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REVISION 41E NOW IN THE EXPERIMENTAL BUILD

Revision 41E has now been posted to the experimental branch on Steam. Please give it a shot, and let us know if you encounter any issues or have useful feedback to offer. This build mainly focuses on bug fixes and quality of life improvements:

shift-clicking on a workshop +/- icon increments (decrements) the # of products being produced by 10
different edible crops now have different growth rates and yields. Try experimenting with them!
lower class worker cameos in Work Crew menu will highlight if doing job for the Work Crew's assignment & display current job in tooltip - weed out idlers!
farm growth rates have been completely overhauled. You will have to pay more attention to ramping up you farming as your colony grows, now.
balance: morale tweaks for less scarpering
balance: cooking food no longer gives you 2-for-1 output.
balance: foragable plants take longer to regrow.
maize can now be grown in the New Antipodia biome.
the Farming UI now shows descriptions of plants.
conversations and thoughts that are sufficiently important and not just idle gossip will be displayed, regardless of zoom levels
desires can now be fulfilled by having a memory of doing a thing.
crops now only grow/spoil during the day (because Samut bugged us about doing this again)
various typos and incorrect descriptions corrected
OPTIMIZATION: fog of war rendering
OPTIMIZATION: game does not reload work crew tooltips from disk when regenerating work crew menu
OPTIMIZATION: only regenerate work crew window elements that actually need regenerating, not the entire window
FIXED: lower-class characters now properly inherit skills from their overseer for purpose of determining length of job time
FIXED: favour naturalists are now properly counted as temporary characters
FIXED: job dependencies to get new tools not being filled when a character has a tool, but it is stowed on their back (affects burial, probably some other stalled work crew stuff)
FIXED: workshops getting stuck on jobs that do not correspond to their current entries
FIXED: buried corpses becoming visible after save/load
FIXED: infinite pickup/drop loop trying to build or repair modules that are inaccessible from the current worker position but NOT with invalid access points
FIXED: do not abort a raw food eating job to eat cooked food if the cooked food is locked by somebody else, or not owned by the player
FIXED: child jobs in an assignment would not be shown as being done in the jobs window after save and load, despite being done
FIXED: (41D) Barracks-assigned NCO won't turn themselves into a footsoldier anymore
FIXED: bandit scripterrors (due to groups not being removed from global list)
FIXED: former bandit appeared to re-join colony when dead and buried in grave
FIXED: (41D) cases where character assigned to barracks wouldn't end up as correct profession (cleanup of checks for Military Training trait)
FIXED: people no longer get memories for killing "Unnamed"
FIXED: NCO in military-themed loadout did not have proper military skill
FIXED: brewery description no longer claims that the brewery is a kitchen
FIXED: "Flatten Terrain" is now a construction job
FIXED: (41D) NCOs will no longer "get swole"
FIXED: incomplete gabions will no longer create rubble when "destroyed".
FIXED: you will not longer see "Her Majesty's 11st Regiment"
FIXED: case where soldier would use civilian morale levels to calculate choice to retreat
FIXED: temporary characters can no longer leave your colony without unlocking their jobs first (this could cause frozen jobs!)
FIXED: descriptions for metalworks and ceramics are no longer the same, and are now useful.
FIXED: favour troops will no longer perform all jobs
FIXED: Bandits killed while stealing your stuff will no longer leave commodities hanging in mid-air
FIXED: tutorial for cooking won't maybe launch 10 times.
FIXED: player-ordered butcher job filters aligned (it's just "hunting" now)
FIXED: mundane seed memories for fresh-off-the-airship colonists work now
FIXED: (41D) any work crew with an overseer with the military tag can now be assigned rally points.
FIXED: (41D) workcrews no longer lose their "grayer" background when a game is saved and then loaded.

Have a lovely weekend,

-- Gaslamp Games