This is a bug fix and optimization release, which is probably something we should get used to for a while...
I'm perfectly fine with this. Ecstatic, even! This is like Christmas in July!
(*) Stopped trees from growing through floors
Thanks! Extremely amused by that one, it was just so random. We were like... wait... no... stop growing! Ahh! LOL
(*) Fixed a few problems with hospital code causing them to overstock item (ag)
Thanks! But I will say, husband and I busted a gut laughing at this one when it happened first time. All the haulers bringing cloth to the hospital from anywhere they could find on the map, even stealing from the caravans! We chocked it up as them running through the halls yelling "MEDICAL EMERGENCY!!" even if no one was injured. LOL
(*) Fixed the population cap
Thank you so much for this one! I host one-on-one newbie sessions for people and it was very difficult helping them learn the basics of the game with populations rising too fast for them to handle. How does this work now? Does your mountainhome civ actually know how many people they've sent to your outpost?
(*) Vermin can escape from non-artifact containers properly (Quietust)
Does this mean we can buy vermin pets like hamsters and birds from the elves and release them from cages now?
(*) Fixed problem dividing out item milligrams in weapon velocities (UristDaVinci)
Is this referring to broken whips that cut steel?
(*) Fixed some problems causing certain jobs to check too many items (angavrilov/Quietust)
Like using whole stacks of bones and shells?
May I also ask if fishing populations and thus sources of shells will be "tackled" soon?
Fantastic work, Toady! Thank you tenfold for all these lovely fixes that have plagued our forts for many a season!