Commit Graph

5 Commits

Author SHA1 Message Date
hikari 34d07bec95 balance: comprehensive game balance pass (#103-#123) (#124)
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m3s
CI / Lint, Build & Test (push) Successful in 1m9s
## 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>
2026-03-23 17:28:29 -07:00
hikari 3ac1d566cb chore: community feedback fixes and UI improvements (#102)
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m3s
CI / Lint, Build & Test (push) Successful in 1m8s
## 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>
2026-03-23 16:07:25 -07:00
hikari 354b7e372e fix: break fire_temple combat power wall (#96)
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m13s
CI / Lint, Build & Test (push) Successful in 1m17s
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>
2026-03-20 15:17:23 -07:00
hikari 2236d1dc9f fix: correct quest combat power requirements for SM, VD, and AV (#90)
CI / Lint, Build & Test (push) Successful in 1m10s
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m11s
## 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>
2026-03-20 09:19:16 -07:00
hikari 29c817230d feat: initial prototype — core game systems (#30)
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m1s
CI / Lint, Build & Test (push) Successful in 1m6s
## 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>
2026-03-08 15:53:39 -07:00