Aaron Suen 90976fa618 First attempt at non-linear-izing lantern charge:glow ratio
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.
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