balance: smooth prestige income cliff, quadratic milestones, exponential combat scaling (#170, #171)
CI / Lint, Build & Test (pull_request) Failing after 52s
Security Scan and Upload / Security & DefectDojo Upload (pull_request) Successful in 1m7s

Reduce income_10 cost 30k→22.5k and income_11 80k→60k (25% cut each)
to ease the late-prestige runestone cliff without collapsing the timeline.

Change prestige milestone bonus from linear (n×25) to quadratic (n²×25)
so high-prestige milestones feel meaningful (P100 = 10k stones).

Replace linear prestige combat multiplier (1 + count×0.1) with exponential
(4^count) in both the tick engine and server-side boss route. Without this
the final boss (2×10^145 HP) was unreachable by ~112 orders of magnitude;
base-4 makes it achievable around P190, consistent with the 6-month target.
This commit is contained in:
2026-03-31 15:05:41 -07:00
committed by Naomi Carrigan
parent f83728df57
commit 9cff54cfcd
5 changed files with 24 additions and 14 deletions
+2 -2
View File
@@ -96,7 +96,7 @@ export const defaultPrestigeUpgrades: Array<PrestigeUpgrade> = [
id: "income_10",
multiplier: 200,
name: "Eternal Rune I",
runestonesCost: 30_000,
runestonesCost: 22_500,
},
{
category: "income",
@@ -105,7 +105,7 @@ export const defaultPrestigeUpgrades: Array<PrestigeUpgrade> = [
id: "income_11",
multiplier: 500,
name: "Eternal Rune II",
runestonesCost: 80_000,
runestonesCost: 60_000,
},
// ── Click Power ───────────────────────────────────────────────────────────
{
+8 -2
View File
@@ -24,6 +24,13 @@ import { updateChallengeProgress } from "../services/dailyChallenges.js";
import { logger } from "../services/logger.js";
import type { HonoEnvironment } from "../types/hono.js";
/**
* Exponential base for the prestige combat multiplier: Math.pow(base, prestigeCount).
* Replaces the former linear formula (1 + count * 0.1) to enable late-game zone progression.
* Must be kept in sync with prestigeCombatBase in apps/web/src/engine/tick.ts.
*/
const prestigeCombatBase = 4;
const bossRouter = new Hono<HonoEnvironment>();
bossRouter.use("*", authMiddleware);
@@ -38,8 +45,7 @@ const calculatePartyStats = (
}
}
// eslint-disable-next-line stylistic/no-mixed-operators -- prestige count * factor is clear
const prestigeMultiplier = 1 + state.prestige.count * 0.1;
const prestigeMultiplier = Math.pow(prestigeCombatBase, state.prestige.count);
// Apply equipped weapon's combat bonus
// eslint-disable-next-line capitalized-comments -- v8 ignore
+2 -2
View File
@@ -159,7 +159,7 @@ const calculateProductionMultiplier = (
/**
* Returns the milestone runestone bonus for the given prestige count.
* Every MILESTONE_INTERVAL prestiges awards milestone_number * MILESTONE_RUNESTONES_PER_INTERVAL stones.
* Every MILESTONE_INTERVAL prestiges awards milestone_number² * MILESTONE_RUNESTONES_PER_INTERVAL stones.
* @param prestigeCount - The prestige count after the current prestige.
* @returns The milestone runestone bonus, or 0 if not a milestone prestige.
*/
@@ -168,7 +168,7 @@ const calculateMilestoneBonus = (prestigeCount: number): number => {
return 0;
}
const milestoneNumber = prestigeCount / milestoneInterval;
return milestoneNumber * milestoneRunestonesPerInterval;
return milestoneNumber * milestoneNumber * milestoneRunestonesPerInterval;
};
/**
+4 -4
View File
@@ -151,12 +151,12 @@ describe("calculateMilestoneBonus", () => {
expect(calculateMilestoneBonus(5)).toBe(25);
});
it("returns 50 at prestige 10", () => {
expect(calculateMilestoneBonus(10)).toBe(50);
it("returns 100 at prestige 10", () => {
expect(calculateMilestoneBonus(10)).toBe(100);
});
it("returns 75 at prestige 15", () => {
expect(calculateMilestoneBonus(15)).toBe(75);
it("returns 225 at prestige 15", () => {
expect(calculateMilestoneBonus(15)).toBe(225);
});
});
+8 -4
View File
@@ -84,6 +84,12 @@ const checkAchievements = (state: GameState): Array<Achievement> => {
});
};
/**
* Exponential base for the prestige combat multiplier: Math.pow(base, prestigeCount).
* Replaces the former linear formula (1 + count * 0.1) to enable late-game zone progression.
*/
export const PRESTIGE_COMBAT_BASE = 4;
/**
* Maximum value any resource can accumulate to. Beyond this JS floats lose all useful precision.
*/
@@ -296,8 +302,7 @@ export const computeEffectiveAdventurerStats = (
const runestonesIncome = state.prestige.runestonesIncomeMultiplier ?? 1;
const runestonesEssence = state.prestige.runestonesEssenceMultiplier ?? 1;
// eslint-disable-next-line stylistic/no-mixed-operators -- prestige count * factor is clear
const prestigeCombatMultiplier = 1 + state.prestige.count * 0.1;
const prestigeCombatMultiplier = Math.pow(PRESTIGE_COMBAT_BASE, state.prestige.count);
const echoIncome = state.transcendence?.echoIncomeMultiplier ?? 1;
const echoCombatMultiplier = state.transcendence?.echoCombatMultiplier ?? 1;
const craftedGoldMultiplier
@@ -378,8 +383,7 @@ export const computePartyCombatPower = (state: GameState): number => {
}
}
// eslint-disable-next-line stylistic/no-mixed-operators -- prestige count * factor is clear
const prestigeMultiplier = 1 + state.prestige.count * 0.1;
const prestigeMultiplier = Math.pow(PRESTIGE_COMBAT_BASE, state.prestige.count);
const equipmentCombatMultiplier = state.equipment.
filter((item) => {