feat: another balance and bug fix pass (#238)
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Working through open issues — fixes, balance changes, and features.

## Closed

- Closes #161
- Closes #181
- Closes #191
- Closes #199
- Closes #201
- Closes #202
- Closes #203
- Closes #204
- Closes #205
- Closes #206
- Closes #208
- Closes #211
- Closes #212
- Closes #213
- Closes #214
- Closes #216
- Closes #219
- Closes #220
- Closes #221
- Closes #222
- Closes #224
- Closes #225
- Closes #226
- Closes #228
- Closes #229
- Closes #230
- Closes #231
- Closes #232
- Closes #233
- Closes #234
- Closes #235
- Closes #236

 This PR was created with help from Hikari~ 🌸

Reviewed-on: #238
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #238.
This commit is contained in:
2026-04-06 18:17:00 -07:00
committed by Naomi Carrigan
parent b0227c1709
commit 1195b657a0
34 changed files with 980 additions and 203 deletions
+7 -3
View File
@@ -28,8 +28,8 @@ const maxBaseRunestones = 200;
/**
* Calculates the gold threshold required for the next prestige.
* Formula: BASE * (count + 1)^2 — polynomial growth that peaks around prestige 810
* then gets easier as the production multiplier overtakes it.
* Formula: BASE * (count + 1)^2.5steeper growth to keep late prestiges
* meaningful even as the production multiplier scales.
* @param prestigeCount - The current number of prestiges completed.
* @param thresholdMultiplier - An optional echo-upgrade multiplier applied to the threshold.
* @returns The gold amount required to prestige.
@@ -40,7 +40,7 @@ const calculatePrestigeThreshold = (
): number => {
return (
basePrestigeGoldThreshold
* Math.pow(prestigeCount + 1, 2)
* Math.pow(prestigeCount + 1, 2.5)
* thresholdMultiplier
);
};
@@ -189,6 +189,7 @@ const buildPostPrestigeState = (
} => {
const {
autoPrestigeEnabled,
autoPrestigeMaxRunestonesOnly,
count: currentPrestigeCount,
purchasedUpgradeIds,
runestones: currentRunestones,
@@ -215,6 +216,9 @@ const buildPostPrestigeState = (
...autoPrestigeEnabled === undefined
? {}
: { autoPrestigeEnabled },
...autoPrestigeMaxRunestonesOnly === undefined
? {}
: { autoPrestigeMaxRunestonesOnly },
};
const freshState = initialGameState(currentState.player, characterName);