generated from nhcarrigan/template
9bb1d01d2b1aa266ef82ab318785860f057ca338
6 Commits
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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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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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aede55a13d |
fix: preserve runestone bounty flag for legacy defeated bosses (#67)
## 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> |
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d0790890ee |
fix: preserve all-time stats, achievements, and boss first-kill across prestige (#47)
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> |
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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> |