May Progress Update

Here's our (semi) regular progress update regarding After The Collapse and our studio in general. There are a few important announcements you should read.
As usual, it's available on our official website.
Cheers.
+ AI: Added Cattle AI module
+ AI: Added reproductive component (for pigs and sheeps only right now)
+ Balance: Increased leather requirements for multiple recipes (armor, some clutter)
+ Balance: Reduced build time for floors (massively) and walls (halved)
+ Balance: Updated default equipment pack (more food stuff and wood. removed spears, renamed to quick start). Leave just enough room to add basic weapons or 2 techs.
+ Balance: Reduced value of very basic weapons (removing a trading exploit)
+ Balance: Increased HP of barbed wires and sandbags
+ Balance: Edited (and added) jobs to take the new activities (brewing & animal husbandry) into account
+ Content: Domesticated pigs can be raised for meat and leather production
+ Content: Domesticated sheeps can be raised for meat and wool
+ Content: Added animal trader event
+ Content: The new butcher shop is used to process cattle into meat
+ Content: The new tanner can process animal hides into leather
+ Content: Loom can convert wool into cloth
+ Content: Replaced leather drops from animals by animal hides
+ Content: Added pasture zones to feed and care for the cattle
+ Content: Added wheat farming (fodder for the cattle)
+ Content: Survivors got a new skill, "husbandry" for everything animal related (butchering, pasture management)
+ Content: Added the "Forest" to exploration destination table, ability to find animals
+ Engine: Ability for agents to reproduce
+ Engine: NPC can produce sounds at semi random intervals (pigs and sheeps for now, will be added for more stuff along the way)
+ Engine: Ability to convert items into animals (for expeditions & trading purpose)
+ Engine: Reduced RAM consumption, incidentally increasing save/load speed
+ Engine: Multiple CPU optimizations (Fauna, and UI being the biggest targets, more stuff to come) giving 10 to 20% better performances on average
+ Engine: Heavily reduced wait time between launch and start menu
+ Engine: Improved Discord integration
+ Graphics: Added yellow grass to all terrain presets for smoother transitions between terrain types
+ Graphics: Better looking mouse cursor
+ Graphics: Wall placement using the zoning method show actual walls instead of the usual transparent rectangle
+ UI: Added settings menu for pasture
+ UI: Added cattle specific NPC panel
+ UI: Wall placement now done like zones instead of a wall-per-wall basis
+ UI: Zoom/Unzoom via mousewheel is smoother and more consistent
+ UI: Optional zoom to cursor option in the settings (still needs some work)
+ UI: Added "game is loading" panel when starting a new game (so people don't assume it crashed)
+ Fixed: Missing UI text for some orders
+ Fixed: Giant crabs would still get needs related problems (other animals were already fixed)
+ Fixed: Animal Husbandry skill was disabled by default
+ Fixed: Small bug that might have caused some issues with queued jobs
+ Fixed: Some additional cases where a builder would try to build something they don't have access to
+ Fixed: Stone statues available in start menu despite being useless outside of trading purposes
+ Fixed: Bug that was delaying most events from happening for way too long
+ Fixed: Trade jeep teleporting from tile to tile in trading zone instead of being immobile
+ Fixed: People with the hauling skill disabled would still pickup stuff from the ground
+ 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