## 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
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#97Closes#98Closes#99Closes#100Closes#101
Reviewed-on: #102
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
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>
## 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>
## 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>