Weekly update #20
This weeks update:
Swimming has been added allowing people to cross rivers without bridges, swimming is slower than walking and reduced the persons temperature for a while.
This should also fix some general issues with people getting stuck in rivers.

Added policy hud, this allows for prioritization of certain production, currently there are 3 options in the future more will be added along with more complex choices.
Current policy options are farming boost, healer boost or mill and bakery boost.

Changed enemy village to slowely grow and save and load buildings, currently not fully done.
Added visual radius to all jobs it applies too.
Added swimming animation.
Fixed some jobs visual range to be the same as its working range.
Fixed children and sibling save and load.
Improved job save and load.
Changed bakery, firewood, mill and mine hud font.
Next week:
Will be changing how crops visually grow so they grow in stages, this will not look as good but will reduce each farms visual and processing cost by around 95 - 99%.
New building placment system to improve performance.
New pasture placment system and changing how many animals can be kept depending on size of pasture and what animal is chosen, will also change outputs to be more realistic to size of the animal.
Add another job animation.
Stop plants and bushes from spawning in rivers.
Finish off enemy growth, save and load.
Swimming has been added allowing people to cross rivers without bridges, swimming is slower than walking and reduced the persons temperature for a while.
This should also fix some general issues with people getting stuck in rivers.

Added policy hud, this allows for prioritization of certain production, currently there are 3 options in the future more will be added along with more complex choices.
Current policy options are farming boost, healer boost or mill and bakery boost.

Changed enemy village to slowely grow and save and load buildings, currently not fully done.
Added visual radius to all jobs it applies too.
Added swimming animation.
Fixed some jobs visual range to be the same as its working range.
Fixed children and sibling save and load.
Improved job save and load.
Changed bakery, firewood, mill and mine hud font.
Next week:
Will be changing how crops visually grow so they grow in stages, this will not look as good but will reduce each farms visual and processing cost by around 95 - 99%.
New building placment system to improve performance.
New pasture placment system and changing how many animals can be kept depending on size of pasture and what animal is chosen, will also change outputs to be more realistic to size of the animal.
Add another job animation.
Stop plants and bushes from spawning in rivers.
Finish off enemy growth, save and load.