## Summary
Resolves player confusion about equipment combat bonuses not affecting quest combat power. The behaviour is by design ā combat multipliers only apply to boss DPS ā but this was never communicated anywhere.
- **Equipment bonus labels** now read `+X% Boss Combat` instead of `+X% Combat` (both individual items and set bonuses)
- **About panel** ā both equipment entries updated to explicitly state that combat bonuses only affect boss fights, and that quest combat power is determined solely by adventurers
No game logic changed.
Closes#81⨠This PR was created with help from Hikari~ šø
Reviewed-on: #83
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
## Summary
Addresses recurring community confusion about quests failing ā multiple players asked whether it was a bug or intended behaviour with no in-game explanation.
- **Exports `zoneFailureChance`** from `tick.ts` so the quest panel can read it
- **Quest cards** now show a `š² X% failure chance` note on all available quests, with a brief explanation that a failure resets the quest with no rewards
- **"Last attempt failed" hint** now reads `"ā ļø Last attempt failed ā no rewards were granted."` so players understand the consequence immediately
- **About panel** updated to document the failure mechanic, including the 10%ā40% range across zones
Closes#80⨠This PR was created with help from Hikari~ šø
Reviewed-on: #82
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
## Summary
Closes#62
Adds five **Essence Infusion** upgrades (IāV) to give essence an ongoing meaningful use deep into a prestige run, when gold upgrades are all purchased and essence reserves are in the trillions with nowhere to go:
| Upgrade | Cost | Multiplier |
|---|---|---|
| Essence Infusion I | 1T essence | Ć2 global |
| Essence Infusion II | 5T essence | Ć2 global |
| Essence Infusion III | 25T essence | Ć2 global |
| Essence Infusion IV | 100T essence | Ć3 global |
| Essence Infusion V | 500T essence | Ć5 global |
All five start `unlocked: true` (no prerequisite boss or quest required) and cost zero gold and zero crystals ā they are purely essence sinks. Combined, they provide a Ć120 global income multiplier for players willing to pour their essence reserves into the guild. The About panel's Upgrades section is also updated to inform players these exist.
CDN art assets will need to be generated for IDs `essence_sink_1` through `essence_sink_5` in the `upgrades` folder.
⨠This issue was created with help from Hikari~ šø
Reviewed-on: #77
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
## Summary
Closes#61
- Adds the **Autonomous Recruitment** prestige upgrade (50 runestones) to both the API and web data files
- Adds `autoAdventurer?: boolean` to the `GameState` type for backwards-compatible saves
- Adds tick-loop logic in GameContext that automatically purchases the highest-tier unlocked adventurer the player can afford each frame when the toggle is enabled
- Adds `toggleAutoAdventurer` callback and exposes it through the context
- Adds toggle UI in the Prestige Shop (mirrors the existing Auto-Prestige toggle pattern)
- Updates the How to Play guide in the About panel to document the new automation feature
⨠This issue was created with help from Hikari~ šø
Reviewed-on: #76
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
## Summary
- Adds a `š”` stacking note directly in the upgrade panel below the progress counter so players see it without visiting the About page
- Updates the About panel's Upgrades how-to-play entry to replace the vague "compound with each other" with explicit multiplicative stacking language, including an example (two Ć2 upgrades = Ć4) and a note that global upgrades multiply on top of adventurer-specific ones
## Test plan
- [ ] Verify the stacking note appears in the upgrade panel below the progress counter
- [ ] Verify the About panel Upgrades entry reflects the updated wording
- [ ] Confirm lint, build, and tests all pass
Closes#60
Reviewed-on: #75
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
## Summary
- Locked exploration zones now show a `š This zone is locked. Unlock exploration by:` hint above the area list, with the specific `āļø Defeat: {boss}` and `š Complete: {quest}` required
- Updated the About panel's Exploration how-to-play entry to document the zone unlock rule explicitly
- No new data required ā unlock conditions are read directly from `zone.unlockBossId` and `zone.unlockQuestId` already in state
## Test plan
- [ ] Verify locked exploration zones display the correct boss and quest unlock hints
- [ ] Verify already-unlocked zones show no hint
- [ ] Verify starter zone (no unlock conditions) shows no hint
- [ ] Verify the About panel Exploration entry reflects the updated description
- [ ] Confirm lint, build, and tests all pass
Closes#59
Reviewed-on: #74
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
## Summary
- Installs `react-markdown@10.1.0` in `apps/web`
- Replaces the `<pre>` tag in the changelog section with the `<Markdown>` component for proper rendering
- Updates CSS to style markdown elements (paragraphs, lists, headings, code blocks, links, bold text)
Closes#31⨠This PR was created with help from Hikari~ šø
Reviewed-on: #33
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
## Summary
This PR represents the full v1 prototype, implementing the core game systems for Elysium.
- Full idle/clicker RPG loop: resource collection, crafting, boss fights, exploration, and quests
- Adventurer hiring with batch size selector and progressive tier cost scaling
- Prestige, transcendence, and apotheosis systems with auto-prestige support
- Character sheet, titles, leaderboards, companion system, and daily login bonuses
- Auto-quest and auto-boss toggles
- Discord webhook notifications on prestige/transcendence/apotheosis
- Discord role awarded on apotheosis
- Responsive design and overarching story/lore system
- In-game sound effects and browser notifications for key events
- Support link button in the resource bar
- Full test coverage (100% on `apps/api` and `packages/types`)
- CI pipeline: lint ā build ā test
## Closes
Closes#1Closes#2Closes#3Closes#4Closes#5Closes#6Closes#7Closes#8Closes#9Closes#10Closes#11Closes#12Closes#13Closes#14Closes#16Closes#19Closes#20Closes#21Closes#22Closes#23Closes#24Closes#25Closes#26Closes#27Closes#29⨠This issue was created with help from Hikari~ šø
Co-authored-by: Naomi Carrigan <commits@nhcarrigan.com>
Reviewed-on: #30
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>