This is a fairly minor update, with some fixes to deal with some progress issues that were cropping up in the story campaign and a few other particularly annoying bugs! There's also a proper system for when the player runs out of health while market taxes now ramp up (and sometimes spike).

Systems
- Health dropping to 0 now initiates a crisis event, where the player must pay a percentage of their current coins (percentage varies by difficulty) to heal up and continue
- Market tax for some good rarities now increases at month 4 and month 9
- Each month one settlement will have a market tax hike, where market taxes for that settlement will double for the duration of the month, making profitable acquisitions from here difficult. UI for this is placeholder.
Balance
- Reduced cart condition no longer affects cart capacity stat
- Reduced the chance of road events occuring by 25%
UI
- Added a next button to the hints panel so you can cycle through hints
- The location that intel relates to now shown when gaining intel
- Wait for night and wait for daybreak buttons when in towns - temporary art
Fixes
- Can no longer take a standard or faction challenge mission which reduces your capacity if you don't have enough free capacity
- Added mission faction number to load/save
- Fixed various types of faction missions not correctly awarding faction reputation when completed
- Prevented the player getting looping interactions with friends Io and Muirne through explore events remaining available after they have been met. Also check events that should be on/off immediately after loading a game now.
- Added failsafes that should cause story battles to trigger if they don't work as intended, hopefully preventing progress issues in the story campaign
- Time passing in various in-town events now causes fighter morale to drop, albeit at a much slower rate than it would on the roads
- Market tax takes into account good rarity when using buy all buttons