- Adjusted the first few locations in training by minimizing the level spread and removing the really tough rarer fables
- Starter Fables will now start with 75 for each genetic across, to give a slight advantage to start with and removes some really bad starts (this will only affect new saves sadly)
- Fixed typo with Experienced Mining upgrade
- Appended text to Mad Scientist upgrade to clarify it doesn't affect achievium upgrades
- Gradual colorization for genetics to easier identify good/bad genetics
- Changed trading button text from "Make the Trade" to "Select a Fable to Trade" to make it more clear what happens next
- The first trade now is guaranteed something you can trade for, so you can get into trading earlier and not be too rng based
- Removed sorting on if fable is locked or not, so it doesn't jump back and forth (sometimes this confused people that it was locking the wrong thing)