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1.1.0 Beta 7 Is Live! Fixes, Kingdom Level Bonuses

Big focus on room jobs for this one. I'm still tracking down a couple bugs related to some jobs not queuing properly. One that I encountered this with a lot was for capturing entities at the hunting grounds. Should have a fix for the next patch.

  • [x] I now show the room overlay with a transparency when placing jobs. As well, items are made a little bit transparent. You'll notice that some of the item jobs (i.e., collect items) kinda hide the items. I missed that on my implementation and will fix for next patch.

  • [x] Windows are no longer clamped to the edge, and, instead, can be moved off-screen up until part of the window remains.

  • [x] Bug: Small and medium cages were not properly attracting animals.

  • [x] Bug: Infinite load screen when entering the tile of a new settlement.

  • [x] Entities spawned from overworld parties will now spawn with full attributes until I implement the proper simulation for foraging on the map.

  • [x] Grazing is now enabled by default for animal enclosures.

  • [x] Improved room auto job efficiency and response times.

  • [x] Added two new blueprints to make fodder with vegetables and plant fiber.

  • [x] Added option to add select random attribute/skill global buff when kingdom levels up.

  • [x] Bug: Certain icons would be hidden when playing at a higher resolution.

  • [x] Animal Enclosure, and Gwdir Rooms no longer lose quality from having roof missing.

  • [x] Bug: Age text was display ‘years’ instead of ‘days’

  • [x] Bug: Water animal was using eat icons.

  • [x] Reduced chance of simulated settlement population changing.

  • [x] Bug: Some global buffs applied to NPCs.

  • [x] Items spawned from consuming another item are no longer added to non-sapient inventories and are instead spawned on the ground.

  • [x] Bug: Small item count tracking errors.

  • [x] Bug: Fodder wasn’t showing up under meals.

  • [x] Feed and water animal no longer require farmer. Animals will now eat/drink in their animal enclosure.

  • [x] Stockpiles now have feed and water animal options.

  • [x] Eat and drink item jobs are now restricted to sapient entities.

  • [x] Feed and water animal jobs are now restricted to non-sapient entities.

  • [x] The starting stockpile now has the feed and water animal jobs enabled by default.

  • [x] Tuned path not found notifications to have a min threshold to fire. This is to avoid them firing for moments where a path was not found due to the item being temporarily in a state of movement or inaccessibility.

Thank you guys for your help testing!

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