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32b Now Up in Experimental Branch (and a new blog post!)

New blog post up here where Nick discussed a few of the things we've been working on quietly over the last week. Some of them are in the new experiemental branch that's now up! Here's a changelog for the most recent build:

Jobs/Workcrews

FIXED: jobs not being taken if you have a workshop assignment (regardless of whether or not the assignment is being done)
FIXED: two work parties can compete for the same assignment, causing one of them to never take a new assignment
X-to-cancel assignment now (mostly) works in the jobs menu
increased range of player-assigned hunting job

Buildings/Modules

added a Chapel building
added some modules for the chapel (but they don't do anything yet and there's no Vicar)

Characters

FIXED?: various potential scriptErrors in the friend-making process
added more names for workcrews because it /is claimed/ that there are lots of repeat names
balance: turned one labourer into an overseer at game start
balance: adjusted immigration rate of overseers upward
added alerts for various cases of death due to murder, being marked for justice but getting murdered by cultists instead, and being marked for justice but being killed by something else entirely.
cleaned up emotion animation jobs for characters (hooked up a couple more animations, have them attempt an emotion icon if it's been a while since an icon has been displayed)
balance: re-weighted "experience terror" job
balance: re-weighted emotion animations to base utility on emotionalAnimationTimer
added "feel madness" emotion animation job
added a "felt madness" memory (for the "feel madness" job)
lower class labourers made grubbier

Combat/Military

FIXED the thing where landmines/logs wouldn't count down in commodity stats when placing landmines/gabions
added ability to remove landmines & dismantle gabions
explosive commodities will now explode when damaged
incidentally, commodities can be destroyed by damage (we'll see how horribly this pans out)
added ability for hunters to shoot hostiles in combat (eg. Fishpeople)
balance: adjusted civilian melee attacking a bit
new affliction system implemented!

Save/Load

FIXED: stockpile serialization
Fishpeople/Others
Fishpeople can use their urchin grenades!
Fishpeople given simple personality archetypes to affect behaviours
Fishpeople with leadership qualities can rally raiding parties over various issues
lightened up and desaturated the gray fishpeople skin so it's more silver
cleaned up interrupts & job utilities on fishpeople jobs (they were all over the place)
and for Other Things

Engine

FIXED: game now lets you know if the starting scripts are broken

Nature/Animals

new hematite nodes added
Beetle Steaks!
terrain: added some grass to the temperate beach
biome generation adjusted a bit, secretly?
added "plant" tag to grass (for herbivores)
added Land Dragon
added Fox

Events

made immigration event give more game log info