V 1.5.0 d

Happy new years everybody! I'm back to work, and while working on the upcoming DLC (no ETA yet, I'm experimenting with a lot of stuff, and a lot of cats!), here are some fixes for some more edge cases that were reported. Thank you, and have fun! - Michele V 1.5.0 d [b]Bugfixes[/b] [list] [*] Unless forcing removal, Pips won't abandon their working building anymore (could happen with multi-worker buildings) [*] Untraining a working Pip if doing so would make resources go below zero is not permitted anymore [*] Fixed "The Merchant Joins Up" event triggering even if not finding the Merchant [*] Fixed bug with trying to auto-build a pavement in slow mode reducing the build turns by one [*] Fixed bug with water pools not being visible anymore on pavements [*] Fixed bug with Orchards being able to spawn due to an event before unlocking them in memories [*] Fixed bug with research completion logic sometimes messing up if you got an event that added buildings you have not unlocked yet [*] Fixed bug with wild animals not spawning on Tilled Soil anymore [*] Fixed rare bug with forcing actions when resources are needed somewhere else allowing them to go into the negatives [*] Fixed rare bug with Pips being able to be assigned to two buildings at once when performing a professional replacement [*] We now never pick patients that cannot be removed due to spending [*] UI: Fixed personal highscores sorting order [*] UI: The "new" icon on buildings now disappears on any hover [*] UI: Fixed "new" icon not disappearing when performing upgrades [*] UI: Fixed "World Shift" event tag not appearing in Agepedia [/list]