consolidated 37D changes 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 Note: I'm still not sure what is causing instability for people using 37C; it is something to do with the progress bars, I think, but I'm not sure what. Any input anybody can offer so we can fix this before 38 would be greatly appreciated. we can't reproduce it in house.