balance: smooth adventurer tiers 11-14 cost and power curves

Tier 11 had a 46x cost spike from tier 10 (28B vs expected ~4B),
and tiers 11-14 were all compressed together with tiny per-step
multipliers rather than the consistent ~7x/~3x pattern used
everywhere else. Redistributed tiers 11-13 to use a steady ~4.3x
cost / ~2.15x CP step, bridging cleanly from tier 10 into the
correct tier 14 anchor (200B / 130K CP → tier 15 at ×7 / ×3).

Closes #103, #104
This commit is contained in:
2026-03-23 16:13:12 -07:00
committed by Naomi Carrigan
parent 3ac1d566cb
commit 943b1ed293
+12 -12
View File
@@ -129,36 +129,36 @@ export const defaultAdventurers: Array<Adventurer> = [
unlocked: false,
},
{
baseCost: 28_000_000_000,
baseCost: 2_600_000_000,
class: "mage",
combatPower: 45_000,
combatPower: 13_000,
count: 0,
essencePerSecond: 15,
goldPerSecond: 14_000,
essencePerSecond: 6,
goldPerSecond: 4500,
id: "arcane_scholar",
level: 11,
name: "Arcane Scholar",
unlocked: false,
},
{
baseCost: 45_000_000_000,
baseCost: 11_000_000_000,
class: "rogue",
combatPower: 55_000,
combatPower: 28_000,
count: 0,
essencePerSecond: 20,
goldPerSecond: 18_000,
essencePerSecond: 11,
goldPerSecond: 9500,
id: "shadow_assassin",
level: 12,
name: "Shadow Assassin",
unlocked: false,
},
{
baseCost: 70_000_000_000,
baseCost: 47_000_000_000,
class: "paladin",
combatPower: 80_000,
combatPower: 60_000,
count: 0,
essencePerSecond: 22,
goldPerSecond: 22_000,
essencePerSecond: 20,
goldPerSecond: 20_000,
id: "dark_templar",
level: 13,
name: "Dark Templar",