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Higher exponents >1 cause lantern to lose intense glow fast, but glow dimly for longer, making them more realistic and "safer," as players will have more time to get back to a charging station once they start to feel the pressure of a dimming lantern. Lower exponents <1 would cause a lantern to glow more intensely but burn out quicker once it starts to dim, similar to torches, making them also dangerous as it's easier to overestimate remaining charge when budgeting time to get back out of a cave. The new formula has some values that can be tweaked to alter the gameplay balance effect of this, in addition to total max charge and discharge rate.