MAJOR RELEASE: 0.9.0

This update is all about **balance**. Now that we've added all the systems and features, we were able to take a step back and look holistically at how they interact. In other words, our numbers were pretty arbitrary, but now they're based on mathy spreadsheets like a real game. Note that these changes are just a starting point! Now that we have some grounding for the numbers, we can and will iterate on them based on analytics and player feedback. [h3]BALANCE[/h3] [list] [*]In this first patch, the big change is that **training has a bigger impact**. You gain experience way faster, but difficulty also ramps up much more quickly over the course of the game. This will hopefully lead to more feelings of agency and investment.* [*]Training gives dramatically more EXP and levels, and gives stress more evenly [*]Changed event, ASE, and mission difficulty to increase over the game, and refactored odds of test success [*]Changed how Glory affects final rankings, and adjusted Glory given by all sources [*]Resting restores more stress [*]Mental injuries now give negative skill points instead of random traits [*]Adjusted price of purchasable items to fit new values [*]New trait hexes now give a choice of trait [/list] [h3]BUG FIXES[/h3] [list] [*]Fixed bug where Challenges could be on when marked as off [*]Fixed display count of missions played [/list] [h3]ALSO[/h3] [list] [*]Nice Bird enabled [/list]