generated from nhcarrigan/template
balance: cap quest failure rates at 15% (closes #172)
Proportionally scaled all zoneFailureChance values from the old 4%-40% range down to 4%-15%, preserving the relative gradient across zones. A 7-hour quest failing 40% of the time was too punishing; 15% max keeps risk meaningful without being cruel. Closes #172
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+19
-19
@@ -95,29 +95,29 @@ export const PRESTIGE_COMBAT_BASE = 4;
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export const RESOURCE_CAP = 1e300;
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export const RESOURCE_CAP = 1e300;
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/**
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/**
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* Probability of quest failure per zone — scales from 10% (early game) to 40% (end game).
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* Probability of quest failure per zone — scales from 4% (early game) to 15% (end game).
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* On failure the quest resets to "available" with no rewards; the player must wait the
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* On failure the quest resets to "available" with no rewards; the player must wait the
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* full duration again on their next attempt.
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* full duration again on their next attempt.
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*/
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*/
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export const zoneFailureChance: Record<string, number> = {
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export const zoneFailureChance: Record<string, number> = {
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abyssal_trench: 0.24,
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abyssal_trench: 0.09,
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astral_void: 0.2,
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astral_void: 0.08,
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celestial_reaches: 0.22,
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celestial_reaches: 0.08,
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cosmic_maelstrom: 0.4,
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cosmic_maelstrom: 0.15,
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crystalline_spire: 0.28,
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crystalline_spire: 0.11,
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eternal_throne: 0.32,
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eternal_throne: 0.12,
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frozen_peaks: 0.14,
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frozen_peaks: 0.05,
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infernal_court: 0.26,
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infernal_court: 0.1,
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infinite_expanse: 0.36,
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infinite_expanse: 0.14,
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primeval_sanctum: 0.4,
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primeval_sanctum: 0.15,
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primordial_chaos: 0.34,
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primordial_chaos: 0.13,
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reality_forge: 0.38,
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reality_forge: 0.14,
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shadow_marshes: 0.16,
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shadow_marshes: 0.06,
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shattered_ruins: 0.12,
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shattered_ruins: 0.05,
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the_absolute: 0.4,
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the_absolute: 0.15,
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verdant_vale: 0.1,
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verdant_vale: 0.04,
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void_sanctum: 0.3,
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void_sanctum: 0.11,
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volcanic_depths: 0.18,
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volcanic_depths: 0.07,
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};
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};
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/**
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/**
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