generated from nhcarrigan/template
feat: another balance and bug fix pass (#238)
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.
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@@ -28,8 +28,8 @@ const maxBaseRunestones = 200;
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/**
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* Calculates the gold threshold required for the next prestige.
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* Formula: BASE * (count + 1)^2 — polynomial growth that peaks around prestige 8–10
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* then gets easier as the production multiplier overtakes it.
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* Formula: BASE * (count + 1)^2.5 — steeper growth to keep late prestiges
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* meaningful even as the production multiplier scales.
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* @param prestigeCount - The current number of prestiges completed.
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* @param thresholdMultiplier - An optional echo-upgrade multiplier applied to the threshold.
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* @returns The gold amount required to prestige.
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@@ -40,7 +40,7 @@ const calculatePrestigeThreshold = (
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): number => {
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return (
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basePrestigeGoldThreshold
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* Math.pow(prestigeCount + 1, 2)
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* Math.pow(prestigeCount + 1, 2.5)
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* thresholdMultiplier
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);
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};
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@@ -189,6 +189,7 @@ const buildPostPrestigeState = (
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} => {
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const {
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autoPrestigeEnabled,
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autoPrestigeMaxRunestonesOnly,
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count: currentPrestigeCount,
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purchasedUpgradeIds,
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runestones: currentRunestones,
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@@ -215,6 +216,9 @@ const buildPostPrestigeState = (
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...autoPrestigeEnabled === undefined
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? {}
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: { autoPrestigeEnabled },
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...autoPrestigeMaxRunestonesOnly === undefined
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? {}
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: { autoPrestigeMaxRunestonesOnly },
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};
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const freshState = initialGameState(currentState.player, characterName);
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