Underground Update 0.5.0 Released!

Underground Update 0.5
As promised, and only a week late, here's the Underground update for After The Collapse. This is quite a massive update including both the promised underground layer and multiple new features.
I wrote a long article detailing the changes on our official website. I strongly urge you to read it, especially the last part regarding performances and known issues.
Thank you!
Changelog
AI
- New semi passive animal AI (move around designated area unless hostiles go near it)
- Settlers are better at not getting stuck inside building locations (they get teleported out if need be)
Content
- Procedural map generator for underground caverns
- Stairs building to access the underground
- Ability for your base to be built underground
- New weather patterns, some of which might apply special traits
- New underground (hostile, nasty) critters
- Integrated the cotton mod (loom + cotton seeds for fabric production)
- Ability to convert giant spiders' webs into cloth using the loom
- Underground critters spawn meat on death that you can cook (preliminary step toward taming and meat production)
- Stone chairs, tables, doors (masonry)
- Added "Damaged Gear" item category for all damaged weapons, armors and headgear
- Stone 'statue' crafting for trading purpose (Valuable item category)
- Underground contains randomly generated loot crates
- Underground specific events
- Added Death sound for most creatures (giant animals)
Engine
- Ability to understand walled off maps: different groups of settlers can now live separated from each other
- A lot of "future proofing", standardizing the code, removing duplicate, etc. it's not sexy, but still necessary
- Reduced CPU cost of main UI and other functions. Should compensate a bit for generally more complex code
User Interface
- In building mode, when you can't build something (placement blocked by another object), the dummy cursor is highlight in red
- Added a red warning icon on top of depots you can't path to, and economical logic will ignore them until it's fixed
- Added a red warning icon on top of paused factories and power relays
- Added button and hotkeys (up/down) to toggle between overworld and underground
- Clicking some clutter/object will display what you'll get when razing it
Settings
- Menu option to enable/disabled experimental scene multithreading
- Option to enable/disable underground critters
Combat
- People with high military skill more likely to hit the less armored part of an enemy (head for instance)
- People gain military skill points hitting weak points
- Armors provide a percentage based protection against damage types instead of a flat number.
- Max armor protection capped at 90%
- Minimum damage from hit capped at 2 points instead of 1 to compensate for generally higher armor values
- Strength influences melee damage [base damage + (str-50)/10].
Balance
- Removed pacifist trait (until overhaul)
- Depressed trait no longer prevent people from hauling or fighting (as it leads to a downward spiral)
- Some items can only be built in the outside (solar generators, rain collectors, that kind of things)
- Tweaked skill gain for building and razing
- metal smelting: increased stone cost from 1 to 2 to account for all the undeground stone
- Hostile animals from raids no longer beeline toward your base, they'll use the less "active" FaunaAI module instead
- Given the semi passive animal AI, the event system won't wait for them to be killed them before resuming activities
- Water collector building time halved
Modding
- Raid event files can select which AI module raiders are supposed to run (should normally be RaiderAI or FaunaAI)
- Raid event files can select in which layer they want to spawn (overworld, underworld, any)
- Windows, blood, and some proc gen data can be overwritten by data mods (wasn't the case until now)
- Ability to set if an object can be built outside, underground or both (default)
- Weather patterns can be altered/added/removed
- NPC definition files contain new options: slight/full/no randomization of stats, and ability to generate traits or use those provided, etc.
- Body data files (limbs sprite and placement) are now properly accessible through data modding
Bug Fixes
- Disassembling some types of objects wouldn't properly clear the associated path, leading to blocked objects
- Sealing off a part of the map (walling off a storage zone for instance) no longer blocks the AI
- Multiple issues preventing a much higher use of multithreading (still experimental)
- Cars, fauna, shamblers having randomized stats (leading to "fast" shamblers, weak giant crabs, etc.)
- Cars and fauna having a "profession" (not visible to the user, but still a bug)
- Setting up building locations for things that wouldn't normally block path (beds), would still block path until the item is built.
- The same (wound type) trait could be applied over and over instead of being refreshed (causing people to have 20 broken arms for instance)
- Engine not fully understanding ranged weapons that don't use or need ammo
- Crabs and other animals could get depressed due to needs they should normally ignore
- Dozens of barely significant bugs that were made obvious when adding the underground layer
- Potential expedition + doctor related crash
- Some more missing french translation strings