Revision 37D

Gamestart

 * seven dwarves mode 'cause yolo
 * added clay & stone near-ish to starting spots
 * and so reduced starting resources
 * added guaranteed extra muskets at start
 * no (live) fishpeople should appear in (immediate) vicinity of a tropical gamestart

Characters

 * added concept of rivals/enemies to characters
 * angry citizens may occasionally smash a commodity in anger.
 * added new military idle: Stand at attention
 * cultists will attempt to preach The Occult (and spread madness)
 * balance: upper class characters are much more persuasive when recruiting for cults (class-relevant traits ie Communist also apply to this logic)
 * added ability to lose a friend (& associated sad memory)

UI

 * added progress bars to farming
 * added progress bars to construction jobs
 * Fixed: the contextual module tutorial appearing more than once
 * upgraded the old food icon to not be all pixelated (THANKS CHRIS)
 * messing around with size of Work Crew subpanels (in progress)

Zones/Buildings/Jobs

 * farming time now uses farming skill
 * FIXED: fishpeople butchering orders
 * FIXED spoiled crops being unclearable
 * FIXED: place gabion error + added progress bar to job

Events

 * Fixed: an error in "Research Family Tree" event
 * all events now have a default choice "timeout" so will eventually proceed whether or not you react to them
 * events that give randomized items (plunder, etc) now tell you exactly what you got in the ticker
 * attached all airdrop & immigration events to airdropmast, if player has one active
 * FIXED: scripterror in bandit_spawn when selecting "don't shoot them"

Combat

 * soldiers will grab gun instead of fleeing if both enemy AND weapon is in range and morale is high
 * tweaked how reloading animation was set so civilians who have a very long reload time don't look like they're idling
 * FIXED: stuff getting really weird with corpses after they're moved to another position
 * successfully escaping enemies will make people ... well, not happy really, but slightly less upset at least.
 * FIXED: militia was confused about what jobs to take in some cases
 * FIXED: scripterror in bandit_group when bandits are killed
 * redcoats favour NCO starts with a pistol