- #141: Already resolved in prior commits (celestial_focus 4.25×,
void_conduit 10.5×, crystal_matrix 7.5× all exceed free-drop tier)
- #142: Add primal_omega_lens cross-zone click_power recipe at 1.38×,
matching the eternal_omega combat ceiling and closing the gap above
the zone-17 cap of 1.25×
- #143: Already resolved in prior commits (elder_bark_shield 1.12×,
void_fragment_amulet 1.15×, soul_bound_catalyst 1.20× all buffed)
- #144: Raise philosophers_stone click 2.25×→2.5× to differentiate from
eternal_flame; raise crystal_shard click 1.55×→1.65× so the
volcanic_forger set trinket beats void_compass (1.6×)
- #145: Militia goldPerSecond already fixed; raise celestial_guard
baseCost 1.4T→1.8T, smoothing tier 14→15 from 4.67× to 6× and
removing the jarring tier 15→16 wall (7.14×→5.56×)
## Summary
Comprehensive balance pass addressing 20 tickets (#103–#122) plus one audit-discovered fix (#123), ensuring no player soft-locks and aligning all content counts with achievements and progression milestones.
### Changes
- **Equipment** (#103–#111): Differentiated all stat pairs so every piece has a unique bonus combination; added missing stats to `eternal_flame` and increased `eternal_prism` multiplier to justify cost tier
- **Recipes** (#112–#115): Added 4 cross-zone crafting recipes requiring materials from multiple zones to incentivise exploration breadth
- **Achievements** (#116–#118): Aligned `fully_equipped` (40→65), `quest_eternal` (72→95), and `boss_eternal` (60→72) thresholds with actual content counts; updated `devourer_slayer` description
- **Quest CP scaling** (#120–#122): Verified and corrected combat power requirements across all zones to follow consistent 4×/4× progression pattern
- **Zone file ordering** (#123): Swapped Frozen Peaks and Shadow Marshes quest sections so file order matches the actual unlock chain (no gameplay change)
### Tickets Closed
Closes#103Closes#104Closes#105Closes#106Closes#107Closes#108Closes#109Closes#110Closes#111Closes#112Closes#113Closes#114Closes#115Closes#116Closes#117Closes#118Closes#120Closes#121Closes#122Closes#123✨ This PR was created with help from Hikari~ 🌸
Reviewed-on: #124
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 → build → 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~ 🌸
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>