January 15 update

Hello! I am still trying to balance out the late game but have made lots of improvements in the meantime that I wish to provide in this update. [h1]Quality of Life[/h1] [h2]UI[/h2] [list] [*] Implemented button for automatic work slot reassignment, automatically reassigns units with the best skills paired to their best job, starting with mineral skills, agricultural skills then to buildings that skills have no effect (Locked work slots will not be affected by pressing automatic sort). [*] Implemented search function for production options [*] Implemented toggle for showing all building status in bars floating above them. [*] Updated battle panel to show more info on top of units (toggle). [*] Updated overworld resource icons to be more visible. [*] Added toggle for overworld icons. [*] Updated fight icon to appear when units are fighting so player knows more intuitively where to click to bring up the fight menu. [*] Redid Home building UI. [*] Added Unit List UI. [*] Edited standard unit menu to include health. [*] Created loading screen. [*] Edited help menu. [*] Updated work building menus. [*] Added floating red text damage for battles. [*] Added day counter. [*] Can hover over battle damage recap to show outline of units that attacked and defended for that entry. [*] Added Player unit count and Enemy unit count to top of combat UI. [*] Added dust effect to spawners being destroyed. [/list] [h2]Gameplay[/h2] [list] [*] Implemented guilds auto training option, upon reaching max skill level of 10, a unit learning from a guild will then seek to swap places with a unit with a skill lower than them, that is occupying a slot using that guild's skill. [*] Implemented max amount of item allowed to produce option (based upon warehouse storage). [*] Changed tier 3+ buildings to change tiles beneath them to stone instead of dirt. [*] Changed top right unit counter to be switchable between several settings (homeless, unemployed, drafted). [*] Changed overworld to have a larger low tier enemy area. [*] Market stall queues doubled - market stalls now call more units to them so they don't wander for as long before lining up. [*] Made roads box select placement. [*] Added more sounds for different unit actions. [*] Added different BGM for tier 3 and 4. [*] Less daily loss of satisfaction if item not bought. [*] Changed production options to have an output only icon and grid. [*] Add floating icon to an item finishing in production. [*] Extended when unit would request a broken combat item to be replaced. [/list] [h2]Bug Fixes[/h2] [list] [*] Fixed some units waiting outside work buildings and refusing to work after load. [*] Fixed battle UI would flicker between ongoing battles. [*] Units will properly capture nodes they are just walking by and not stopping at if no enemy is present. [/list] [h1]General[/h1] [list] [*] Added medium and large farm versions of the current small farms. [*] Added ability to reassign and unassign homes. [*] Decreased speed of berry and flax production. [*] Added medium and large quarries. [*] Added Steam Achievements [*] Implemented repeating technologies. [*] Added forestry and berry farm buildings. [/list] A lot of the changes were made with letting the player know at a glance what is happening or just making things easier to find or do. I had avoided adding a forestry building to produce wood because I wanted the player to rely on capturing nodes in the overworld to provide that resource. I could not make this work cleanly in gameplay so decided to add one after all.