Update on behind the scenes work, I've started converting a lot of the hardcoded stuff to allow it to be scripted.

The upside to this is that if hotfixes or other things happen, only things that need to be updated are some text files and you will not need to compile and I will not need to release a new build.

Downside is a performance hit, but the sim is already plenty fast, and the latest changes are all on startup performance hits, not trial-based hits (in laymen speak, its a fixed cost rather than variable, and very small at that since it isn't being run on the order or ~1-10 million times).

I have a plan in mind but I have to write 2 more grammars as well as rewrite the ability code (and add in the new ability database text files) so this will be a fairly long undertaking.