Sound Effects Update + Patch Notes 5

Hi everyone, hope November has treated you well so far! In this post we outline some new sound effects, a cave-like ambience track and a number of fixes.
New features:
- Cave Ambience - Background ambience will now play in the game! This was intended to be a feature on launch but was delayed due to some technical difficulties.
- Construction SFX - We've updated the engineer's building animation and added SFX for both crafting and assembling.
- Fishing & Harvesting SFX - More subtle than the construction SFX, but now you can hear your forager work as well. Also a ripple will appear on the water where the forager is fishing.
- Dialog Voice-cues - Characters will now make a voice cue when there's dialog. The current lines are placeholder and we'll be replacing them at a later date, once we've recorded some new ones.
Fixes:
- Force Rest/Eat - The two buttons in the UI to force a unit to rest or eat are now much more responsive.
- Units at low health, low stamina or a low-ish combination of both will rest of their own accord. Resting is now given priority over eating when a unit needs both.
- Starting Dwarves - The traits belonging to your starting dwarves are no longer hidden in-game.
- AI Performance - Various fixes to reduce the potential for lag spikes when AI units get stuck.
- Fullscreen/Windowed - Attempted to fix a bug where swapping between fullscreen and windowed mode might make the game go black. We had a hard time reproducing this but we might have found the cause.
- A few more tutorial updates, mostly aesthetic this time.
- Map Editor - Music and ambience are muted while in the editor.
Also, those of you wondering where the mac release is, we haven't forgotten you! We'll probably talk about progress with the mac release in our next blog, but we're working on it.
That's all for now!