generated from nhcarrigan/template
40126350765d7af98d15fa87d823b97e585ae63d
17 Commits
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4012635076
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feat: vampire expansion chunk 2 (wip) — content data and grant-apotheosis debug route | ||
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7da1f3942d
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feat: goddess sync, sanitize, and apotheosis init (chunk 3)
- initialState: add initialGoddessState() with all goddess sub-objects - apotheosis: init GoddessState on first apotheosis, preserve on subsequent - game: add goddessSpread block in validateAndSanitize (server-only fields capped, forward-only boss/quest/achievement enforcement) - debug: add injectMissingGoddessExplorationAreas helper and inject all 8 goddess content arrays in syncNewContent - vitest.config.ts: remove 8 goddess data files from coverage exclude (now imported via initialState) - tests: full coverage for all new code (482 tests, 100% coverage) |
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c5d1f53eef
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feat: goddess expansion chunk 2 — full content data at base game scale
- 18 zones, 72 bosses, 90 quests across the goddess realm - 32 disciple tiers, 53 equipment pieces, 9 equipment sets - 57 goddess upgrades, 25 consecration upgrades, 15 enlightenment upgrades - 54 sacred materials, 36 crafting recipes, 72 exploration areas - 40 goddess achievements - Added GoddessEquipmentSet type + computeGoddessSetBonuses to @elysium/types - All data files excluded from coverage pending Chunk 4 route imports |
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3afe64e48a |
feat: comprehensive balance and bug fix pass (#240)
## Summary - **fix(#148)**: Boss fights now return a fresh HMAC signature in the response; both the manual and auto-boss paths update `signatureReference` from it, ending the signature-mismatch loop that stopped auto-boss after the first fight - **fix(#145)**: Militia `baseCost` lowered from 100g → 65g, smoothing the peasant→militia jump from 10× to ~6.5× - **fix(#144)**: `crystal_shard` buffed from `1.65×/1.2×` → `1.9×/1.3×` — now competitive as an epic trinket - **fix(#142)**: Click-power recipe progression smoothed across zones 13–18 and ceiling raised: z13 1.20→1.22, z15 1.22→1.25, z17 1.25→1.28, z18 1.28→1.30 - **close(#143)**: `elder_bark_shield` (1.2×), `void_fragment_amulet` (1.15×), and `soul_bound_catalyst` (1.2×) are all already at or above their target values from a prior pass Closes #148 Closes #145 Closes #144 Closes #142 Reviewed-on: #240 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com> |
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e7164257c5 |
feat: comprehensive balance pass (#239)
## Summary Working through all 15 open balance tickets in a coordinated multi-pass approach. ### Pass 1 — Quest failure rates (closes #172) - Capped all zone quest failure chances at 15% (down from up to 40%) - Proportional scaling preserved (harder zones still fail more than easier ones) ### Pass 2 — Crystal economy (closes #165, #173, #215) - Added `crystal_pulse` (3,000 crystals), `crystal_surge` (20,000), `crystal_tempest` (150,000) upgrades to fill the dead zone between 600 and 2M crystal sinks - Bumped `click_deity`, `prestige_master`, and `prestige_legend` achievement crystal rewards (5K→15K, 5K→15K, 25K→75K) - Added crystal rewards to `first_steps` (+5) and `goblin_camp` (+10) early quests ### Pass 3 — Runestone/prestige loop (closes #166, #170) - Bumped `runestonesPerPrestigeLevel` from 15 → 20 (~33% yield increase for mid-game runs) - Reduced `income_10` cost from 22,500 → 15,000 and `income_11` from 60,000 → 35,000 - Kept client/server parity: `runestonesPerPrestigeLevelClient` in tick.ts updated to match ### Pass 4 — Quest content (#175, #178) - Both already resolved in commit |
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1195b657a0 |
feat: another balance and bug fix pass (#238)
Working through open issues — fixes, balance changes, and features. ## Closed - Closes #161 - Closes #181 - Closes #191 - Closes #199 - Closes #201 - Closes #202 - Closes #203 - Closes #204 - Closes #205 - Closes #206 - Closes #208 - Closes #211 - Closes #212 - Closes #213 - Closes #214 - Closes #216 - Closes #219 - Closes #220 - Closes #221 - Closes #222 - Closes #224 - Closes #225 - Closes #226 - Closes #228 - Closes #229 - Closes #230 - Closes #231 - Closes #232 - Closes #233 - Closes #234 - Closes #235 - Closes #236 ✨ This PR was created with help from Hikari~ 🌸 Reviewed-on: #238 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com> |
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133c81fefe
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chore: bump schema version to 2 for v0.4.0 balance pass | ||
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666a5b2d6d |
fix: runestone formula, prestige/transcendence rebalance, exploration fixes, and comprehensive balance audit (#135)
## What changed and why ### Runestone formula (`prestige.ts`) - Swapped `sqrt` for `cbrt` — much stronger diminishing returns for large gold values - Added base cap of **200** (→ ~1,125 max with all upgrades at 5.625× multiplier) - Prevents extended AFK sessions from producing runestone windfalls that allow immediate upgrade purchasing and rapid prestige chaining ### Prestige threshold formula (`prestige.ts`) - Old: `1,000,000 × 5^n` — exponential, grows impossibly fast, prestige 10+ takes years - New: `1,000,000 × (n+1)²` — polynomial, peaks at ~1 day/run around P8–10, then gets *easier* as the production multiplier overtakes it - Removed `thresholdScaleFactor` constant (no longer needed) ### Production multiplier (`prestige.ts`) - Old: `1.15^n` - New: `1.25^n` — compounds faster, ensures the polynomial threshold eventually gets easy in the late game ### Boss prestige requirements (`bosses.ts`) - Rescaled proportionally from 0–88 range to 0–20 range - The Absolute One now requires prestige **20** (was 88), making transcendence reachable in a few weeks of idle play ### Echo formula (`transcendence.ts`) - Constant changed from 853 → **224** - At the target prestige of 20: `floor(224 / sqrt(20)) = 50 echoes` per transcendence (no meta upgrades) - With all echo_meta upgrades (3.75× total): up to **187 echoes** per transcendence ### Transcendence upgrade costs (`transcendenceUpgrades.ts`) - Old total: **866 echoes** → New total: **400 echoes** (roughly halved across all categories) - Apotheosis still requires **all 15 upgrades** purchased ### Balance fixes (closes #141, #142, #143, #144, #145) - Equipment: `philosophers_stone` click multiplier 2.25→2.5, `crystal_shard` 1.55→1.65 (#144) - Recipes: added `primal_omega_lens` cross-zone click_power recipe at 1.38× (#142) - Adventurers: `celestial_guard` base cost adjusted to smooth tier 14→15→16 cost curve (#145) ### Quest reward rebalancing (closes #136, #137) - Shadow Marshes: buffed `shadow_mere`, `witch_coven`, `plague_ruins` rewards to match combat requirements (#136) - Astral Void: added gold to `void_rift`, increased rewards across all Astral Void quests (#137) ### Boss reward additions (closes #138, #139, #140) - Assigned 9 unassigned adventurer-specific upgrades to Crystalline Spire through Eternal Throne bosses that had empty `upgradeRewards` arrays (#140) ### Combat power documentation (closes #153) - Expanded JSDoc on `computePartyCombatPower` to clarify companion `bossDamage` multiplier behaviour ### Effective adventurer stats (closes #154) - Added `computeEffectiveAdventurerStats` to `tick.ts` and updated `AdventurerCard` to display effective post-multiplier stats ### Adventurer upgrade timing (closes #158) - Audited every adventurer-specific upgrade reward — upgrades now land within the same progression window where that adventurer tier is still a meaningful contributor ### Sync and save fixes (closes #147, #148, #151) - Fixed sync new content count to report only genuinely changed items (#147) - Fixed signature mismatch after first auto-boss completion (#148) - Added auto-buy cap (100) on non-max-tier adventurers (#151) ### Auto-adventurer persistence (closes #156) - Auto-buy preference now preserved across prestige resets ### Broken CDN image (closes #159) - Uploaded missing `auto_adventurer.jpg` to CDN ### Codex unlock hints (closes #146) - Locked codex entries now display a hint generated from `sourceType` and `sourceId` ### Exploration bug fixes (closes #160, #161) - Fixed auto-save race condition discarding exploration materials collected mid-tick (#160) - Fixed exploration areas failing to unlock when zone was unlocked via boss kill or quest completion (#161) ### Concurrent prestige fix (closes #162) - Added optimistic locking via `updatedAt` — concurrent prestige requests return 409 ### Prestige UX (closes #163) - Added `reloadSilent` to game context — no loading screen flash after prestige ### Balance adjustments (closes #164, #165, #166, #167) - Reduced `shadow_mere` CP requirement 5,000,000 → 2,000,000 (#164) - Buffed crystal drops from Shadow Marshes bosses and quests (#165) - Increased runestone yield from 10 → 15 per prestige level (#166) - Daily challenge set always includes a clicks challenge (#167) ### Progression QoL (closes #168, #169) - Added `computeProjectedRunestones()` and persistent `+N On Prestige` resource bar row (#168) - Added `enablePrestigeAnnouncements` setting per player (#169) --- ## Comprehensive balance audit (closes #187, #191, #192, #193, #194, #195, #196, #197, #198) ### Crystal economy fixes - Zeroed crystal rewards for all Zone 7+ boss drops (Celestial Reaches onwards) — crystals are an early/mid-game currency and should not flow freely into the endgame (#187) - Zeroed crystal rewards for all Zone 9+ quest rewards (Infernal Court onwards) — same rationale (#191) ### Achievement additions and fixes - Added quest milestone achievements at 75 quests (10,000 crystals) and 100 quests (15,000 crystals) - Added boss milestone achievement at 50 bosses (15,000 crystals) - Added prestige milestone achievements at P50, P100, P150, P200 — rewarding **runestones** rather than crystals to match the late-game economy - Added gold milestone achievements through 1e90 gold earned - Fixed `quest_eternal` condition from 122 → **112** (actual quest count) — was permanently impossible (#197) - Fixed `fully_equipped` condition from 65 → **78** (actual equipment count after new items) (#197) - Fixed `devourer_slayer` description to remove incorrect zone reference ### Upgrade balance - Fixed Essence Guild multiplier 1.5× → **2×** — was identical to the cheaper Merchant Alliance for 5× the cost (#194) - Raised Void Ascendancy crystal cost 10M → **50M** — was trivially cheap compared to the parallel Celestial Mandate upgrade (100B essence + 50T gold) (#195) - Fixed Sunken Temple quest rewards (gold 2M → 60M, essence 1,500 → 25,000, crystals 75 → 400) — was rewarding less than its easier prerequisite Witch Coven (#193) ### Equipment balance - Buffed Eternal Prism stats to click 5×, combat **3×**, gold **2.5×** — was only marginally better than the free Eternity Stone boss drop for 100M crystals (#196) ### Missing content - Created **13 missing equipment items** for Zones 15–18 (primordial_chaos through the_absolute) that were referenced by late-game boss `equipmentRewards` arrays but never existed in `equipment.ts` (#198): - `chaos_mantle`, `titan_core` (Primordial Chaos) - `expanse_blade`, `void_armour_mk2` (Infinite Expanse) - `cosmos_blade`, `reality_plate` (Reality Forge) - `maelstrom_edge`, `cosmic_plate` (Cosmic Maelstrom) - `primeval_blade`, `ancient_aegis` (Primeval Sanctum) - `absolute_blade`, `eternity_plate`, `omniversal_core` (The Absolute) - Stats scale from combat 14× / gold 9× (Zone 15) up to combat 28× / gold 20× for the final boss drops ### Type system - Extended `AchievementReward` type to support `runestones` field - Updated tick engine achievement processing to award both crystals and runestones --- ## Target progression timeline (optimal play, ~16h/day idle) - First cycle to P20: ~375h (~3.3 weeks) - Each subsequent cycle gets faster as echo upgrades boost income/combat/threshold - Expected **~5 transcendences** before apotheosis at 50–187 echoes/transcendence - **~6 months** to apotheosis for a dedicated player ## Test plan - [ ] Lint, build, and test pipeline passes (100% coverage maintained) - [ ] Prestige threshold at P0 is still 1,000,000 gold - [ ] Prestige runs feel ~1 day long around P8–10 and get easier after - [ ] The Absolute One is locked until prestige 20 - [ ] Transcendence at P20 awards 50 echoes (no meta upgrades) - [ ] All 15 transcendence upgrades cost 400 echoes total - [ ] Bosses in Zones 7+ drop 0 crystals; Zones 1–6 retain crystal drops - [ ] Quests in Zones 9+ reward 0 crystals; Zones 1–8 retain crystal rewards - [ ] Sunken Temple rewards more gold/essence/crystals than Witch Coven - [ ] Essence Guild gives 2× income (stronger than Merchant Alliance 1.5×) - [ ] Void Ascendancy costs 50M crystals - [ ] Eternal Prism stats are click 5×, combat 3×, gold 2.5× - [ ] Late-game bosses (primordial_titan through the_absolute_one) drop equipment on kill - [ ] `quest_eternal` achievement requires 112 quests - [ ] `fully_equipped` achievement requires 78 equipment pieces - [ ] P50/P100/P150/P200 prestige achievements reward runestones - [ ] Adventurer cards show effective post-multiplier stats - [ ] Exploration areas unlock correctly when their zone is unlocked - [ ] Concurrent prestige requests return 409 - [ ] No loading screen flash after prestige - [ ] Daily challenge set always includes a clicks challenge - [ ] Resource bar shows `+N On Prestige` runestone preview ✨ This PR was crafted with help from Hikari~ 🌸 Reviewed-on: #135 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com> |
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34d07bec95 |
balance: comprehensive game balance pass (#103-#123) (#124)
## 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 #103 Closes #104 Closes #105 Closes #106 Closes #107 Closes #108 Closes #109 Closes #110 Closes #111 Closes #112 Closes #113 Closes #114 Closes #115 Closes #116 Closes #117 Closes #118 Closes #120 Closes #121 Closes #122 Closes #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> |
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3ac1d566cb |
chore: community feedback fixes and UI improvements (#102)
## Summary Addresses all community feedback tickets from the last deploy, plus several UI improvements made during the same session. ### Bug fixes & balance - **#97** — Fix auto-adventurer tier priority: sort by combat power instead of current cost so the highest-tier affordable unit is always purchased - **#98** — Add Dark Templar adventurer (80k CP) to bridge the Volcanic Depths progression wall; rewire upgrade and quest rewards accordingly - **#99** — Reorder and buff Shadow Assassin (55k CP, level 12) so Witch Coven feels rewarding rather than a regression - **#100** — Display effective Gold/s (all multipliers applied) in the resource bar - **#101** — Add Peasant tier 2 (10x, essence) and tier 3 (50x, crystals) upgrades for meaningful late-game scaling ### Other fixes - Sync game state to server before auto-boss challenges (matching manual challenge behaviour) - Refresh Discord avatar hash on every game load via bot token so stale CDN URLs are corrected automatically ### UI improvements - Replace Donate / Discord / Support / View Profile / Edit Profile buttons with a single avatar dropdown menu - Collapse all resources except Gold into a click-to-toggle dropdown; orange alert dot appears when a hidden resource is capped ## Closes Closes #97 Closes #98 Closes #99 Closes #100 Closes #101 Reviewed-on: #102 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com> |
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354b7e372e |
fix: break fire_temple combat power wall (#96)
Closes #95 ## Summary `void_walker` adventurers (130K combat power each) were locked behind `fire_temple`, which requires 4.8B combat power. The best adventurer available before completing that quest was `arcane_scholar` at 45K CP each — meaning players needed ~107K arcane scholars to break through, versus ~37K if they had void walkers. Classic chicken-and-egg wall. ## Changes - Moved `void_walker` adventurer reward from `fire_temple` to `lava_flows` (the entry quest to Volcanic Depths, no CP requirement) - Added 40M gold reward to `fire_temple` to replace the removed adventurer unlock Players now unlock `void_walker` as soon as they enter the zone, giving them the combat power boost before they need to grind toward the temple. ✨ This issue was created with help from Hikari~ 🌸 Reviewed-on: #96 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com> |
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2236d1dc9f |
fix: correct quest combat power requirements for SM, VD, and AV (#90)
## Summary Fixes #85. Quest combat power requirements for Shadow Marshes, Volcanic Depths, and Astral Void were all drastically too low, breaking the zone progression curve. ### Root Cause All three zones appear to have had their `combatPowerRequired` values entered at the wrong magnitude. Shadow Marshes was using K values where M was intended; Volcanic Depths and Astral Void were similarly off, resulting in later zones being trivially easier than earlier ones. ### Changes | Zone | Before | After | |---|---|---| | Shadow Marshes | 5K / 20K / 80K / 300K | 5M / 20M / 80M / 300M | | Volcanic Depths | 2M / 8M / 30M / 120M | 1.2B / 4.8B / 18B / 72B | | Astral Void | 50M / 200M / 800M / 3B | 300B / 1.2T / 4.8T / 18T | ### Progression All values now maintain a consistent ~×4 multiplier within each zone and ~×4 jump between zones, matching the established pattern from Verdant Vale through Frozen Peaks. ✨ This PR was created with help from Hikari~ 🌸 Reviewed-on: #90 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com> |
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79c4b99e8a |
feat: add essence infusion upgrades as late-prestige essence sink (#77)
## Summary Closes #62 Adds five **Essence Infusion** upgrades (I–V) 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 | ×2 global | | Essence Infusion II | 5T essence | ×2 global | | Essence Infusion III | 25T essence | ×2 global | | Essence Infusion IV | 100T essence | ×3 global | | Essence Infusion V | 500T essence | ×5 global | All five start `unlocked: true` (no prerequisite boss or quest required) and cost zero gold and zero crystals — they are purely essence sinks. Combined, they provide a ×120 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~ 🌸 Reviewed-on: #77 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com> |
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3d114f63d7 |
feat: post-prestige automation (auto-adventurer) (#76)
## 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~ 🌸 Reviewed-on: #76 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com> |
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ca2edb090e |
fix: correct equipment balance and sort items by stat power (#69)
## Summary Two improvements to the equipment system in one PR: ### Balance fixes (closes #54) Full equipment audit revealed 9 items with duplicated stats, regressions, or purchasable items weaker than free boss drops: | Item | Change | Reason | |---|---|---| | Void Conduit | 4x → 7x combat | 100M essence sink was equal to a zone-6 boss drop | | Void Edge | 2.75x → 3.25x combat | Purchasable was weaker than free Celestial Blade (3x) | | Astral Robe | 2.25x → 2.75x gold | Boss drop was weaker than purchasable Titan's Aegis (2.5x) | | Philosopher's Stone | 2x → 2.25x click | Duplicated Frost Crystal's click multiplier | | Eternal Flame | 1.15x → 1.25x gold | Gold regressed vs Philosopher's Stone (1.25x) | | Celestial Focus | 2.5x → 3x click | 20M essence sink was weaker than free Angel's Halo (2.75x click + 1.3x gold) | | Abyssal Tome | 3x → 3.75x gold | 50M essence sink was equal to free Heaven's Mantle (3x) | | Crystal Matrix | 4x → 4.75x gold | 20M crystal sink was equal to free Sinslayer Aegis (4x) | | Infernal Gem | 3.5x → 4x click | 5M crystal sink was identical to free Prism Eye | ### Equipment sorting (closes #55) Equipment cards within each slot now render in ascending order of combined bonus power — the sum of all multiplier bonuses — so stronger items always appear further down the list. Hybrid items such as Volcanic Plate sort correctly without needing a per-slot primary stat. ## Test plan - [ ] All purchasable weapons/armour/trinkets now exceed the stats of the highest free boss drop at their tier - [ ] No duplicate stat values between adjacent items in the same progression track - [ ] Equipment cards within each slot render weakest → strongest - [ ] Hybrid multi-stat items sort sensibly alongside single-stat items - [ ] Full pipeline green (lint + build + tests at 100% coverage) ✨ This PR was created with help from Hikari~ 🌸 Reviewed-on: #69 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com> |
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4d7e624358 |
fix: turn off auto-boss/auto-quest on failure and surface status (#46)
## Summary - Auto-boss now turns itself **off** when a boss fight is **lost**, so the player can reassess rather than the system silently looping. A "🤖 Last fight: [Boss] — ❌ Lost" status line appears in the boss panel. - Auto-boss also turns off (with an ⚠️ error message) when the API call fails outright (e.g. party has no adventurers), replacing the previous behaviour of silently hammering the API every animation frame. - Auto-quest now turns itself **off** whenever a quest fails the random-chance check, detected inside the tick's `setState` callback immediately after `applyTick`. - `autoBoss: false` and `autoQuest: false` are now part of `initialGameState`, so these fields persist through save/load cycles from the very first session — preventing a race window where the boss-route DB write could strip them before the first auto-save. - `toggleAutoBoss` clears both `autoBossLastResult` and `autoBossError` on each toggle so the panel always reflects the current session cleanly. ## Test plan - [x] `pnpm lint` — 0 errors, 0 warnings - [x] `pnpm build` — all packages clean - [x] `pnpm test` — 100% coverage maintained across the board Closes #40 ✨ This issue was created with help from Hikari~ 🌸 Reviewed-on: #46 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com> |
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29c817230d |
feat: initial prototype — core game systems (#30)
## 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 #1 Closes #2 Closes #3 Closes #4 Closes #5 Closes #6 Closes #7 Closes #8 Closes #9 Closes #10 Closes #11 Closes #12 Closes #13 Closes #14 Closes #16 Closes #19 Closes #20 Closes #21 Closes #22 Closes #23 Closes #24 Closes #25 Closes #26 Closes #27 Closes #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> |