Give Troll King 5 crystals (was 0) to signal the crystal economy from
the first boss kill, and halve crystal_focus cost from 100 to 50 so it
is reachable within the first zone's boss chain (#173).
Increase production multiplier base from 1.25 to 1.3 so each prestige
provides more perceptible run-time reduction in the P1-P30 window where
the treadmill effect was most pronounced (#174).
Reduce income_10 cost 30k→22.5k and income_11 80k→60k (25% cut each)
to ease the late-prestige runestone cliff without collapsing the timeline.
Change prestige milestone bonus from linear (n×25) to quadratic (n²×25)
so high-prestige milestones feel meaningful (P100 = 10k stones).
Replace linear prestige combat multiplier (1 + count×0.1) with exponential
(4^count) in both the tick engine and server-side boss route. Without this
the final boss (2×10^145 HP) was unreachable by ~112 orders of magnitude;
base-4 makes it achievable around P190, consistent with the 6-month target.
Raise runestonesPerPrestigeLevel from 10 to 15. Early-game players
were earning only 10-20 runestones per prestige, making the upgrade
shop feel out of reach. This boost helps mid-game without affecting
the cap behaviour (cbrt formula still prevents AFK windfalls).
## Summary
- Bosses defeated before `bountyRunestonesClaimed` was introduced had `status: "defeated"` but the field `undefined`
- After prestige, the preservation check (`=== true`) missed these bosses, so the first-kill bounty was re-awarded on the next run
- Now also treats `status === "defeated"` as proof the bounty was already earned, covering the migration case
## Test plan
- [ ] Existing test: `preserves bountyRunestonesClaimed flag on bosses across prestige` — still passes
- [ ] New test: `sets bountyRunestonesClaimed on bosses defeated before the flag was introduced` — covers the legacy save migration path
- [ ] Full coverage maintained at 100%
Closes#52✨ This PR was created with help from Hikari~ 🌸
Reviewed-on: #67
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
Resolves#37, resolves#38, and resolves#39 — three related bugs where prestige incorrectly reset data that should survive all prestige resets.
## Changes
### fix: preserve lifetime player stats across prestige (#37)
After prestige, `GameState.player.lifetime*` fields were stale — they reflected values from *before* the current run. The Prisma Player record was incremented correctly, but the GameState JSON saved to the DB had old values, so the UI showed wrong all-time totals on reload.
`buildPostPrestigeState` now computes the run-stat contributions (bosses defeated, quests completed, adventurers recruited, achievements unlocked, gold earned, clicks) and folds them into the fresh player object before writing the prestige state.
### fix: preserve achievements across prestige (#38)
`buildPostPrestigeState` was reconstructing achievements from `defaultAchievements` (via `initialGameState`), resetting all unlocked achievements on every prestige. Achievements are now carried forward from `currentState.achievements` instead.
### fix: preserve boss first-kill state across prestige (#39)
Added `bountyRunestonesClaimed?: boolean` to the `Boss` type. The boss challenge route now:
- Only awards the first-kill bounty runestones if `bountyRunestonesClaimed !== true`
- Sets `bountyRunestonesClaimed = true` on first defeat
`buildPostPrestigeState` maps the fresh boss list and carries the `bountyRunestonesClaimed` flag forward from the current state, so the bounty is never re-awarded in subsequent prestige runs. The boss panel badge is also hidden for bosses whose bounty is already claimed.
## Test Coverage
All three fixes include new tests covering the new behaviours. API coverage remains at 100%.
✨ This PR was created with help from Hikari~ 🌸
Reviewed-on: #47
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>