don't use a separate SFX white cube to do the go_dying effect.
Have to think of another way to count cubes_matched
Removed last step merged or extended flags in Chains. Use set instead of vector for step_indices because that's more accurate with the usage. Now we should've dealt with the 'merging' problem that entailed from extending mechanism. Still have the 'splitting' problem to fix
Significantly lower the chain duration. The only reason to still use it is for the gameplay feeling, to make player feel he is able to connect the next step in a chain 'just-in-time', not to make them revive chains that should've been long dead
upped the drop_normal_chance to balance it's passive. but in the end we can't actually keep using total randomness. it should be more like a deck-based probablility.
all these math.randomseed() calls are bound to have some problems