Dynamic exhaustion:
- Exhaustion effect is now calculated by both pass out count and an exhaustion value
- Exhaustion value increases and decreases due to a number of factors - more details on this in overview and settings file
- Suggested/requested by Hank East
moremoods' bite feature compatibility:
- implementation of this is kind of a hack; there are some caveats - more details on this in overview and settings file
Other stuff:
- Fixed a bug where exhaustionFactor in a charcode would not update the game with the correct value if it was at the end of the charcode
- noBreathingThreshold setting is now 0 or 1, for off or on
- The counter now displays exhaustion value, with pass out count in parenthesis
Made some nontrivial changes to the code and didn't thoroughly test everything, so let me know if anything isn't working right.