minor edits to some alert strings for clarity.
 * modules will now send a ticker message when completed
 * made science and chapel jobs less desirable at night
 * changes to upper_class jobs to make them less... annoying, but just a little bit
 * inspect painting converted to a "social" job and modified accordingly
 * added memory for discovering a weird artifact
 * shortened text on some food memories
 * balance: increased damage of ranged weapons due to need to reload
 * FIXED: crash when creating a stockpile and mousing over a building inadvertently when doing so
 * FIXED: save games do not load correctly (or, amusingly, save correctly, even though they seem to) on machines with Unicode path names

Food Rebalancing

 * Doubled time it takes to become hungry / starve.
 * Significantly increased time it takes to grow most crops.
 * Slightly increased time it takes to cook stuff.
 * Decreased chances of eating food when not particularly hungry.

Essentially: food takes longer but is needed less often.