feat: comprehensive balance and bug fix pass (#240)
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## Summary

- **fix(#148)**: Boss fights now return a fresh HMAC signature in the response; both the manual and auto-boss paths update `signatureReference` from it, ending the signature-mismatch loop that stopped auto-boss after the first fight
- **fix(#145)**: Militia `baseCost` lowered from 100g → 65g, smoothing the peasant→militia jump from 10× to ~6.5×
- **fix(#144)**: `crystal_shard` buffed from `1.65×/1.2×` → `1.9×/1.3×` — now competitive as an epic trinket
- **fix(#142)**: Click-power recipe progression smoothed across zones 13–18 and ceiling raised: z13 1.20→1.22, z15 1.22→1.25, z17 1.25→1.28, z18 1.28→1.30
- **close(#143)**: `elder_bark_shield` (1.2×), `void_fragment_amulet` (1.15×), and `soul_bound_catalyst` (1.2×) are all already at or above their target values from a prior pass

Closes #148
Closes #145
Closes #144
Closes #142

Reviewed-on: #240
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #240.
This commit is contained in:
2026-04-06 19:33:05 -07:00
committed by Naomi Carrigan
parent e7164257c5
commit 3afe64e48a
8 changed files with 84 additions and 11 deletions
+1 -1
View File
@@ -597,7 +597,7 @@ describe("debug route", () => {
it("patches adventurer stats when only name has changed (exercises all earlier OR conditions)", async () => {
const state = makeState({
adventurers: [{ id: "militia", count: 5, unlocked: true, baseCost: 100, goldPerSecond: 0.7, essencePerSecond: 0, combatPower: 3, level: 2, name: "Old Name", class: "warrior" }] as GameState["adventurers"],
adventurers: [{ id: "militia", count: 5, unlocked: true, baseCost: 65, goldPerSecond: 0.7, essencePerSecond: 0, combatPower: 3, level: 2, name: "Old Name", class: "warrior" }] as GameState["adventurers"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);