Here is one final patch with some key fixes and tuning.
I also added in a live depth bar that shows you a side profile of your settlement. This is looking from the south to the north with the game's x axis being the horizontal pixels on the map. It works for starting a new game too. It will show you a preview of the map you are about to settle. This is handy for gauging mountain height in addition to the minimap. The depth bar will also show the day/night cycle and some of the weather.

Hoping this is the last patch before 1.1.1 goes live.
Here are the patch notes:
Entities
- Entity status icons now appear in visible labels instead of above the entity. Entities with status or speech icons keep individual labels.
- Nearby matching entity labels now combine into a count centered over their members. Click a grouped label to select its members. Selected entities and search results keep individual labels. This is to help the label UI being cluttered when there are lots of entities on screen.
- Fixed camera panning reshuffling floating label groups and swapping their positions in stacks.
- Fixed workers repeatedly climbing toward unsupported air tiles to reach jobs above them.
- Fixed settlers changing direction mid-step and endlessly retrying blocked paths.
- Hungry and thirsty settlers now check for food and drink between repeating work cycles, including fishing.
- Fixed a floating-label error when leaving a game session.
New Depth Map
- The depth bar now shows a live terrain preview with plants, water, discovered caves, and a sky that follows the day/night cycle. Added dawn and dusk colors, weather-dependent clouds, and nighttime stars. Sky animations follow game speed and pause with the game.
- The depth map now previews terrain immediately when choosing a starting tile or viewing a scouted tile on the overworld. Unscouted tiles show no preview outside new-game selection. Undiscovered caves and dungeons stay hidden.
Overlays
- Selection grids now stay on the selected depth and respect depth shading. Lower terrain no longer cuts into the empty-space grid.
- Fixed location highlight errors when hidden blocks are revealed and false warnings from large selections.
Items and Equipment
- Unclaimed items no longer count toward inventory totals or production targets. The Claim shortcut now queues a job for a settler to reach the items before claiming them.
- Terrain loot starts unclaimed, and unclaimed items keep their status in rooms and when loading saves. Starting supplies and settlement production remain claimed.
- Items produced by decay or timed transformations now remain unclaimed when the original item was unclaimed.
- Settlers now try alternate approaches before reporting unreachable items. Items are only marked unclaimed after two different player-controlled settlers fail to reach them within two in-game hours.
- Unreachable items in the same pile now share one alert. Manually unclaiming items no longer reports them as unreachable.
- Room stocking now prefers available containers before open floor storage, while respecting room priorities and storage restrictions.
- Linen hats now add 3 maximum energy, and linen vests and pants add 5 each. Wool hats add 5 maximum energy, and wool coats and pants add 10 each. Wool aprons and chef's hats grant +4 cooking, up from +2.
- Light leather clothing now grants +1 evasion per piece; medium leather grants +2. Light and medium leather boots also grant +1 movement speed. Clothing toughness is unchanged.
- New profession uniforms use Best Available for hands and clothing, targeting their profession skill. Combat professions prioritize toughness for clothing. All professions prioritize carrying for back slots.
- Added Best Available choices for one-handed melee weapons, two-handed melee weapons, and all melee weapons.
- Fixed Best Available skipping crafted tools and armor, including for Ancient profession uniforms.
- Fixed settlers repeatedly starting and cancelling equipment pickup when both hands used Best Available and they were replacing a two-handed weapon.
- Fixed uniform assignment descriptions not matching their icons. Existing assignments are corrected on load.
Events
- Repeat events now wait at least six days. Raid variants share a cooldown, as do night-creature attacks, merchant events, and settler arrivals.
- Scheduled events begin after two full days and are at least two days apart. Party events count once when dispatched, rather than again on arrival. New-settler events cannot occur before day 6.
- Race-specific recruitment stories now require the matching player race. Foreign merchants and enemies can still visit.
- Disable Raids now also blocks thieves, spies, and kidnappers. Raiding parties already travelling return home instead of entering the settlement, or disperse if no return route is available. Merchants, settlers, and enemies already in the settlement are unaffected.
Terrain and Plants
- Hill terrain now slopes down more gently toward the map edges.
- Adjusted starting vegetation in deserts and desert mountains to make spring plants more reliable without creating overly dense patches.
- Slowed natural spreading for desert plants and shortened desert flower, cactus, agave, and melon lifespans.
- Halved natural population limits for desert plants. These limits now also apply during map generation.
- Fixed river courses changing when terrain is regenerated after restarting the game.
UI
- Stacked notifications now refresh their countdown with each new report instead of repeatedly disappearing and replaying their sound.
- Notifications added to an existing stack no longer replay its sound when raising its priority.
- Fixed the problem summary countdown never expiring.
- Grouped new-entity notification previews now show the arriving races' icons beside the count.
- Fish tooltips now match the location tooltip's width and full-size icon layout.
- Room categories now match inventory category backgrounds and name colors in both room lists.
- Fixed clicking an entity's name in the entity overlay not opening the rename window.
- Added Alt+Backspace to expand collapsed list groups one indent at a time.
- Num Pad Enter now works like Enter/Return for confirmations and shortcuts.
- Enter and Num Pad Enter now confirm kingdom setup when Create Realm is available.
Tuning
- Reduced targeted fish spawning near active fishermen and baited water to at most once every four in-game hours.
- Void mines now damage nearby entities without destroying surrounding blocks or starting fires.
Thanks for reading!
S