Artist feedback! Also, i finally finished implementing the game's "stat effects from spaces" features:
-- space stat modifiers from tile data are now supported in-game. As a result, certain resistances are now uniformly boosted by certain types of terrain: characters gain 15% Cold Res. from sand, 15% Heat Res. from snow, 25% Heat Res. from water, and 50% Cold Res. from lava.
-- space stat modifiers from destructible objects are now supported in-game! Conferred by the spaceEffects attribute, they accrue to the benefit (or, conceivably, detriment) of any character sharing its space. This is now implemented with Reeds as defensive terrain, which give +20% to physical resistances and dodge (or, for small Reeds, +10% to each).
-- moved up the energy regeneration tutorial by one battle, to Battle at Grabber's Grove from Battle at the Oasis.
-- added some dialogue to Battle at Grabber's Grove explaining why the enemies attack the foliage.
-- moved back certain nighttime events to beyond the 2-week mark, ensuring that all but the most egregious dawdlers won't encounter them before completing the League 1 Qualifier battle.
-- decreased food prices in Relaxed mode by a further 50%, down to 1 aura per unit of food.
-- updated descriptions on non-generated helms and boots to reflect their corresponding mastery requirements.
-- updated most "someone visits the camp" type events so that if you ignore the visitor, the game says you have enough time to throw a gathering.
-- further buffed the resistances granted by proc gen helms and boots to make them worth purchasing.
-- extended the mouseover area for the food and aura icons so you can get a description of each by mousing over the text adjacent to them, not just the icons themselves.
-- fixed: it was possible for the game to create characters with negative growths.
-- fixed: it was possible for proc gen characters to be created with negative maximum Energy. They now always start with a minimum of 2 Energy (1 for Cavaliers and Golems).
-- fixed: recruiting a spirit or golem would cause your ongoing total salaries to tick upward in the info bar at the moment of hiring (though it would display the correct salary total again once you left the interface).