This is a somewhat impromptu update to address some bugs and balance concerns. Most of this was going to wait a few more days for the next exciting update, but...that genie.
The genie has melee immunity, and there aren't a lot of minions (especially early on) that can combat that, which really pushes players to manually counter them (by dropping appropriate minions and deploying items), but I'm hearing that this is more challenging than I had anticipated. Plus, the problem is potentially piqued per the possibility of plural periwinkle provocateurs.
This patch changes some ability damage types, giving several minions different damage categories for their previously "melee" primaries--where it makes sense, of course. Furthermore, the genie (and potentially other challenging hero archetypes) now have a spawn limit that scales with the size of your dungeon, so you shouldn't see many of them (or any at the beginning of a round).
Hero spawning will change a little in the next big update, but it sounded like the genie was wrecking shop (of the "shady" variety), and these changes should help with that for now.
Also, a lot of early item and hero prophecies have been given additional floor requirements to make them less likely to appear before floor prophecies. This is because floor prophecies are generally more useful to new players than items, and clearly more important than new heroes.
There are even some bug fixes in here, thanks to your excellent feedback and reports ːtotfedoraː!
Changelog
Additions:
- Codex glossaries now display "x of y Unlocked" for each category
Changes:
- Early item and hero prophecies now have more floor dependencies, so that they are less likely to appear before new floor prophecies (which are more important to new players looking to expand their dungeons)
- Codex now displays name and content category for in-progress unlocks, rather than a simple question mark box
- Legacied items reset cooldown at the end of a game
- Items can no longer be used before a game begins (this does not apply to deployed items, only in-inventory usables)
- System for restricting the number of specific types of heroes allowed to appear at a time
- Giant spiders now deal only poison damage in the primary slot
- Nightblade abilities have been shuffled and adjusted (shadow primary + ward debuff, three ranged strikes)
- Assassin abilities have been shuffled and adjusted (poison + agility debuff in first and secondary slots)
- Necromancer now deals shadow damage with primary attack
- Spider Priestess abilities have been shuffled and adjusted (shadow primary, ward buff secondary)
- Paladin has been buffed and given a light healing ability; they were also made less common
- Crusader primary now deals holy damage
- Gorgon primary now deals ice damage
- Dark Elf Matriarch primary now deals shadow damage
- Deep One primary now deals ice damage
- Minor cosmetic changes to some character visual effects
Fixes:
- Some secondary, tertiary, and quaternary abilities would use the wrong damage type in rare situations
- Banner glossary left/right buttons were broken
- Newly discovered prophecies wouldn't immediately fill in other glossaries with the names of in-progress unlocks
- Addressed an obscure crash related to using the Magnum Magnet in specific situations
- Hitbox for "continue" button on tutorial window was a few pixels off