Revision 40C


 * animal herds appropriate to biome will randomly show up from edge of map
 * fishpeople will react to their friends receiving beatings/execution from colonists
 * added major bandit attack event
 * added tooltips to bandit event dialogs
 * neutral military scouts will now do survey action
 * groups doing attack/plunder missions will perform "search area" if they can't find a target for attack/plunder
 * cultists in a cult that worships a specific type of horror may now worship that horror if they see one
 * cultists in a fish cult will not hassle fishpeople because it goes against their religious beliefs
 * fishpeople may become more aggressive if they find a fishperson corpse
 * mineralogical survey results will create an alert
 * the Ministry Investigation event has had some text clarifications and an alternate outcome added depending on character traits.
 * romantically inclined people will occasionally cry over graves.
 * characters now have desires and a record of their personal property.
 * characters can now claim modules for their use (this is the start of the personal property system, though right now it's still Communism; i.e. people will sleep in any bed, even a claimed one.)
 * the Empire will now deliver population milestone rewards to an airship mast, if you have one.
 * added new event: A lower-class character may discover they are a member of the nobility.
 * mood penalties for characters going hungry have been increased.
 * mood penalties for background inter-character behavior have been decreased.
 * characters now forget negative memories of hunger if they eat, depending on how hungry they still are.
 * characters now appropriately forget memories due to drinking alcohol. Low concentrations remove less important memories, higher concentrations remove increasingly more important memories. (This will likely need balancing.)
 * added more names have been added to what will surely one day be the official unofficial Dickensian character generator
 * did more UI tweaks to reign in some wandering elements that thought just because we rewrote the UI system they could take a break
 * balance: food will no longer count towards The Empire's opinion of your economic progress. (This will affect the rate at which you recieve overseers and the system has been rebalanced accordingly)
 * balance: the overseer allocation system will continue giving you additional characters after you have hit the overseer cap if some of your overseers have died. (Note: Temporary overseers are tracked separately, so you can't game this for freebies.)
 * balance: made mineshafts slightly cheaper (requires iron ingots rather than iron plates)
 * FIXED: some broken job requirements that locked maddened colonists into certain behaviour loops
 * FIXED (40B): Logs (& other harvested resources) should now be correctly stockpiled.
 * FIXED: when bandits/foreign soldiers/fishpeople drop weapons, they will be added to your commodities list
 * FIXED: various issues with agents carrying out missions freezing in place temporarily
 * FIXED: Colonists intending to hug fishpeople will no longer hug normal people. Just fishpeople.