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0.6.0.0: New Scenario - 'Making Headway'

A big update this time - this is the new content, now available on the default branch:

NEW SCENARIO: 'MAKING HEADWAY'///////////////////////////////

The new scenario is focused on trade and introduces rubber production. You're tasked with developing the village 'Headway' which is competing with the neighbor town 'Eden Plains'. To earn money, the villagers plan to start harvesting sap from the nearby swamp and sell rubber parts. They will need to invite a family of chemists from the neighbor town and buy the necessary machinery for building a 'polymer workshop'. Sulfur is needed for vulcanizing the rubber, and this material has to be brought in by boat.

You're guided by a small tutorial in the beginning. However, this scenario is designed so that you can play it any way you like. If you find a better way to reach the objective (a high population and conditions) you are free to do it that way.
See this video for a walkthrough of the mini-tutorial:

VIDEO SHOWCASE (Youtube)

EMIGRATION - GROUP MEETINGS///////////////////////////////

Unhappy colony members will now voice their complaints in the form of an event screen where they try to convince the other colonists (that means you) that some aspect of the colony needs to be improved, either Food, Security or Comfort.
A colonist who is unhappy will consider leaving (have Emigration Risk) and when they've had enough they'll say goodbye and walk to a certain spot on the map which leads to the wilderness or a neighbor camp and disappear. This location is indicated on the World Map screen for each scenario.

OTHER IMPROVEMENTS///////////////////////////////

Regrowing vegetation
Fruits, branches and other resources on trees and bushes will now regrow. Some resources such as saps and resins will replenish many times a year, while others, such as branches and fruit, regrow in the summer.

Still structure. Polymer workshop
-The still can distil brandy from wine. Alcohol, when consumed, increases the personal comfort rating.
-The polymer workshop is used to make rubber parts from marshcot sap.

UI improvements
-Icons added to Production Manager and Gather window to indicate missing prerequisites.
-Sliders now have increase and decrease buttons and respond to clicks in the trough.
-Sliders have notches to make batch production more clear. Each notch represents 'one task'.
-Added details about ammunition and fuel needs to data tooltips.
-Warnings added for missing fuel and for task spam.
-Bars added to crops section in side panel to show weeds and crop progress.

Changes and fixes
-Tweaked the eating behavior so that characters will only consume the amount of food that increases their need levels.
-Tweaked the farming processes so that farmers spend less time attending their fields.
-Tweaked the AI so that a single specialist will now be more attracted to the tasks they are specialized in, rather than going for more mundane tasks like patrolling, so there is less risk of bottlenecks.
-Marshcot sap now used for making rubber - no longer used for making spoak shingles.
-Changed the blueprints for simple kitchen and workbench.
-Fixed looping sound bug when pausing.
-Fixed a bug where characters would sometimes get up from sleeping in the morning, only to lay down again right after and nap some more.
-'Night vision goggles', 'Cloak' and 'Ground resource scanner' are new equipment types which affect various stats.