generated from nhcarrigan/template
fix: runestone formula, prestige/transcendence rebalance, exploration fixes, and comprehensive balance audit (#135)
## What changed and why ### Runestone formula (`prestige.ts`) - Swapped `sqrt` for `cbrt` — much stronger diminishing returns for large gold values - Added base cap of **200** (→ ~1,125 max with all upgrades at 5.625× multiplier) - Prevents extended AFK sessions from producing runestone windfalls that allow immediate upgrade purchasing and rapid prestige chaining ### Prestige threshold formula (`prestige.ts`) - Old: `1,000,000 × 5^n` — exponential, grows impossibly fast, prestige 10+ takes years - New: `1,000,000 × (n+1)²` — polynomial, peaks at ~1 day/run around P8–10, then gets *easier* as the production multiplier overtakes it - Removed `thresholdScaleFactor` constant (no longer needed) ### Production multiplier (`prestige.ts`) - Old: `1.15^n` - New: `1.25^n` — compounds faster, ensures the polynomial threshold eventually gets easy in the late game ### Boss prestige requirements (`bosses.ts`) - Rescaled proportionally from 0–88 range to 0–20 range - The Absolute One now requires prestige **20** (was 88), making transcendence reachable in a few weeks of idle play ### Echo formula (`transcendence.ts`) - Constant changed from 853 → **224** - At the target prestige of 20: `floor(224 / sqrt(20)) = 50 echoes` per transcendence (no meta upgrades) - With all echo_meta upgrades (3.75× total): up to **187 echoes** per transcendence ### Transcendence upgrade costs (`transcendenceUpgrades.ts`) - Old total: **866 echoes** → New total: **400 echoes** (roughly halved across all categories) - Apotheosis still requires **all 15 upgrades** purchased ### Balance fixes (closes #141, #142, #143, #144, #145) - Equipment: `philosophers_stone` click multiplier 2.25→2.5, `crystal_shard` 1.55→1.65 (#144) - Recipes: added `primal_omega_lens` cross-zone click_power recipe at 1.38× (#142) - Adventurers: `celestial_guard` base cost adjusted to smooth tier 14→15→16 cost curve (#145) ### Quest reward rebalancing (closes #136, #137) - Shadow Marshes: buffed `shadow_mere`, `witch_coven`, `plague_ruins` rewards to match combat requirements (#136) - Astral Void: added gold to `void_rift`, increased rewards across all Astral Void quests (#137) ### Boss reward additions (closes #138, #139, #140) - Assigned 9 unassigned adventurer-specific upgrades to Crystalline Spire through Eternal Throne bosses that had empty `upgradeRewards` arrays (#140) ### Combat power documentation (closes #153) - Expanded JSDoc on `computePartyCombatPower` to clarify companion `bossDamage` multiplier behaviour ### Effective adventurer stats (closes #154) - Added `computeEffectiveAdventurerStats` to `tick.ts` and updated `AdventurerCard` to display effective post-multiplier stats ### Adventurer upgrade timing (closes #158) - Audited every adventurer-specific upgrade reward — upgrades now land within the same progression window where that adventurer tier is still a meaningful contributor ### Sync and save fixes (closes #147, #148, #151) - Fixed sync new content count to report only genuinely changed items (#147) - Fixed signature mismatch after first auto-boss completion (#148) - Added auto-buy cap (100) on non-max-tier adventurers (#151) ### Auto-adventurer persistence (closes #156) - Auto-buy preference now preserved across prestige resets ### Broken CDN image (closes #159) - Uploaded missing `auto_adventurer.jpg` to CDN ### Codex unlock hints (closes #146) - Locked codex entries now display a hint generated from `sourceType` and `sourceId` ### Exploration bug fixes (closes #160, #161) - Fixed auto-save race condition discarding exploration materials collected mid-tick (#160) - Fixed exploration areas failing to unlock when zone was unlocked via boss kill or quest completion (#161) ### Concurrent prestige fix (closes #162) - Added optimistic locking via `updatedAt` — concurrent prestige requests return 409 ### Prestige UX (closes #163) - Added `reloadSilent` to game context — no loading screen flash after prestige ### Balance adjustments (closes #164, #165, #166, #167) - Reduced `shadow_mere` CP requirement 5,000,000 → 2,000,000 (#164) - Buffed crystal drops from Shadow Marshes bosses and quests (#165) - Increased runestone yield from 10 → 15 per prestige level (#166) - Daily challenge set always includes a clicks challenge (#167) ### Progression QoL (closes #168, #169) - Added `computeProjectedRunestones()` and persistent `+N On Prestige` resource bar row (#168) - Added `enablePrestigeAnnouncements` setting per player (#169) --- ## Comprehensive balance audit (closes #187, #191, #192, #193, #194, #195, #196, #197, #198) ### Crystal economy fixes - Zeroed crystal rewards for all Zone 7+ boss drops (Celestial Reaches onwards) — crystals are an early/mid-game currency and should not flow freely into the endgame (#187) - Zeroed crystal rewards for all Zone 9+ quest rewards (Infernal Court onwards) — same rationale (#191) ### Achievement additions and fixes - Added quest milestone achievements at 75 quests (10,000 crystals) and 100 quests (15,000 crystals) - Added boss milestone achievement at 50 bosses (15,000 crystals) - Added prestige milestone achievements at P50, P100, P150, P200 — rewarding **runestones** rather than crystals to match the late-game economy - Added gold milestone achievements through 1e90 gold earned - Fixed `quest_eternal` condition from 122 → **112** (actual quest count) — was permanently impossible (#197) - Fixed `fully_equipped` condition from 65 → **78** (actual equipment count after new items) (#197) - Fixed `devourer_slayer` description to remove incorrect zone reference ### Upgrade balance - Fixed Essence Guild multiplier 1.5× → **2×** — was identical to the cheaper Merchant Alliance for 5× the cost (#194) - Raised Void Ascendancy crystal cost 10M → **50M** — was trivially cheap compared to the parallel Celestial Mandate upgrade (100B essence + 50T gold) (#195) - Fixed Sunken Temple quest rewards (gold 2M → 60M, essence 1,500 → 25,000, crystals 75 → 400) — was rewarding less than its easier prerequisite Witch Coven (#193) ### Equipment balance - Buffed Eternal Prism stats to click 5×, combat **3×**, gold **2.5×** — was only marginally better than the free Eternity Stone boss drop for 100M crystals (#196) ### Missing content - Created **13 missing equipment items** for Zones 15–18 (primordial_chaos through the_absolute) that were referenced by late-game boss `equipmentRewards` arrays but never existed in `equipment.ts` (#198): - `chaos_mantle`, `titan_core` (Primordial Chaos) - `expanse_blade`, `void_armour_mk2` (Infinite Expanse) - `cosmos_blade`, `reality_plate` (Reality Forge) - `maelstrom_edge`, `cosmic_plate` (Cosmic Maelstrom) - `primeval_blade`, `ancient_aegis` (Primeval Sanctum) - `absolute_blade`, `eternity_plate`, `omniversal_core` (The Absolute) - Stats scale from combat 14× / gold 9× (Zone 15) up to combat 28× / gold 20× for the final boss drops ### Type system - Extended `AchievementReward` type to support `runestones` field - Updated tick engine achievement processing to award both crystals and runestones --- ## Target progression timeline (optimal play, ~16h/day idle) - First cycle to P20: ~375h (~3.3 weeks) - Each subsequent cycle gets faster as echo upgrades boost income/combat/threshold - Expected **~5 transcendences** before apotheosis at 50–187 echoes/transcendence - **~6 months** to apotheosis for a dedicated player ## Test plan - [ ] Lint, build, and test pipeline passes (100% coverage maintained) - [ ] Prestige threshold at P0 is still 1,000,000 gold - [ ] Prestige runs feel ~1 day long around P8–10 and get easier after - [ ] The Absolute One is locked until prestige 20 - [ ] Transcendence at P20 awards 50 echoes (no meta upgrades) - [ ] All 15 transcendence upgrades cost 400 echoes total - [ ] Bosses in Zones 7+ drop 0 crystals; Zones 1–6 retain crystal drops - [ ] Quests in Zones 9+ reward 0 crystals; Zones 1–8 retain crystal rewards - [ ] Sunken Temple rewards more gold/essence/crystals than Witch Coven - [ ] Essence Guild gives 2× income (stronger than Merchant Alliance 1.5×) - [ ] Void Ascendancy costs 50M crystals - [ ] Eternal Prism stats are click 5×, combat 3×, gold 2.5× - [ ] Late-game bosses (primordial_titan through the_absolute_one) drop equipment on kill - [ ] `quest_eternal` achievement requires 112 quests - [ ] `fully_equipped` achievement requires 78 equipment pieces - [ ] P50/P100/P150/P200 prestige achievements reward runestones - [ ] Adventurer cards show effective post-multiplier stats - [ ] Exploration areas unlock correctly when their zone is unlocked - [ ] Concurrent prestige requests return 409 - [ ] No loading screen flash after prestige - [ ] Daily challenge set always includes a clicks challenge - [ ] Resource bar shows `+N On Prestige` runestone preview ✨ This PR was crafted with help from Hikari~ 🌸 Reviewed-on: #135 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #135.
This commit is contained in:
@@ -53,11 +53,13 @@ import {
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transcend as transcendApi,
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} from "../api/client.js";
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import { CODEX_ENTRIES } from "../data/codex.js";
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import { EXPLORATION_AREAS } from "../data/explorations.js";
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import { RECIPES } from "../data/recipes.js";
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import {
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RESOURCE_CAP,
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applyTick,
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calculateClickPower,
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computePartyCombatPower,
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} from "../engine/tick.js";
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import { updateChallengeProgress } from "../utils/dailyChallenges.js";
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import { formatNumber as formatNumberUtil } from "../utils/format.js";
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@@ -115,6 +117,9 @@ const applyBossResult = (
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}).
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filter(Boolean),
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);
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const newlyUnlockedZoneIds = new Set(unlockedZones.map((z) => {
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return z.id;
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}));
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const challengeUpdate
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= previous.dailyChallenges === undefined
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@@ -215,6 +220,23 @@ const applyBossResult = (
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? { ...u, unlocked: true }
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: u;
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}),
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...newlyUnlockedZoneIds.size === 0 || previous.exploration === undefined
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? {}
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: {
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exploration: {
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...previous.exploration,
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areas: previous.exploration.areas.map((area) => {
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const areaDefinition = EXPLORATION_AREAS.find((definition) => {
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return definition.id === area.id;
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});
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return areaDefinition !== undefined
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&& newlyUnlockedZoneIds.has(areaDefinition.zoneId)
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&& area.status === "locked"
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? { ...area, status: "available" as const }
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: area;
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}),
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},
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},
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};
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}
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@@ -288,6 +310,12 @@ interface GameContextValue {
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*/
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reload: ()=> Promise<void>;
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/**
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* Reload state from the server without showing the loading screen (used
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* after prestige to avoid the visible flash/hang).
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*/
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reloadSilent: ()=> Promise<void>;
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/**
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* Unix timestamp of the last successful cloud save (null until first save response).
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*/
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@@ -696,6 +724,10 @@ export const GameProvider = ({
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/* No-op placeholder */
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});
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const reloadSilentReference = useRef<()=> Promise<void>>(async() => {
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/* No-op placeholder */
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});
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const [ schemaOutdated, setSchemaOutdated ] = useState(false);
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const [ saveSchemaVersion, setSaveSchemaVersion ] = useState(0);
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const [ currentSchemaVersion, setCurrentSchemaVersion ] = useState(0);
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@@ -783,6 +815,32 @@ export const GameProvider = ({
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reloadReference.current = reload;
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const reloadSilent = useCallback(async() => {
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setError(null);
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try {
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const data = await loadGame();
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setState(data.state);
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setLastSavedAt(data.state.player.lastSavedAt);
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if (data.signature !== undefined) {
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signatureReference.current = data.signature;
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localStorage.setItem("elysium_save_signature", data.signature);
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}
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setLoginStreak(data.loginStreak);
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setSchemaOutdated(data.schemaOutdated);
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setSaveSchemaVersion(data.state.schemaVersion ?? 0);
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setCurrentSchemaVersion(data.currentSchemaVersion);
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setInGuild(data.inGuild);
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} catch (error_: unknown) {
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setError(
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error_ instanceof Error
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? error_.message
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: "Failed to load game",
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);
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}
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}, []);
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reloadSilentReference.current = reloadSilent;
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useEffect(() => {
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enableSoundsReference.current = enableSounds;
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}, [ enableSounds ]);
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@@ -1078,11 +1136,7 @@ export const GameProvider = ({
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return q.status === "active";
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});
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if (!hasActiveQuest) {
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// eslint-disable-next-line unicorn/no-array-reduce -- Need the total!
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const partyCombatPower = next.adventurers.reduce((total, a) => {
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const power = total + a.combatPower;
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return power * a.count;
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}, 0);
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const partyCombatPower = computePartyCombatPower(next);
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const zoneOrder = new Map(
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next.zones.map((z, index) => {
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return [ z.id, index ];
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@@ -1120,14 +1174,31 @@ export const GameProvider = ({
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next.autoAdventurer === true
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&& next.prestige.purchasedUpgradeIds.includes("auto_adventurer")
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) {
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const maxAdventurerLevel = Math.max(
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...next.adventurers.
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filter((a) => {
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return a.unlocked;
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}).
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map((a) => {
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return a.level;
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}),
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);
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const autoBuyCap = 100;
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const [ bestAdventurer ] = next.adventurers.
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filter((adventurer) => {
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const cost
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= adventurer.baseCost * Math.pow(1.15, adventurer.count);
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return adventurer.unlocked && next.resources.gold >= cost;
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const isMaxTier = adventurer.level === maxAdventurerLevel;
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const withinCap
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= isMaxTier || adventurer.count < autoBuyCap;
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return (
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adventurer.unlocked
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&& next.resources.gold >= cost
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&& withinCap
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);
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}).
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sort((adventurerA, adventurerB) => {
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return adventurerB.combatPower - adventurerA.combatPower;
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return adventurerB.level - adventurerA.level;
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});
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if (bestAdventurer !== undefined) {
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const purchaseCost
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@@ -1280,7 +1351,7 @@ export const GameProvider = ({
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if (enableNotificationsReference.current) {
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sendNotification("⭐ Prestige!", "You have ascended!");
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}
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await reloadReference.current();
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await reloadSilentReference.current();
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}).
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catch(() => {
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@@ -1346,6 +1417,13 @@ export const GameProvider = ({
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}
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return afterBoss;
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});
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/*
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* Boss fight modifies server state; clear stale signature so
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* the next pre-save or auto-save does not send a mismatched one.
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*/
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signatureReference.current = null;
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localStorage.removeItem("elysium_save_signature");
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setAutoBossLastResult({
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at: Date.now(),
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bossName: bossName,
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@@ -1789,7 +1867,18 @@ export const GameProvider = ({
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const collectExploration = useCallback(
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async(areaId: string): Promise<ExploreCollectResponse> => {
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isSyncingReference.current = true;
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const result = await collectExplorationApi({ areaId });
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/*
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* Collect mutates server state outside the normal save flow — clear the
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* stale HMAC signature and reset the timer so the next auto-save fires
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* after React has re-rendered with the new materials in stateReference.
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*/
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signatureReference.current = null;
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localStorage.removeItem("elysium_save_signature");
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lastSaveReference.current = Date.now();
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isSyncingReference.current = false;
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setState((previous) => {
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if (previous?.exploration === undefined) {
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return previous;
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@@ -2320,6 +2409,7 @@ export const GameProvider = ({
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offlineEssence,
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offlineGold,
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reload,
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reloadSilent,
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resetProgress,
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saveSchemaVersion,
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schemaOutdated,
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