build 590215, brief changelog:
* converted sounds to Vorbis format (and added some more sounds too).
* moved sounds to separate vwad. this vwad is optional, and the game will work without it.
* levitating over the traps will not annoy the player with the prompt, and won't stop "G"oing.
* it is now possible to deactivate traps.
* Florea (exiled priestess of Silva in New Attnam) now has a name!

* fixed long-standing bug with zombies (some zombies had legs for heads

* smith can open locked chests and boxes... by STRIKING THEM HARD with the hammer.
* coffin in Attnam has some (relatively) interesting items inside.
* burning webs is a dexterity action, not agility. lol.
* code change: moved all quest talks to `TryQuestTalks()` method. this is because `BeTalkedTo()` is called after sci-talk checks, and if there is a high enough chance to sci-talk, the player might have no chance to go by the quest line. yet `TryQuestTalks()` is called before everything else. this way Kaethos, for example, could be used for sci-talk, but if you're on a quest, he will talk about quests first.
* smith and tailor can harden your items... for a price, of course.
* not-so-dumb NPCs can drink healing potions if they have them (and antidote too).
* also, paniced NPCs can drink some vodka.

* intelligent monsters will not eat zombie corpses, to avoid catching leprosy.
* blocking with shield uses less stamina; and humanoids prefer to block with their shield first.
* eating a spider in wilderness can cause amnesia, which crashes the game. i think forgetting how to play at all is little too much.