March Progress Update

The progress update report for march 2019 has just been published on our official website. It explains our future plans for After The Collapse.
Cheers.
+ AI: Power generators will send "high priority" resupply orders when critically low on fuel
+ Content: People who are neither ill or wounded get a (very slow) passive heal effect while sleeping
+ Content: Brewing job has been added for everything alcohol related (as a base dedicated to alcohol production/trading was difficult to maintain without it)
+ Content: Sewers' dark zones are now made of cavern-type walls instead of more concrete/cement walls
+ Content: Completed the sewer generator
+ Engine: Massively reduced CPU spikes during large mining or wall building operations
+ Engine: Made the multithreading system a bit more robust (should help prevent and, more importantly, catch rare crashes)
+ Engine: Reduced CPU cost of the user interface
+ UI: Right click on something when no menu is open also triggers the content tooltip (so you don't have to show the menu to quickly browse one of your containers)
+ UI: Separated cargo and disassembling info in the tooltip for player owned buildings
+ UI: Removed inventory tab from crafting stations' menu (as it's now handled by the tooltip and was rarely useful)
+ UI: Removed inventory tab from research station and increased the list's length
+ UI: You can copy/paste similar crafting stations' queued orders from one to the other
+ UI: Replaced generic "got trait" message by "is wounded" or "got sick" when survivors get sick/wounded
+ UI: Added "Select All Military Units" keyboard shortcut in military mode (M by default)
+ UI: Added settings for sewer generator and removed warning
+ UI: You no longer need to scroll in the exploration's planner dropdown to select the "find survivor" focus
+ Fixed: Settlers not picking up some of the stuff dropped on the ground
+ Fixed: Another case where a settler would get stuck into a wall or other construction
+ Fixed: Enabling Alert Mode could cause military units to attack the last targeted object (bed they are sleeping in, patients being fixed by doctors, that fun stuff)
+ Fixed: People would occasionally try to pickup items dropped in areas they don't have access to
+ Fixed: Animals & raiders could get stuck into terrain after saving/loading a game
+ Fixed: Cave digging improperly set as "disassembling" instead of "mining"
+ Fixed: Game doesn't warn when a wound or sickness morph into something else (laceration to infection for instance)
+ Fixed: Missing shroom recipe in electric kitchen
+ Fixed: The game was allowing multiple research and exploration stations
+ Fixed: Disassembling "smoke" animation always displayed in the current layer even when happening in the other one
+ Fixed: Loot setting in "new game" menu was inverted (regression bug 0.5.3)
+ Fixed: Another rare multithreading-related crash
+ Fixed: Sewer generator would always have the same layout
+ Fixed: More missing french translation strings
+ Balance: Military units under the player's direct control can no longer move & shoot at the same time with ranged weapons
+ Balance: Changed costs to embark with armor (400->250) and weapons (200->250)
+ Content: Preliminary sewer generator (still very much in process, right now the layout is ok, but no proper textures & content is applied yet)
+ Content: You can now setup depots so they only accept input from nearby factories
+ Content: Option to start a game with some of the specific technologies
+ Engine: Made the game more robust when meeting bad data (factories with missing or faulty recipes)
+ Modding: Tile data can set if over or below ground noise
+ Modding: Terrain data can change ground noise color & intensity and be set for outside or underground layer
+ ProcGen: Procedural map generator handles ground noise color for each biome
+ UI: Removed "close" button from depot menu (use a right-click like everywhere else)
+ UI: New Game menu overhaul
+ UI: Added the 'cavern' tab to the "new game" menu where you can tweak the underground generator
+ UI: Starting equipment presets can be saved for later use
+ Fixed: Disassembling pool tables (from the procedurally generated map) would never give fabric
+ Fixed: Giving unlimited points on startup wasn't cancelling achievements
+ Fixed: The 'unlimited setup points' option now properly gives unlimited points instead of a very large number
+ Fixed: Fixed crash caused by the change in data format implemented in 0.5.2 (modern kitchen)
+ AI: Settlers will more often drop stuff in containers instead of hoarding
+ Engine: Added a "previous autosave" to the auto save system (last autosave will be renamed previous-autosave instead of being erased by a new one)
+ Fixed: Crash if the game encounters a corrupted zip file (as in the zip itself, not the savegame inside)
+ Fixed: People would try put stuff into "factory only" containers, causing their AI to freeze (0.5.3 bug)
+ Fixed: Potential crash in Storage Screen (not happening in-game, but future proofing)
+ Fixed: Potential crash in PathTo job if trying to access something outside of the game's location (potential issue with spider spawn)
+ Fixed: Crash in armor calculations under specific conditions
+ Fixed: Under very sound intensive combat (lots of smg and turrets), the game could queue so much sfx that the fight would continue to play long after being over
+ Fixed: Multithreading settings not properly applied at game start (enabled by default even if manually disabled)
+ Fixed: Rare crash related to bullet and explosions
+ Fixed: Logic issue that could cause agents to be placed outside of the map
+ Fixed: Secondary and minor issues