19 Commits

Author SHA1 Message Date
hikari 8a332dc9ce fix: show effective post-multiplier stats on adventurer cards (#154)
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Adds computeEffectiveAdventurerStats to tick.ts to calculate per-unit
gold/s, essence/s, and combat power with all active multipliers applied
(upgrades, prestige, equipment, echo, crafted, companions). Updates
AdventurerCard to display these effective values so players can see the
true contribution of each adventurer rather than raw base stats.
2026-03-25 17:13:00 -07:00
hikari 56d963dc90 fix: clarify combat power vs boss damage distinction (#153)
Expands the JSDoc on computePartyCombatPower to explicitly document
that the companion bossDamage multiplier is intentionally included in
all combat-power calculations (boss panel, resource bar, quest gating),
matching server-side behaviour and resolving labelling ambiguity.
2026-03-25 17:07:13 -07:00
hikari 77c7ee02a6 fix: assign upgrade rewards to late-game bosses (#140)
Distributes the nine unassigned adventurer-specific upgrade rewards
across Crystalline Spire through Eternal Throne bosses that previously
had empty upgradeRewards arrays, ensuring all adventurer upgrades are
obtainable via boss drops.
2026-03-25 17:05:56 -07:00
hikari d1559c327f fix: balance equipment, click_power recipe ceiling, adventurer cost curve
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- #141: Already resolved in prior commits (celestial_focus 4.25×,
  void_conduit 10.5×, crystal_matrix 7.5× all exceed free-drop tier)
- #142: Add primal_omega_lens cross-zone click_power recipe at 1.38×,
  matching the eternal_omega combat ceiling and closing the gap above
  the zone-17 cap of 1.25×
- #143: Already resolved in prior commits (elder_bark_shield 1.12×,
  void_fragment_amulet 1.15×, soul_bound_catalyst 1.20× all buffed)
- #144: Raise philosophers_stone click 2.25×→2.5× to differentiate from
  eternal_flame; raise crystal_shard click 1.55×→1.65× so the
  volcanic_forger set trinket beats void_compass (1.6×)
- #145: Militia goldPerSecond already fixed; raise celestial_guard
  baseCost 1.4T→1.8T, smoothing tier 14→15 from 4.67× to 6× and
  removing the jarring tier 15→16 wall (7.14×→5.56×)
2026-03-25 16:54:53 -07:00
hikari 4c297f1ce1 fix: resolve sync inflation, signature mismatch, CP accuracy, auto-buy cap, unlock hints
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- #147: Guard all patch functions with hasChanged before incrementing
  sync counter to prevent inflation on no-op patches
- #148: Clear stale HMAC signature after each boss fight so subsequent
  auto-saves do not send a mismatched signature
- #146: Auto-unlock adventurer-specific upgrades in applyTick when
  their adventurer count > 0; show recruit hint in upgrade panel
- #149: Add Essence/s row to resource bar dropdown
- #150: Fix broken auto-quest CP reduce formula; centralise via
  computePartyCombatPower which applies all multipliers correctly
- #151: Cap auto-buy at 100 for non-max-tier adventurers; max tier
  (highest level unlocked) remains uncapped
- #152: Export computePartyCombatPower from tick, applying global
  upgrades, prestige, equipment, set bonuses, echo, crafted, and
  companion multipliers; use it in resource bar and boss panel
2026-03-25 16:47:53 -07:00
hikari b6e218167d fix: differentiate philosophers_stone and buff crystal_shard
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- philosophers_stone: gold 1.25x → 1.4x (income specialist, distinct
  from eternal_flame which has combat 1.1x + gold 1.25x)
- crystal_shard: gold 1.10x → 1.20x (zone-5 epic, better premium)
- Closes #144
2026-03-25 15:29:42 -07:00
hikari 0609cc7584 fix: buff rare-material crafting recipes to justify ingredient cost
- elder_bark_shield: combat 1.08x → 1.12x
- void_fragment_amulet: gold 1.10x → 1.15x
- soul_bound_catalyst: essence 1.15x → 1.20x
- Closes #143
2026-03-25 14:44:59 -07:00
hikari 7c390f45b5 fix: add zone-18 click_power recipe, raising ceiling to 1.28x
- Added absolute_focus (click 1.28x) to the_absolute zone
- Matches zone-18 pattern, filling gap left by existing gold/combat recipes
- Closes #142
2026-03-25 14:37:11 -07:00
hikari 7ecc655484 fix: buff purchasable equipment dominated by boss drops
- celestial_focus: click 3x → 4.25x (above free void_heart_gem)
- void_conduit: combat 7x → 10.5x (above free throne_blade)
- crystal_matrix: gold 4.75x → 7.5x (above free eternal_armour)
- Closes #141
2026-03-25 14:35:51 -07:00
hikari 4b3a856ef9 fix: smooth adventurer cost curve
- militia: GPS 0.5 → 0.7 to match 10x cost jump
- Tiers 11-14: costs raised to even ~4.7x spread through tier 15
- Closes #145
2026-03-25 14:25:34 -07:00
hikari d84725921a fix: restore upgrade drops to late-game bosses
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Assigned 3 previously orphaned adventurer upgrades to appropriate bosses:
- horizon_beast (Infinite Expanse) → oblivion_paladin_1
- maelstrom_god (Cosmic Maelstrom) → transcendent_rogue_1
- eternal_end (The Absolute) → omniversal_champion_1

Closes #140
2026-03-25 14:06:01 -07:00
hikari e4808680ed feat: add missing quests to Frozen Peaks zone
- Added glacier_tomb (200K combat, 2.5hr) between frozen_wastes and ice_caves
- Added frozen_throne (3M combat, 7hr) after storm_citadel
- Updated ice_caves prerequisite to chain from glacier_tomb
- Frozen Peaks now has 5 quests, in line with other zones

Closes #139
2026-03-25 14:02:16 -07:00
hikari f001acc382 fix: buff Astral Void quest rewards
- void_rift: zero gold → 2B gold + 300K essence + 1K crystals
- star_graveyard: 1B gold + 100K essence → 8B gold + 800K essence + 3K crystals
- between_worlds: zero gold + 250K essence → 25B gold + 2M essence + 8K crystals
- the_end: 10B gold + 1M essence → 80B gold + 5M essence + 20K crystals

Closes #137
2026-03-25 14:00:33 -07:00
hikari 8a38d02e69 fix: buff Shadow Marshes quest rewards
- shadow_mere: 150 essence → 5M gold + 5K essence
- witch_coven: 500 essence → 20M gold + 20K essence
- plague_ruins: 8M gold + 2K essence → 100M gold + 30K essence + 500 crystals

Closes #136
2026-03-25 13:58:54 -07:00
hikari eed61db410 fix: add dark_templar_1 upgrade reward to Void Titan boss
Closes #138
2026-03-25 13:56:44 -07:00
hikari 0ae6aa12b2 fix: rewrite prestige/transcendence formula and rebalance progression
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2026-03-24 20:44:25 -07:00
hikari 0d6d05e50b chore: raise runestone base cap to 200
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2026-03-24 20:08:53 -07:00
hikari 74dd3bf463 chore: raise runestone base cap to 100
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2026-03-24 20:03:17 -07:00
hikari 959b86fa8b fix: apply cbrt and cap to runestone formula to prevent AFK windfalls
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2026-03-24 20:01:22 -07:00
19 changed files with 685 additions and 373 deletions
-135
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@@ -1,135 +0,0 @@
# Vampire Expansion — Implementation TODO
Branch: `feat/expansions`
Thematic currency names:
- Gold → **Blood**
- Essence → **Ichor**
- Crystals → **Soul Shards**
- Runestones → **Bloodstones**
- Echoes → **Whispers**
- Click action → **Hunt**
- Adventurers → **Thralls**
- Prestige → **Siring** (working name)
- Transcendence → **The Awakening** (working name)
- Apotheosis → **Eternal Sovereignty** (role ID: 1486144657023959180)
CDN prefix for all vampire art: `https://cdn.nhcarrigan.com/elysium/vampire/<folder>/<id>.jpg`
Local scratch dir (delete before committing): `img/vampire/`
---
## Phase 1 — Types
- [ ] Add `VampireExpansionState` interface to `packages/types/src/interfaces/` mirroring full `GameState` structure (zones, bosses, quests, adventurers, upgrades, equipment, achievements, prestige, transcendence, apotheosis, exploration, resources, baseClickPower, lastTickAt, dailyChallenges, codex, autoQuest, autoBoss, autoAdventurer, companions, story)
- [ ] Add `ExpansionsState` interface: `{ vampire?: VampireExpansionState }`
- [ ] Add `expansions?: ExpansionsState` field to `GameState`
- [ ] Export new types from `packages/types/src/index.ts`
---
## Phase 2 — Data files (vampire content)
All data files go in `apps/api/src/data/vampire/`.
Same content scale as base game; use vampire theming throughout.
- [ ] `zones.ts` — 18 vampire-themed zones (crypts, blood forests, cursed castles, etc.)
- [ ] `bosses.ts` — 72 vampire-themed bosses (4 per zone)
- [ ] `quests.ts` — match base game quest count (~95); vampire-themed names/descriptions
- [ ] `adventurers.ts` — 32 thrall tiers with progressive stats
- [ ] `upgrades.ts` — match base game upgrade count (~57); vampire-themed
- [ ] `equipment.ts` — match base game equipment count (~53); vampire-themed sets
- [ ] `equipmentSets.ts` — vampire equipment sets
- [ ] `achievements.ts` — match base game count (~40); vampire-themed conditions
- [ ] `explorations.ts` — 72 areas across 18 vampire lore zones
- [ ] `materials.ts` — match base game material count (~54); vampire-themed
- [ ] `recipes.ts` — match base game recipe count (~36); vampire-themed
- [ ] `prestigeUpgrades.ts` — 25 "Siring" upgrades
- [ ] `transcendenceUpgrades.ts` — 15 "Awakening" upgrades
- [ ] `dailyChallenges.ts` — 10 vampire daily challenges
- [ ] `initialState.ts``initialVampireState()` function mirroring `initialGameState` structure
---
## Phase 3 — Art generation & CDN upload
For each category below, generate images via Gemini API (`gemini-3-pro-image-preview`),
save locally to `img/vampire/<folder>/`, upload to R2, then delete local files.
Use soft-shaded anime style; vampire/gothic aesthetic; crimson/black/dark purple palette.
- [ ] Zone banners (18) → `img/vampire/zones/` → CDN `vampire/zones/`
- [ ] Boss portraits (72) → `img/vampire/bosses/` → CDN `vampire/bosses/`
- [ ] Quest banners (match count) → `img/vampire/quests/` → CDN `vampire/quests/`
- [ ] Adventurer/thrall portraits (32) → `img/vampire/adventurers/` → CDN `vampire/adventurers/`
- [ ] Equipment icons (match count) → `img/vampire/equipment/` → CDN `vampire/equipment/`
- [ ] Achievement icons (match count) → `img/vampire/achievements/` → CDN `vampire/achievements/`
- [ ] Exploration area art (72) → `img/vampire/explorations/` → CDN `vampire/explorations/`
- [ ] Material icons (match count) → `img/vampire/materials/` → CDN `vampire/materials/`
- [ ] Story chapter banners (match count) → `img/vampire/story-chapters/` → CDN `vampire/story-chapters/`
---
## Phase 4 — API changes
- [ ] Add `inGuild` to Prisma `Player` model → update `initialGameState` if needed (already done in #134 — verify migration)
- [ ] Update Prisma schema: no DB changes needed (expansion state is inside the `GameState` JSON blob)
- [ ] Update `initialState.ts` to include `expansions: {}` in `initialGameState`
- [ ] Update `sync-new-content` debug route to inject/patch vampire expansion content when expansion is unlocked
- [ ] Add vampire-specific unlock trigger: when base-game apotheosis count ≥ 1, set `expansions.vampire` to `initialVampireState()` and `unlocked: true`
- [ ] Update the load endpoint to pass expansion state through to the client
- [ ] Ensure prestige/transcendence/apotheosis routes only reset state for their own expansion (base game routes must NOT touch `expansions.*`)
- [ ] Add vampire prestige, transcendence, and apotheosis routes (mirrors of base game routes, scoped to `expansions.vampire`)
- [ ] Grant `Eternal Sovereignty` role (ID: `1486144657023959180`) on vampire apotheosis
---
## Phase 5 — Frontend changes
### Expansion switcher
- [ ] Add expansion toggle buttons below the Early Access warning in the sidebar
- [ ] Always render all expansion buttons; disable any where `unlocked !== true`
- [ ] Active expansion stored in React state (not game state); defaults to `"base"`
- [ ] Switching expansion updates which data the UI panels display
### Resource bar
- [ ] Show ALL currencies from ALL expansions as separate labelled lines
- [ ] Vampire currencies use distinct icons/colours (crimson tint for blood, etc.)
- [ ] The "expand" button label shows the gold-equivalent currency of the active expansion
### Thematic UI
- [ ] When vampire expansion is active, swap labels: gold → Blood, essence → Ichor, etc.
- [ ] Apply `.vampire-mode` CSS class to game container when vampire is active
- [ ] Vampire colour palette: deep crimsons (`#5C0A1A`), rich crimson (`#C41E3A`), blacks, desaturated purples
### Tick engine
- [ ] Update `apps/web/src/engine/tick.ts` to compute passive income for all unlocked expansions every tick (not just base game)
- [ ] Offline income calculation must also cover all expansions
### Profile
- [ ] Profile panel: tab stats by expansion (base game tab + one tab per unlocked expansion)
- [ ] Show correct thematic prestige/transcendence/apotheosis badge names per expansion
- [ ] Lifetime stats (gold earned, clicks, etc.) tracked separately per expansion
### About / How to Play
- [ ] Update `aboutPanel.tsx` `HOW_TO_PLAY` array to document the expansion system
---
## Phase 6 — Tests & CI
- [ ] Unit tests for all new data files (at minimum, validate structure/required fields)
- [ ] Unit tests for `initialVampireState()`
- [ ] Tests for vampire unlock trigger route
- [ ] Tests for vampire prestige/transcendence/apotheosis routes
- [ ] Tests for updated tick engine (expansion income)
- [ ] Maintain 100% coverage on `apps/api` and `packages/types`
- [ ] Full pipeline: lint → build → test passing before PR
---
## Phase 7 — Final
- [ ] Delete `img/vampire/` directory before committing
- [ ] Update `MEMORY.md` with new content counts
- [ ] Open PR → request review
+6 -6
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@@ -26,7 +26,7 @@ export const defaultAdventurers: Array<Adventurer> = [
combatPower: 3, combatPower: 3,
count: 0, count: 0,
essencePerSecond: 0, essencePerSecond: 0,
goldPerSecond: 0.5, goldPerSecond: 0.7,
id: "militia", id: "militia",
level: 2, level: 2,
name: "Militia", name: "Militia",
@@ -129,7 +129,7 @@ export const defaultAdventurers: Array<Adventurer> = [
unlocked: false, unlocked: false,
}, },
{ {
baseCost: 2_600_000_000, baseCost: 2_850_000_000,
class: "mage", class: "mage",
combatPower: 13_000, combatPower: 13_000,
count: 0, count: 0,
@@ -141,7 +141,7 @@ export const defaultAdventurers: Array<Adventurer> = [
unlocked: false, unlocked: false,
}, },
{ {
baseCost: 11_000_000_000, baseCost: 13_500_000_000,
class: "rogue", class: "rogue",
combatPower: 28_000, combatPower: 28_000,
count: 0, count: 0,
@@ -153,7 +153,7 @@ export const defaultAdventurers: Array<Adventurer> = [
unlocked: false, unlocked: false,
}, },
{ {
baseCost: 47_000_000_000, baseCost: 64_000_000_000,
class: "paladin", class: "paladin",
combatPower: 60_000, combatPower: 60_000,
count: 0, count: 0,
@@ -165,7 +165,7 @@ export const defaultAdventurers: Array<Adventurer> = [
unlocked: false, unlocked: false,
}, },
{ {
baseCost: 200_000_000_000, baseCost: 300_000_000_000,
class: "rogue", class: "rogue",
combatPower: 130_000, combatPower: 130_000,
count: 0, count: 0,
@@ -177,7 +177,7 @@ export const defaultAdventurers: Array<Adventurer> = [
unlocked: false, unlocked: false,
}, },
{ {
baseCost: 1_400_000_000_000, baseCost: 1_800_000_000_000,
class: "paladin", class: "paladin",
combatPower: 400_000, combatPower: 400_000,
count: 0, count: 0,
+67 -67
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@@ -226,7 +226,7 @@ export const defaultBosses: Array<Boss> = [
name: "The Void Titan", name: "The Void Titan",
prestigeRequirement: 0, prestigeRequirement: 0,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [ "dark_templar_1" ],
zoneId: "frozen_peaks", zoneId: "frozen_peaks",
}, },
// ── Volcanic Depths ─────────────────────────────────────────────────────── // ── Volcanic Depths ───────────────────────────────────────────────────────
@@ -353,7 +353,7 @@ export const defaultBosses: Array<Boss> = [
id: "seraph_guardian", id: "seraph_guardian",
maxHp: 500_000_000, maxHp: 500_000_000,
name: "The Seraph Guardian", name: "The Seraph Guardian",
prestigeRequirement: 6, prestigeRequirement: 1,
status: "locked", status: "locked",
upgradeRewards: [ "click_4" ], upgradeRewards: [ "click_4" ],
zoneId: "celestial_reaches", zoneId: "celestial_reaches",
@@ -371,7 +371,7 @@ export const defaultBosses: Array<Boss> = [
id: "fallen_archangel", id: "fallen_archangel",
maxHp: 2_000_000_000, maxHp: 2_000_000_000,
name: "The Fallen Archangel", name: "The Fallen Archangel",
prestigeRequirement: 7, prestigeRequirement: 2,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "celestial_reaches", zoneId: "celestial_reaches",
@@ -389,7 +389,7 @@ export const defaultBosses: Array<Boss> = [
id: "divine_judge", id: "divine_judge",
maxHp: 8_000_000_000, maxHp: 8_000_000_000,
name: "The Divine Judge", name: "The Divine Judge",
prestigeRequirement: 8, prestigeRequirement: 2,
status: "locked", status: "locked",
upgradeRewards: [ "divine_covenant" ], upgradeRewards: [ "divine_covenant" ],
zoneId: "celestial_reaches", zoneId: "celestial_reaches",
@@ -407,7 +407,7 @@ export const defaultBosses: Array<Boss> = [
id: "celestial_titan", id: "celestial_titan",
maxHp: 30_000_000_000, maxHp: 30_000_000_000,
name: "The Celestial Titan", name: "The Celestial Titan",
prestigeRequirement: 9, prestigeRequirement: 2,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "celestial_reaches", zoneId: "celestial_reaches",
@@ -425,7 +425,7 @@ export const defaultBosses: Array<Boss> = [
id: "the_first_light", id: "the_first_light",
maxHp: 100_000_000_000, maxHp: 100_000_000_000,
name: "The First Light", name: "The First Light",
prestigeRequirement: 10, prestigeRequirement: 2,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "celestial_reaches", zoneId: "celestial_reaches",
@@ -444,7 +444,7 @@ export const defaultBosses: Array<Boss> = [
id: "depth_leviathan", id: "depth_leviathan",
maxHp: 250_000_000_000, maxHp: 250_000_000_000,
name: "The Depth Leviathan", name: "The Depth Leviathan",
prestigeRequirement: 9, prestigeRequirement: 2,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "abyssal_trench", zoneId: "abyssal_trench",
@@ -462,7 +462,7 @@ export const defaultBosses: Array<Boss> = [
id: "kraken_elder", id: "kraken_elder",
maxHp: 1_000_000_000_000, maxHp: 1_000_000_000_000,
name: "The Elder Kraken", name: "The Elder Kraken",
prestigeRequirement: 10, prestigeRequirement: 2,
status: "locked", status: "locked",
upgradeRewards: [ "abyssal_pact" ], upgradeRewards: [ "abyssal_pact" ],
zoneId: "abyssal_trench", zoneId: "abyssal_trench",
@@ -480,7 +480,7 @@ export const defaultBosses: Array<Boss> = [
id: "abyssal_colossus", id: "abyssal_colossus",
maxHp: 4_000_000_000_000, maxHp: 4_000_000_000_000,
name: "The Abyssal Colossus", name: "The Abyssal Colossus",
prestigeRequirement: 11, prestigeRequirement: 2,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "abyssal_trench", zoneId: "abyssal_trench",
@@ -498,7 +498,7 @@ export const defaultBosses: Array<Boss> = [
id: "the_deep_one", id: "the_deep_one",
maxHp: 15_000_000_000_000, maxHp: 15_000_000_000_000,
name: "The Deep One", name: "The Deep One",
prestigeRequirement: 12, prestigeRequirement: 3,
status: "locked", status: "locked",
upgradeRewards: [ "global_4" ], upgradeRewards: [ "global_4" ],
zoneId: "abyssal_trench", zoneId: "abyssal_trench",
@@ -516,7 +516,7 @@ export const defaultBosses: Array<Boss> = [
id: "elder_abomination", id: "elder_abomination",
maxHp: 50_000_000_000_000, maxHp: 50_000_000_000_000,
name: "The Elder Abomination", name: "The Elder Abomination",
prestigeRequirement: 13, prestigeRequirement: 3,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "abyssal_trench", zoneId: "abyssal_trench",
@@ -535,7 +535,7 @@ export const defaultBosses: Array<Boss> = [
id: "demon_prince", id: "demon_prince",
maxHp: 120_000_000_000_000, maxHp: 120_000_000_000_000,
name: "The Demon Prince", name: "The Demon Prince",
prestigeRequirement: 12, prestigeRequirement: 3,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "infernal_court", zoneId: "infernal_court",
@@ -553,7 +553,7 @@ export const defaultBosses: Array<Boss> = [
id: "hellfire_titan", id: "hellfire_titan",
maxHp: 500_000_000_000_000, maxHp: 500_000_000_000_000,
name: "The Hellfire Titan", name: "The Hellfire Titan",
prestigeRequirement: 13, prestigeRequirement: 3,
status: "locked", status: "locked",
upgradeRewards: [ "celestial_mandate" ], upgradeRewards: [ "celestial_mandate" ],
zoneId: "infernal_court", zoneId: "infernal_court",
@@ -571,7 +571,7 @@ export const defaultBosses: Array<Boss> = [
id: "lord_of_sin", id: "lord_of_sin",
maxHp: 2_000_000_000_000_000, maxHp: 2_000_000_000_000_000,
name: "The Lord of Sin", name: "The Lord of Sin",
prestigeRequirement: 14, prestigeRequirement: 3,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "infernal_court", zoneId: "infernal_court",
@@ -589,7 +589,7 @@ export const defaultBosses: Array<Boss> = [
id: "infernal_sovereign", id: "infernal_sovereign",
maxHp: 6_000_000_000_000_000, maxHp: 6_000_000_000_000_000,
name: "The Infernal Sovereign", name: "The Infernal Sovereign",
prestigeRequirement: 15, prestigeRequirement: 3,
status: "locked", status: "locked",
upgradeRewards: [ "click_5" ], upgradeRewards: [ "click_5" ],
zoneId: "infernal_court", zoneId: "infernal_court",
@@ -607,7 +607,7 @@ export const defaultBosses: Array<Boss> = [
id: "the_fallen", id: "the_fallen",
maxHp: 8_000_000_000_000_000, maxHp: 8_000_000_000_000_000,
name: "The Fallen", name: "The Fallen",
prestigeRequirement: 16, prestigeRequirement: 4,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "infernal_court", zoneId: "infernal_court",
@@ -626,9 +626,9 @@ export const defaultBosses: Array<Boss> = [
id: "prism_golem", id: "prism_golem",
maxHp: 2e16, maxHp: 2e16,
name: "The Prism Golem", name: "The Prism Golem",
prestigeRequirement: 15, prestigeRequirement: 3,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [ "crystal_sage_1" ],
zoneId: "crystalline_spire", zoneId: "crystalline_spire",
}, },
{ {
@@ -644,7 +644,7 @@ export const defaultBosses: Array<Boss> = [
id: "crystal_drake", id: "crystal_drake",
maxHp: 8e16, maxHp: 8e16,
name: "The Crystal Drake", name: "The Crystal Drake",
prestigeRequirement: 16, prestigeRequirement: 4,
status: "locked", status: "locked",
upgradeRewards: [ "void_ascendancy" ], upgradeRewards: [ "void_ascendancy" ],
zoneId: "crystalline_spire", zoneId: "crystalline_spire",
@@ -662,9 +662,9 @@ export const defaultBosses: Array<Boss> = [
id: "the_faceted", id: "the_faceted",
maxHp: 3e17, maxHp: 3e17,
name: "The Faceted", name: "The Faceted",
prestigeRequirement: 17, prestigeRequirement: 4,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [ "void_sentinel_1" ],
zoneId: "crystalline_spire", zoneId: "crystalline_spire",
}, },
{ {
@@ -680,9 +680,9 @@ export const defaultBosses: Array<Boss> = [
id: "diamond_colossus", id: "diamond_colossus",
maxHp: 1e18, maxHp: 1e18,
name: "The Diamond Colossus", name: "The Diamond Colossus",
prestigeRequirement: 18, prestigeRequirement: 4,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [ "eternal_champion_1" ],
zoneId: "crystalline_spire", zoneId: "crystalline_spire",
}, },
{ {
@@ -698,9 +698,9 @@ export const defaultBosses: Array<Boss> = [
id: "crystal_sovereign", id: "crystal_sovereign",
maxHp: 4e18, maxHp: 4e18,
name: "The Crystal Sovereign", name: "The Crystal Sovereign",
prestigeRequirement: 19, prestigeRequirement: 4,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [ "cosmos_knight_1" ],
zoneId: "crystalline_spire", zoneId: "crystalline_spire",
}, },
// ── Void Sanctum ────────────────────────────────────────────────────────── // ── Void Sanctum ──────────────────────────────────────────────────────────
@@ -717,9 +717,9 @@ export const defaultBosses: Array<Boss> = [
id: "void_herald", id: "void_herald",
maxHp: 1e19, maxHp: 1e19,
name: "The Void Herald", name: "The Void Herald",
prestigeRequirement: 18, prestigeRequirement: 4,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [ "seraph_knight_1" ],
zoneId: "void_sanctum", zoneId: "void_sanctum",
}, },
{ {
@@ -735,7 +735,7 @@ export const defaultBosses: Array<Boss> = [
id: "eternal_shade", id: "eternal_shade",
maxHp: 5e19, maxHp: 5e19,
name: "The Eternal Shade", name: "The Eternal Shade",
prestigeRequirement: 19, prestigeRequirement: 4,
status: "locked", status: "locked",
upgradeRewards: [ "divine_harmony" ], upgradeRewards: [ "divine_harmony" ],
zoneId: "void_sanctum", zoneId: "void_sanctum",
@@ -753,9 +753,9 @@ export const defaultBosses: Array<Boss> = [
id: "the_unmaker", id: "the_unmaker",
maxHp: 2e20, maxHp: 2e20,
name: "The Unmaker", name: "The Unmaker",
prestigeRequirement: 20, prestigeRequirement: 5,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [ "abyss_diver_1" ],
zoneId: "void_sanctum", zoneId: "void_sanctum",
}, },
{ {
@@ -771,7 +771,7 @@ export const defaultBosses: Array<Boss> = [
id: "void_progenitor", id: "void_progenitor",
maxHp: 8e20, maxHp: 8e20,
name: "The Void Progenitor", name: "The Void Progenitor",
prestigeRequirement: 21, prestigeRequirement: 5,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "void_sanctum", zoneId: "void_sanctum",
@@ -789,9 +789,9 @@ export const defaultBosses: Array<Boss> = [
id: "void_emperor", id: "void_emperor",
maxHp: 3e21, maxHp: 3e21,
name: "The Void Emperor", name: "The Void Emperor",
prestigeRequirement: 22, prestigeRequirement: 5,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [ "infernal_warden_1" ],
zoneId: "void_sanctum", zoneId: "void_sanctum",
}, },
// ── Eternal Throne ──────────────────────────────────────────────────────── // ── Eternal Throne ────────────────────────────────────────────────────────
@@ -808,9 +808,9 @@ export const defaultBosses: Array<Boss> = [
id: "throne_warden", id: "throne_warden",
maxHp: 1e22, maxHp: 1e22,
name: "The Throne Warden", name: "The Throne Warden",
prestigeRequirement: 21, prestigeRequirement: 5,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [ "infinity_ranger_1" ],
zoneId: "eternal_throne", zoneId: "eternal_throne",
}, },
{ {
@@ -826,7 +826,7 @@ export const defaultBosses: Array<Boss> = [
id: "eternal_knight", id: "eternal_knight",
maxHp: 5e22, maxHp: 5e22,
name: "The Eternal Knight", name: "The Eternal Knight",
prestigeRequirement: 22, prestigeRequirement: 5,
status: "locked", status: "locked",
upgradeRewards: [ "infernal_fury" ], upgradeRewards: [ "infernal_fury" ],
zoneId: "eternal_throne", zoneId: "eternal_throne",
@@ -844,9 +844,9 @@ export const defaultBosses: Array<Boss> = [
id: "the_undying", id: "the_undying",
maxHp: 2e23, maxHp: 2e23,
name: "The Undying", name: "The Undying",
prestigeRequirement: 23, prestigeRequirement: 5,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [ "reality_warden_1" ],
zoneId: "eternal_throne", zoneId: "eternal_throne",
}, },
{ {
@@ -862,7 +862,7 @@ export const defaultBosses: Array<Boss> = [
id: "apex_sovereign", id: "apex_sovereign",
maxHp: 8e23, maxHp: 8e23,
name: "The Apex Sovereign", name: "The Apex Sovereign",
prestigeRequirement: 24, prestigeRequirement: 5,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "eternal_throne", zoneId: "eternal_throne",
@@ -880,7 +880,7 @@ export const defaultBosses: Array<Boss> = [
id: "the_apex", id: "the_apex",
maxHp: 3e24, maxHp: 3e24,
name: "The Apex", name: "The Apex",
prestigeRequirement: 25, prestigeRequirement: 6,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "eternal_throne", zoneId: "eternal_throne",
@@ -899,7 +899,7 @@ export const defaultBosses: Array<Boss> = [
id: "chaos_wyrm", id: "chaos_wyrm",
maxHp: 1e26, maxHp: 1e26,
name: "The Chaos Wyrm", name: "The Chaos Wyrm",
prestigeRequirement: 26, prestigeRequirement: 6,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "primordial_chaos", zoneId: "primordial_chaos",
@@ -917,7 +917,7 @@ export const defaultBosses: Array<Boss> = [
id: "creation_engine", id: "creation_engine",
maxHp: 5e27, maxHp: 5e27,
name: "The Creation Engine", name: "The Creation Engine",
prestigeRequirement: 27, prestigeRequirement: 6,
status: "locked", status: "locked",
upgradeRewards: [ "aether_weaver_1" ], upgradeRewards: [ "aether_weaver_1" ],
zoneId: "primordial_chaos", zoneId: "primordial_chaos",
@@ -935,7 +935,7 @@ export const defaultBosses: Array<Boss> = [
id: "entropy_avatar", id: "entropy_avatar",
maxHp: 2e29, maxHp: 2e29,
name: "The Entropy Avatar", name: "The Entropy Avatar",
prestigeRequirement: 29, prestigeRequirement: 7,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "primordial_chaos", zoneId: "primordial_chaos",
@@ -953,7 +953,7 @@ export const defaultBosses: Array<Boss> = [
id: "primordial_titan", id: "primordial_titan",
maxHp: 8e30, maxHp: 8e30,
name: "The Primordial Titan", name: "The Primordial Titan",
prestigeRequirement: 31, prestigeRequirement: 7,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "primordial_chaos", zoneId: "primordial_chaos",
@@ -972,7 +972,7 @@ export const defaultBosses: Array<Boss> = [
id: "expanse_drifter", id: "expanse_drifter",
maxHp: 3e33, maxHp: 3e33,
name: "The Expanse Drifter", name: "The Expanse Drifter",
prestigeRequirement: 33, prestigeRequirement: 8,
status: "locked", status: "locked",
upgradeRewards: [ "titan_warrior_1" ], upgradeRewards: [ "titan_warrior_1" ],
zoneId: "infinite_expanse", zoneId: "infinite_expanse",
@@ -990,9 +990,9 @@ export const defaultBosses: Array<Boss> = [
id: "horizon_beast", id: "horizon_beast",
maxHp: 1e37, maxHp: 1e37,
name: "The Horizon Beast", name: "The Horizon Beast",
prestigeRequirement: 35, prestigeRequirement: 8,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [ "oblivion_paladin_1" ],
zoneId: "infinite_expanse", zoneId: "infinite_expanse",
}, },
{ {
@@ -1008,7 +1008,7 @@ export const defaultBosses: Array<Boss> = [
id: "infinity_construct", id: "infinity_construct",
maxHp: 5e40, maxHp: 5e40,
name: "The Infinity Construct", name: "The Infinity Construct",
prestigeRequirement: 37, prestigeRequirement: 8,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "infinite_expanse", zoneId: "infinite_expanse",
@@ -1026,7 +1026,7 @@ export const defaultBosses: Array<Boss> = [
id: "expanse_sovereign", id: "expanse_sovereign",
maxHp: 2e44, maxHp: 2e44,
name: "The Expanse Sovereign", name: "The Expanse Sovereign",
prestigeRequirement: 39, prestigeRequirement: 9,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "infinite_expanse", zoneId: "infinite_expanse",
@@ -1045,7 +1045,7 @@ export const defaultBosses: Array<Boss> = [
id: "forge_guardian", id: "forge_guardian",
maxHp: 8e47, maxHp: 8e47,
name: "The Forge Guardian", name: "The Forge Guardian",
prestigeRequirement: 41, prestigeRequirement: 9,
status: "locked", status: "locked",
upgradeRewards: [ "nexus_sage_1" ], upgradeRewards: [ "nexus_sage_1" ],
zoneId: "reality_forge", zoneId: "reality_forge",
@@ -1063,7 +1063,7 @@ export const defaultBosses: Array<Boss> = [
id: "reality_shaper", id: "reality_shaper",
maxHp: 4e52, maxHp: 4e52,
name: "The Reality Shaper", name: "The Reality Shaper",
prestigeRequirement: 44, prestigeRequirement: 10,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "reality_forge", zoneId: "reality_forge",
@@ -1081,7 +1081,7 @@ export const defaultBosses: Array<Boss> = [
id: "creation_prime", id: "creation_prime",
maxHp: 2e57, maxHp: 2e57,
name: "The Creation Prime", name: "The Creation Prime",
prestigeRequirement: 47, prestigeRequirement: 11,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "reality_forge", zoneId: "reality_forge",
@@ -1099,7 +1099,7 @@ export const defaultBosses: Array<Boss> = [
id: "reality_architect", id: "reality_architect",
maxHp: 8e61, maxHp: 8e61,
name: "The Reality Architect", name: "The Reality Architect",
prestigeRequirement: 49, prestigeRequirement: 11,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "reality_forge", zoneId: "reality_forge",
@@ -1118,7 +1118,7 @@ export const defaultBosses: Array<Boss> = [
id: "storm_colossus", id: "storm_colossus",
maxHp: 4e65, maxHp: 4e65,
name: "The Storm Colossus", name: "The Storm Colossus",
prestigeRequirement: 51, prestigeRequirement: 12,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "cosmic_maelstrom", zoneId: "cosmic_maelstrom",
@@ -1136,7 +1136,7 @@ export const defaultBosses: Array<Boss> = [
id: "force_prime", id: "force_prime",
maxHp: 2e71, maxHp: 2e71,
name: "The Force Prime", name: "The Force Prime",
prestigeRequirement: 54, prestigeRequirement: 12,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "cosmic_maelstrom", zoneId: "cosmic_maelstrom",
@@ -1154,9 +1154,9 @@ export const defaultBosses: Array<Boss> = [
id: "maelstrom_god", id: "maelstrom_god",
maxHp: 1e77, maxHp: 1e77,
name: "The Maelstrom God", name: "The Maelstrom God",
prestigeRequirement: 57, prestigeRequirement: 13,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [ "transcendent_rogue_1" ],
zoneId: "cosmic_maelstrom", zoneId: "cosmic_maelstrom",
}, },
{ {
@@ -1172,7 +1172,7 @@ export const defaultBosses: Array<Boss> = [
id: "cosmic_annihilator", id: "cosmic_annihilator",
maxHp: 5e82, maxHp: 5e82,
name: "The Cosmic Annihilator", name: "The Cosmic Annihilator",
prestigeRequirement: 59, prestigeRequirement: 13,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "cosmic_maelstrom", zoneId: "cosmic_maelstrom",
@@ -1191,7 +1191,7 @@ export const defaultBosses: Array<Boss> = [
id: "ancient_sentinel", id: "ancient_sentinel",
maxHp: 2e88, maxHp: 2e88,
name: "The Ancient Sentinel", name: "The Ancient Sentinel",
prestigeRequirement: 61, prestigeRequirement: 14,
status: "locked", status: "locked",
upgradeRewards: [ "astral_sovereign_1" ], upgradeRewards: [ "astral_sovereign_1" ],
zoneId: "primeval_sanctum", zoneId: "primeval_sanctum",
@@ -1209,7 +1209,7 @@ export const defaultBosses: Array<Boss> = [
id: "time_elder", id: "time_elder",
maxHp: 1e95, maxHp: 1e95,
name: "The Time Elder", name: "The Time Elder",
prestigeRequirement: 65, prestigeRequirement: 15,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "primeval_sanctum", zoneId: "primeval_sanctum",
@@ -1227,7 +1227,7 @@ export const defaultBosses: Array<Boss> = [
id: "origin_beast", id: "origin_beast",
maxHp: 8e101, maxHp: 8e101,
name: "The Origin Beast", name: "The Origin Beast",
prestigeRequirement: 69, prestigeRequirement: 16,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "primeval_sanctum", zoneId: "primeval_sanctum",
@@ -1245,7 +1245,7 @@ export const defaultBosses: Array<Boss> = [
id: "primeval_god", id: "primeval_god",
maxHp: 5e108, maxHp: 5e108,
name: "The Primeval God", name: "The Primeval God",
prestigeRequirement: 74, prestigeRequirement: 17,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "primeval_sanctum", zoneId: "primeval_sanctum",
@@ -1264,7 +1264,7 @@ export const defaultBosses: Array<Boss> = [
id: "absolute_herald", id: "absolute_herald",
maxHp: 2e116, maxHp: 2e116,
name: "The Absolute Herald", name: "The Absolute Herald",
prestigeRequirement: 76, prestigeRequirement: 17,
status: "locked", status: "locked",
upgradeRewards: [ "primordial_mage_1" ], upgradeRewards: [ "primordial_mage_1" ],
zoneId: "the_absolute", zoneId: "the_absolute",
@@ -1282,7 +1282,7 @@ export const defaultBosses: Array<Boss> = [
id: "void_convergence", id: "void_convergence",
maxHp: 1e125, maxHp: 1e125,
name: "The Void Convergence", name: "The Void Convergence",
prestigeRequirement: 79, prestigeRequirement: 18,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "the_absolute", zoneId: "the_absolute",
@@ -1300,9 +1300,9 @@ export const defaultBosses: Array<Boss> = [
id: "eternal_end", id: "eternal_end",
maxHp: 5e134, maxHp: 5e134,
name: "The Eternal End", name: "The Eternal End",
prestigeRequirement: 83, prestigeRequirement: 19,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [ "omniversal_champion_1" ],
zoneId: "the_absolute", zoneId: "the_absolute",
}, },
{ {
@@ -1318,7 +1318,7 @@ export const defaultBosses: Array<Boss> = [
id: "the_absolute_one", id: "the_absolute_one",
maxHp: 2e145, maxHp: 2e145,
name: "The Absolute One", name: "The Absolute One",
prestigeRequirement: 88, prestigeRequirement: 20,
status: "locked", status: "locked",
upgradeRewards: [], upgradeRewards: [],
zoneId: "the_absolute", zoneId: "the_absolute",
+6 -6
View File
@@ -269,7 +269,7 @@ export const defaultEquipment: Array<Equipment> = [
type: "trinket", type: "trinket",
}, },
{ {
bonus: { clickMultiplier: 1.55, goldMultiplier: 1.1 }, bonus: { clickMultiplier: 1.65, goldMultiplier: 1.2 },
description: description:
"A fragment of the Mud Kraken's crystallised essence. Focuses raw power into devastating strikes.", "A fragment of the Mud Kraken's crystallised essence. Focuses raw power into devastating strikes.",
equipped: false, equipped: false,
@@ -305,9 +305,9 @@ export const defaultEquipment: Array<Equipment> = [
type: "trinket", type: "trinket",
}, },
{ {
bonus: { clickMultiplier: 2.25, goldMultiplier: 1.25 }, bonus: { clickMultiplier: 2.5, goldMultiplier: 1.4 },
description: description:
"The legendary stone that grants mastery over gold and combat alike.", "The legendary stone that transmutes effort into wealth — every action fills the coffers.",
equipped: false, equipped: false,
id: "philosophers_stone", id: "philosophers_stone",
name: "Philosopher's Stone", name: "Philosopher's Stone",
@@ -697,7 +697,7 @@ export const defaultEquipment: Array<Equipment> = [
}, },
// ── Purchasable endgame sinks ───────────────────────────────────────────── // ── Purchasable endgame sinks ─────────────────────────────────────────────
{ {
bonus: { clickMultiplier: 3 }, bonus: { clickMultiplier: 4.25 },
cost: { crystals: 0, essence: 20_000_000, gold: 0 }, cost: { crystals: 0, essence: 20_000_000, gold: 0 },
description: description:
"A lens of compressed celestial light that sharpens every strike with divine precision.", "A lens of compressed celestial light that sharpens every strike with divine precision.",
@@ -721,7 +721,7 @@ export const defaultEquipment: Array<Equipment> = [
type: "armour", type: "armour",
}, },
{ {
bonus: { combatMultiplier: 7 }, bonus: { combatMultiplier: 10.5 },
cost: { crystals: 0, essence: 100_000_000, gold: 0 }, cost: { crystals: 0, essence: 100_000_000, gold: 0 },
description: description:
"A weapon that channels void energy — the absence of resistance makes every strike devastating.", "A weapon that channels void energy — the absence of resistance makes every strike devastating.",
@@ -745,7 +745,7 @@ export const defaultEquipment: Array<Equipment> = [
type: "trinket", type: "trinket",
}, },
{ {
bonus: { goldMultiplier: 4.75 }, bonus: { goldMultiplier: 7.5 },
cost: { crystals: 20_000_000, essence: 0, gold: 0 }, cost: { crystals: 20_000_000, essence: 0, gold: 0 },
description: description:
"Armour structured around a crystalline lattice of optimal income calculations. Every gold piece finds you faster.", "Armour structured around a crystalline lattice of optimal income calculations. Every gold piece finds you faster.",
+51 -16
View File
@@ -157,6 +157,21 @@ export const defaultQuests: Array<Quest> = [
status: "locked", status: "locked",
zoneId: "frozen_peaks", zoneId: "frozen_peaks",
}, },
{
combatPowerRequired: 200_000,
description:
"A tomb sealed within a glacier for millennia. The soldiers interred here died guarding something that no longer exists — but their treasures remain.",
durationSeconds: 150 * 60,
id: "glacier_tomb",
name: "The Glacier Tomb",
prerequisiteIds: [ "frozen_wastes" ],
rewards: [
{ amount: 10_000_000, type: "gold" },
{ amount: 3000, type: "essence" },
],
status: "locked",
zoneId: "frozen_peaks",
},
{ {
combatPowerRequired: 400_000, combatPowerRequired: 400_000,
description: description:
@@ -164,7 +179,7 @@ export const defaultQuests: Array<Quest> = [
durationSeconds: 3 * 60 * 60, durationSeconds: 3 * 60 * 60,
id: "ice_caves", id: "ice_caves",
name: "The Ice Caves", name: "The Ice Caves",
prerequisiteIds: [ "frozen_wastes" ], prerequisiteIds: [ "glacier_tomb" ],
rewards: [ rewards: [
{ amount: 5000, type: "essence" }, { amount: 5000, type: "essence" },
{ amount: 200, type: "crystals" }, { amount: 200, type: "crystals" },
@@ -188,6 +203,22 @@ export const defaultQuests: Array<Quest> = [
status: "locked", status: "locked",
zoneId: "frozen_peaks", zoneId: "frozen_peaks",
}, },
{
combatPowerRequired: 3_000_000,
description:
"Deep in the peaks lies the throne room of an ancient frost king, long dead, whose dominion over cold and storm was absolute. His crown still waits.",
durationSeconds: 7 * 60 * 60,
id: "frozen_throne",
name: "The Frozen Throne",
prerequisiteIds: [ "storm_citadel" ],
rewards: [
{ amount: 60_000_000, type: "gold" },
{ amount: 25_000, type: "essence" },
{ amount: 400, type: "crystals" },
],
status: "locked",
zoneId: "frozen_peaks",
},
// ── Shadow Marshes ──────────────────────────────────────────────────────── // ── Shadow Marshes ────────────────────────────────────────────────────────
{ {
combatPowerRequired: 5_000_000, combatPowerRequired: 5_000_000,
@@ -198,7 +229,8 @@ export const defaultQuests: Array<Quest> = [
name: "The Shadow Mere", name: "The Shadow Mere",
prerequisiteIds: [], prerequisiteIds: [],
rewards: [ rewards: [
{ amount: 150, type: "essence" }, { amount: 5_000_000, type: "gold" },
{ amount: 5000, type: "essence" },
], ],
status: "locked", status: "locked",
zoneId: "shadow_marshes", zoneId: "shadow_marshes",
@@ -212,7 +244,8 @@ export const defaultQuests: Array<Quest> = [
name: "The Witch Coven", name: "The Witch Coven",
prerequisiteIds: [ "shadow_mere" ], prerequisiteIds: [ "shadow_mere" ],
rewards: [ rewards: [
{ amount: 500, type: "essence" }, { amount: 20_000_000, type: "gold" },
{ amount: 20_000, type: "essence" },
{ targetId: "shadow_assassin", type: "adventurer" }, { targetId: "shadow_assassin", type: "adventurer" },
], ],
status: "locked", status: "locked",
@@ -245,9 +278,9 @@ export const defaultQuests: Array<Quest> = [
name: "The Plague Ruins", name: "The Plague Ruins",
prerequisiteIds: [ "sunken_temple" ], prerequisiteIds: [ "sunken_temple" ],
rewards: [ rewards: [
{ amount: 8_000_000, type: "gold" }, { amount: 100_000_000, type: "gold" },
{ amount: 2000, type: "essence" }, { amount: 30_000, type: "essence" },
{ amount: 150, type: "crystals" }, { amount: 500, type: "crystals" },
{ targetId: "dark_templar", type: "adventurer" }, { targetId: "dark_templar", type: "adventurer" },
], ],
status: "locked", status: "locked",
@@ -329,8 +362,9 @@ export const defaultQuests: Array<Quest> = [
name: "Void Rift", name: "Void Rift",
prerequisiteIds: [], prerequisiteIds: [],
rewards: [ rewards: [
{ amount: 500, type: "crystals" }, { amount: 2_000_000_000, type: "gold" },
{ amount: 5000, type: "essence" }, { amount: 300_000, type: "essence" },
{ amount: 1000, type: "crystals" },
], ],
status: "locked", status: "locked",
zoneId: "astral_void", zoneId: "astral_void",
@@ -344,9 +378,9 @@ export const defaultQuests: Array<Quest> = [
name: "The Star Graveyard", name: "The Star Graveyard",
prerequisiteIds: [ "void_rift" ], prerequisiteIds: [ "void_rift" ],
rewards: [ rewards: [
{ amount: 1_000_000_000, type: "gold" }, { amount: 8_000_000_000, type: "gold" },
{ amount: 100_000, type: "essence" }, { amount: 800_000, type: "essence" },
{ amount: 1000, type: "crystals" }, { amount: 3000, type: "crystals" },
], ],
status: "locked", status: "locked",
zoneId: "astral_void", zoneId: "astral_void",
@@ -360,8 +394,9 @@ export const defaultQuests: Array<Quest> = [
name: "Between Worlds", name: "Between Worlds",
prerequisiteIds: [ "star_graveyard" ], prerequisiteIds: [ "star_graveyard" ],
rewards: [ rewards: [
{ amount: 250_000, type: "essence" }, { amount: 25_000_000_000, type: "gold" },
{ amount: 2000, type: "crystals" }, { amount: 2_000_000, type: "essence" },
{ amount: 8000, type: "crystals" },
{ targetId: "divine_champion", type: "adventurer" }, { targetId: "divine_champion", type: "adventurer" },
], ],
status: "locked", status: "locked",
@@ -376,9 +411,9 @@ export const defaultQuests: Array<Quest> = [
name: "The End of All Things", name: "The End of All Things",
prerequisiteIds: [ "between_worlds" ], prerequisiteIds: [ "between_worlds" ],
rewards: [ rewards: [
{ amount: 10_000_000_000, type: "gold" }, { amount: 80_000_000_000, type: "gold" },
{ amount: 1_000_000, type: "essence" }, { amount: 5_000_000, type: "essence" },
{ amount: 10_000, type: "crystals" }, { amount: 20_000, type: "crystals" },
], ],
status: "locked", status: "locked",
zoneId: "astral_void", zoneId: "astral_void",
+28 -3
View File
@@ -23,7 +23,7 @@ export const defaultRecipes: Array<CraftingRecipe> = [
zoneId: "verdant_vale", zoneId: "verdant_vale",
}, },
{ {
bonus: { type: "combat_power", value: 1.08 }, bonus: { type: "combat_power", value: 1.12 },
description: description:
"A ward fashioned from bark older than the kingdom. Its presence on the battlefield is not merely physical — something ancient watches through it.", "A ward fashioned from bark older than the kingdom. Its presence on the battlefield is not merely physical — something ancient watches through it.",
id: "elder_bark_shield", id: "elder_bark_shield",
@@ -75,7 +75,7 @@ export const defaultRecipes: Array<CraftingRecipe> = [
zoneId: "frozen_peaks", zoneId: "frozen_peaks",
}, },
{ {
bonus: { type: "gold_income", value: 1.1 }, bonus: { type: "gold_income", value: 1.15 },
description: description:
"The void shard set in frost crystal, creating something that should not be possible: a stable window into the spaces between spaces. Profitable beyond what physics suggests.", "The void shard set in frost crystal, creating something that should not be possible: a stable window into the spaces between spaces. Profitable beyond what physics suggests.",
id: "void_fragment_amulet", id: "void_fragment_amulet",
@@ -231,7 +231,7 @@ export const defaultRecipes: Array<CraftingRecipe> = [
zoneId: "infernal_court", zoneId: "infernal_court",
}, },
{ {
bonus: { type: "essence_income", value: 1.15 }, bonus: { type: "essence_income", value: 1.2 },
description: description:
"Soul residue and demon ichor worked into a catalyst that draws the essence from everything around it — gently, without drawing the court's attention. Usually.", "Soul residue and demon ichor worked into a catalyst that draws the essence from everything around it — gently, without drawing the court's attention. Usually.",
id: "soul_bound_catalyst", id: "soul_bound_catalyst",
@@ -492,6 +492,19 @@ export const defaultRecipes: Array<CraftingRecipe> = [
], ],
zoneId: "abyssal_trench", zoneId: "abyssal_trench",
}, },
{
bonus: { type: "click_power", value: 1.38 },
description:
"A primeval relic submerged at the absolute boundary of existence alongside omega crystals and boundary shards — the first and last thing, unified. Every action your guild takes through it is simultaneously the most ancient and most final thing that has ever happened. It does not miss.",
id: "primal_omega_lens",
name: "Primal Omega Lens",
requiredMaterials: [
{ materialId: "primeval_relic", quantity: 2 },
{ materialId: "boundary_shard", quantity: 4 },
{ materialId: "omega_crystal", quantity: 2 },
],
zoneId: "the_absolute",
},
{ {
bonus: { type: "combat_power", value: 1.4 }, bonus: { type: "combat_power", value: 1.4 },
description: description:
@@ -508,6 +521,18 @@ export const defaultRecipes: Array<CraftingRecipe> = [
}, },
// Zone 18: the_absolute // Zone 18: the_absolute
{
bonus: { type: "click_power", value: 1.28 },
description:
"Absolute fragments ground and set in an omega crystal lattice — an instrument of pure finality. Every action your guild takes through it carries the weight of an ending. It does not miss.",
id: "absolute_focus",
name: "Absolute Focus",
requiredMaterials: [
{ materialId: "absolute_fragment", quantity: 8 },
{ materialId: "omega_crystal", quantity: 3 },
],
zoneId: "the_absolute",
},
{ {
bonus: { type: "gold_income", value: 1.3 }, bonus: { type: "gold_income", value: 1.3 },
description: description:
+15 -15
View File
@@ -11,7 +11,7 @@ export const defaultTranscendenceUpgrades: Array<TranscendenceUpgrade> = [
// ── Income multipliers ────────────────────────────────────────────────────── // ── Income multipliers ──────────────────────────────────────────────────────
{ {
category: "income", category: "income",
cost: 5, cost: 2,
description: description:
"The echoes of past runs linger, amplifying your guild's income by 25%.", "The echoes of past runs linger, amplifying your guild's income by 25%.",
id: "echo_income_1", id: "echo_income_1",
@@ -20,7 +20,7 @@ export const defaultTranscendenceUpgrades: Array<TranscendenceUpgrade> = [
}, },
{ {
category: "income", category: "income",
cost: 10, cost: 4,
description: description:
"Your transcendent experience resonates through your guild, boosting income by 50%.", "Your transcendent experience resonates through your guild, boosting income by 50%.",
id: "echo_income_2", id: "echo_income_2",
@@ -29,7 +29,7 @@ export const defaultTranscendenceUpgrades: Array<TranscendenceUpgrade> = [
}, },
{ {
category: "income", category: "income",
cost: 20, cost: 8,
description: description:
"The harmony of multiple timelines surges through your guild, doubling its income.", "The harmony of multiple timelines surges through your guild, doubling its income.",
id: "echo_income_3", id: "echo_income_3",
@@ -38,7 +38,7 @@ export const defaultTranscendenceUpgrades: Array<TranscendenceUpgrade> = [
}, },
{ {
category: "income", category: "income",
cost: 40, cost: 16,
description: description:
"Ethereal energy overflows from your transcendence, tripling your guild's income.", "Ethereal energy overflows from your transcendence, tripling your guild's income.",
id: "echo_income_4", id: "echo_income_4",
@@ -47,7 +47,7 @@ export const defaultTranscendenceUpgrades: Array<TranscendenceUpgrade> = [
}, },
{ {
category: "income", category: "income",
cost: 80, cost: 32,
description: description:
"The infinite chorus of every run you've ever played amplifies your guild fivefold.", "The infinite chorus of every run you've ever played amplifies your guild fivefold.",
id: "echo_income_5", id: "echo_income_5",
@@ -58,7 +58,7 @@ export const defaultTranscendenceUpgrades: Array<TranscendenceUpgrade> = [
// ── Combat multipliers ────────────────────────────────────────────────────── // ── Combat multipliers ──────────────────────────────────────────────────────
{ {
category: "combat", category: "combat",
cost: 5, cost: 2,
description: description:
"Memories of countless battles harden your adventurers, increasing party DPS by 25%.", "Memories of countless battles harden your adventurers, increasing party DPS by 25%.",
id: "echo_combat_1", id: "echo_combat_1",
@@ -67,7 +67,7 @@ export const defaultTranscendenceUpgrades: Array<TranscendenceUpgrade> = [
}, },
{ {
category: "combat", category: "combat",
cost: 15, cost: 6,
description: description:
"Veterans of transcendence know how to fight smarter, boosting party DPS by 50%.", "Veterans of transcendence know how to fight smarter, boosting party DPS by 50%.",
id: "echo_combat_2", id: "echo_combat_2",
@@ -76,7 +76,7 @@ export const defaultTranscendenceUpgrades: Array<TranscendenceUpgrade> = [
}, },
{ {
category: "combat", category: "combat",
cost: 35, cost: 12,
description: description:
"Your warriors carry the strength of every fallen timeline, doubling party DPS.", "Your warriors carry the strength of every fallen timeline, doubling party DPS.",
id: "echo_combat_3", id: "echo_combat_3",
@@ -87,7 +87,7 @@ export const defaultTranscendenceUpgrades: Array<TranscendenceUpgrade> = [
// ── Prestige threshold reductions ────────────────────────────────────────── // ── Prestige threshold reductions ──────────────────────────────────────────
{ {
category: "prestige_threshold", category: "prestige_threshold",
cost: 8, cost: 3,
description: description:
"Experience from past lives shortens the road to prestige — threshold reduced by 10%.", "Experience from past lives shortens the road to prestige — threshold reduced by 10%.",
id: "echo_prestige_threshold_1", id: "echo_prestige_threshold_1",
@@ -96,7 +96,7 @@ export const defaultTranscendenceUpgrades: Array<TranscendenceUpgrade> = [
}, },
{ {
category: "prestige_threshold", category: "prestige_threshold",
cost: 20, cost: 6,
description: description:
"You've walked this path so many times you know every shortcut — threshold reduced by 20%.", "You've walked this path so many times you know every shortcut — threshold reduced by 20%.",
id: "echo_prestige_threshold_2", id: "echo_prestige_threshold_2",
@@ -107,7 +107,7 @@ export const defaultTranscendenceUpgrades: Array<TranscendenceUpgrade> = [
// ── Prestige runestone multipliers ───────────────────────────────────────── // ── Prestige runestone multipliers ─────────────────────────────────────────
{ {
category: "prestige_runestones", category: "prestige_runestones",
cost: 8, cost: 3,
description: description:
"Transcendent insight attunes you to the runestones, earning 50% more per prestige.", "Transcendent insight attunes you to the runestones, earning 50% more per prestige.",
id: "echo_prestige_runestones_1", id: "echo_prestige_runestones_1",
@@ -116,7 +116,7 @@ export const defaultTranscendenceUpgrades: Array<TranscendenceUpgrade> = [
}, },
{ {
category: "prestige_runestones", category: "prestige_runestones",
cost: 20, cost: 6,
description: description:
"You have mastered the art of runestone crafting, doubling your prestige runestone yield.", "You have mastered the art of runestone crafting, doubling your prestige runestone yield.",
id: "echo_prestige_runestones_2", id: "echo_prestige_runestones_2",
@@ -127,7 +127,7 @@ export const defaultTranscendenceUpgrades: Array<TranscendenceUpgrade> = [
// ── Echo meta multipliers ─────────────────────────────────────────────────── // ── Echo meta multipliers ───────────────────────────────────────────────────
{ {
category: "echo_meta", category: "echo_meta",
cost: 50, cost: 25,
description: description:
"Your transcendence resonates deeper, amplifying future echo yields by 25%.", "Your transcendence resonates deeper, amplifying future echo yields by 25%.",
id: "echo_meta_1", id: "echo_meta_1",
@@ -136,7 +136,7 @@ export const defaultTranscendenceUpgrades: Array<TranscendenceUpgrade> = [
}, },
{ {
category: "echo_meta", category: "echo_meta",
cost: 150, cost: 75,
description: description:
"Each loop of existence makes the next more powerful — future echo yields +50%.", "Each loop of existence makes the next more powerful — future echo yields +50%.",
id: "echo_meta_2", id: "echo_meta_2",
@@ -145,7 +145,7 @@ export const defaultTranscendenceUpgrades: Array<TranscendenceUpgrade> = [
}, },
{ {
category: "echo_meta", category: "echo_meta",
cost: 400, cost: 200,
description: description:
"You have mastered the infinite spiral of transcendence, doubling all future echo yields.", "You have mastered the infinite spiral of transcendence, doubling all future echo yields.",
id: "echo_meta_3", id: "echo_meta_3",
+85
View File
@@ -642,6 +642,14 @@ const patchAdventurerStats = (state: GameState): number => {
if (defaultAdventurer === undefined) { if (defaultAdventurer === undefined) {
continue; continue;
} }
const hasChanged
= savedAdventurer.baseCost !== defaultAdventurer.baseCost
|| savedAdventurer.class !== defaultAdventurer.class
|| savedAdventurer.combatPower !== defaultAdventurer.combatPower
|| savedAdventurer.essencePerSecond !== defaultAdventurer.essencePerSecond
|| savedAdventurer.goldPerSecond !== defaultAdventurer.goldPerSecond
|| savedAdventurer.level !== defaultAdventurer.level
|| savedAdventurer.name !== defaultAdventurer.name;
savedAdventurer.baseCost = defaultAdventurer.baseCost; savedAdventurer.baseCost = defaultAdventurer.baseCost;
savedAdventurer.class = defaultAdventurer.class; savedAdventurer.class = defaultAdventurer.class;
savedAdventurer.combatPower = defaultAdventurer.combatPower; savedAdventurer.combatPower = defaultAdventurer.combatPower;
@@ -649,8 +657,10 @@ const patchAdventurerStats = (state: GameState): number => {
savedAdventurer.goldPerSecond = defaultAdventurer.goldPerSecond; savedAdventurer.goldPerSecond = defaultAdventurer.goldPerSecond;
savedAdventurer.level = defaultAdventurer.level; savedAdventurer.level = defaultAdventurer.level;
savedAdventurer.name = defaultAdventurer.name; savedAdventurer.name = defaultAdventurer.name;
if (hasChanged) {
patched = patched + 1; patched = patched + 1;
} }
}
return patched; return patched;
}; };
@@ -670,6 +680,15 @@ const patchQuestStats = (state: GameState): number => {
if (defaultQuest === undefined) { if (defaultQuest === undefined) {
continue; continue;
} }
const savedPrereqs = JSON.stringify(savedQuest.prerequisiteIds);
const defaultPrereqs = JSON.stringify(defaultQuest.prerequisiteIds);
const hasChanged
= savedQuest.name !== defaultQuest.name
|| savedQuest.description !== defaultQuest.description
|| savedQuest.durationSeconds !== defaultQuest.durationSeconds
|| savedPrereqs !== defaultPrereqs
|| savedQuest.zoneId !== defaultQuest.zoneId
|| savedQuest.combatPowerRequired !== defaultQuest.combatPowerRequired;
savedQuest.name = defaultQuest.name; savedQuest.name = defaultQuest.name;
savedQuest.description = defaultQuest.description; savedQuest.description = defaultQuest.description;
savedQuest.durationSeconds = defaultQuest.durationSeconds; savedQuest.durationSeconds = defaultQuest.durationSeconds;
@@ -678,8 +697,10 @@ const patchQuestStats = (state: GameState): number => {
if (defaultQuest.combatPowerRequired !== undefined) { if (defaultQuest.combatPowerRequired !== undefined) {
savedQuest.combatPowerRequired = defaultQuest.combatPowerRequired; savedQuest.combatPowerRequired = defaultQuest.combatPowerRequired;
} }
if (hasChanged) {
patched = patched + 1; patched = patched + 1;
} }
}
return patched; return patched;
}; };
@@ -689,6 +710,7 @@ const patchQuestStats = (state: GameState): number => {
* @param state - The player's current game state (mutated in place). * @param state - The player's current game state (mutated in place).
* @returns The number of boss entries whose stats were updated. * @returns The number of boss entries whose stats were updated.
*/ */
/* eslint-disable-next-line complexity, max-statements -- Comparing many boss stat fields for change detection */
const patchBossStats = (state: GameState): number => { const patchBossStats = (state: GameState): number => {
const defaultBossMap = new Map(defaultBosses.map((boss) => { const defaultBossMap = new Map(defaultBosses.map((boss) => {
return [ boss.id, boss ] as const; return [ boss.id, boss ] as const;
@@ -699,6 +721,20 @@ const patchBossStats = (state: GameState): number => {
if (defaultBoss === undefined) { if (defaultBoss === undefined) {
continue; continue;
} }
const savedRewards = JSON.stringify(savedBoss.equipmentRewards);
const defaultRewards = JSON.stringify(defaultBoss.equipmentRewards);
const hasChanged
= savedBoss.name !== defaultBoss.name
|| savedBoss.description !== defaultBoss.description
|| savedBoss.maxHp !== defaultBoss.maxHp
|| savedBoss.damagePerSecond !== defaultBoss.damagePerSecond
|| savedBoss.goldReward !== defaultBoss.goldReward
|| savedBoss.essenceReward !== defaultBoss.essenceReward
|| savedBoss.crystalReward !== defaultBoss.crystalReward
|| savedRewards !== defaultRewards
|| savedBoss.prestigeRequirement !== defaultBoss.prestigeRequirement
|| savedBoss.zoneId !== defaultBoss.zoneId
|| savedBoss.bountyRunestones !== defaultBoss.bountyRunestones;
savedBoss.name = defaultBoss.name; savedBoss.name = defaultBoss.name;
savedBoss.description = defaultBoss.description; savedBoss.description = defaultBoss.description;
savedBoss.maxHp = defaultBoss.maxHp; savedBoss.maxHp = defaultBoss.maxHp;
@@ -710,8 +746,10 @@ const patchBossStats = (state: GameState): number => {
savedBoss.prestigeRequirement = defaultBoss.prestigeRequirement; savedBoss.prestigeRequirement = defaultBoss.prestigeRequirement;
savedBoss.zoneId = defaultBoss.zoneId; savedBoss.zoneId = defaultBoss.zoneId;
savedBoss.bountyRunestones = defaultBoss.bountyRunestones; savedBoss.bountyRunestones = defaultBoss.bountyRunestones;
if (hasChanged) {
patched = patched + 1; patched = patched + 1;
} }
}
return patched; return patched;
}; };
@@ -731,13 +769,21 @@ const patchZoneStats = (state: GameState): number => {
if (defaultZone === undefined) { if (defaultZone === undefined) {
continue; continue;
} }
const hasChanged
= savedZone.name !== defaultZone.name
|| savedZone.description !== defaultZone.description
|| savedZone.emoji !== defaultZone.emoji
|| savedZone.unlockBossId !== defaultZone.unlockBossId
|| savedZone.unlockQuestId !== defaultZone.unlockQuestId;
savedZone.name = defaultZone.name; savedZone.name = defaultZone.name;
savedZone.description = defaultZone.description; savedZone.description = defaultZone.description;
savedZone.emoji = defaultZone.emoji; savedZone.emoji = defaultZone.emoji;
savedZone.unlockBossId = defaultZone.unlockBossId; savedZone.unlockBossId = defaultZone.unlockBossId;
savedZone.unlockQuestId = defaultZone.unlockQuestId; savedZone.unlockQuestId = defaultZone.unlockQuestId;
if (hasChanged) {
patched = patched + 1; patched = patched + 1;
} }
}
return patched; return patched;
}; };
@@ -747,6 +793,7 @@ const patchZoneStats = (state: GameState): number => {
* @param state - The player's current game state (mutated in place). * @param state - The player's current game state (mutated in place).
* @returns The number of upgrade entries whose stats were updated. * @returns The number of upgrade entries whose stats were updated.
*/ */
/* eslint-disable-next-line complexity -- Comparing many upgrade stat fields for change detection */
const patchUpgradeStats = (state: GameState): number => { const patchUpgradeStats = (state: GameState): number => {
const defaultUpgradeMap = new Map(defaultUpgrades.map((upgrade) => { const defaultUpgradeMap = new Map(defaultUpgrades.map((upgrade) => {
return [ upgrade.id, upgrade ] as const; return [ upgrade.id, upgrade ] as const;
@@ -757,6 +804,15 @@ const patchUpgradeStats = (state: GameState): number => {
if (defaultUpgrade === undefined) { if (defaultUpgrade === undefined) {
continue; continue;
} }
const hasChanged
= savedUpgrade.name !== defaultUpgrade.name
|| savedUpgrade.description !== defaultUpgrade.description
|| savedUpgrade.target !== defaultUpgrade.target
|| savedUpgrade.adventurerId !== defaultUpgrade.adventurerId
|| savedUpgrade.multiplier !== defaultUpgrade.multiplier
|| savedUpgrade.costGold !== defaultUpgrade.costGold
|| savedUpgrade.costEssence !== defaultUpgrade.costEssence
|| savedUpgrade.costCrystals !== defaultUpgrade.costCrystals;
savedUpgrade.name = defaultUpgrade.name; savedUpgrade.name = defaultUpgrade.name;
savedUpgrade.description = defaultUpgrade.description; savedUpgrade.description = defaultUpgrade.description;
savedUpgrade.target = defaultUpgrade.target; savedUpgrade.target = defaultUpgrade.target;
@@ -767,8 +823,10 @@ const patchUpgradeStats = (state: GameState): number => {
savedUpgrade.costGold = defaultUpgrade.costGold; savedUpgrade.costGold = defaultUpgrade.costGold;
savedUpgrade.costEssence = defaultUpgrade.costEssence; savedUpgrade.costEssence = defaultUpgrade.costEssence;
savedUpgrade.costCrystals = defaultUpgrade.costCrystals; savedUpgrade.costCrystals = defaultUpgrade.costCrystals;
if (hasChanged) {
patched = patched + 1; patched = patched + 1;
} }
}
return patched; return patched;
}; };
@@ -778,6 +836,7 @@ const patchUpgradeStats = (state: GameState): number => {
* @param state - The player's current game state (mutated in place). * @param state - The player's current game state (mutated in place).
* @returns The number of equipment entries whose stats were updated. * @returns The number of equipment entries whose stats were updated.
*/ */
/* eslint-disable-next-line complexity, max-statements -- Comparing many equipment stat fields for change detection */
const patchEquipmentStats = (state: GameState): number => { const patchEquipmentStats = (state: GameState): number => {
const defaultEquipmentMap = new Map(defaultEquipment.map((item) => { const defaultEquipmentMap = new Map(defaultEquipment.map((item) => {
return [ item.id, item ] as const; return [ item.id, item ] as const;
@@ -788,6 +847,18 @@ const patchEquipmentStats = (state: GameState): number => {
if (defaultItem === undefined) { if (defaultItem === undefined) {
continue; continue;
} }
const savedBonus = JSON.stringify(savedItem.bonus);
const defaultBonus = JSON.stringify(defaultItem.bonus);
const savedCost = JSON.stringify(savedItem.cost);
const defaultCost = JSON.stringify(defaultItem.cost);
const hasChanged
= savedItem.name !== defaultItem.name
|| savedItem.description !== defaultItem.description
|| savedItem.type !== defaultItem.type
|| savedItem.rarity !== defaultItem.rarity
|| savedBonus !== defaultBonus
|| savedCost !== defaultCost
|| savedItem.setId !== defaultItem.setId;
savedItem.name = defaultItem.name; savedItem.name = defaultItem.name;
savedItem.description = defaultItem.description; savedItem.description = defaultItem.description;
savedItem.type = defaultItem.type; savedItem.type = defaultItem.type;
@@ -799,8 +870,10 @@ const patchEquipmentStats = (state: GameState): number => {
if (defaultItem.setId !== undefined) { if (defaultItem.setId !== undefined) {
savedItem.setId = defaultItem.setId; savedItem.setId = defaultItem.setId;
} }
if (hasChanged) {
patched = patched + 1; patched = patched + 1;
} }
}
return patched; return patched;
}; };
@@ -820,6 +893,16 @@ const patchAchievementStats = (state: GameState): number => {
if (defaultAchievement === undefined) { if (defaultAchievement === undefined) {
continue; continue;
} }
const savedCondition = JSON.stringify(savedAchievement.condition);
const defaultCondition = JSON.stringify(defaultAchievement.condition);
const savedReward = JSON.stringify(savedAchievement.reward);
const defaultReward = JSON.stringify(defaultAchievement.reward);
const hasChanged
= savedAchievement.name !== defaultAchievement.name
|| savedAchievement.description !== defaultAchievement.description
|| savedAchievement.icon !== defaultAchievement.icon
|| savedCondition !== defaultCondition
|| savedReward !== defaultReward;
savedAchievement.name = defaultAchievement.name; savedAchievement.name = defaultAchievement.name;
savedAchievement.description = defaultAchievement.description; savedAchievement.description = defaultAchievement.description;
savedAchievement.icon = defaultAchievement.icon; savedAchievement.icon = defaultAchievement.icon;
@@ -827,8 +910,10 @@ const patchAchievementStats = (state: GameState): number => {
if (defaultAchievement.reward !== undefined) { if (defaultAchievement.reward !== undefined) {
savedAchievement.reward = { ...defaultAchievement.reward }; savedAchievement.reward = { ...defaultAchievement.reward };
} }
if (hasChanged) {
patched = patched + 1; patched = patched + 1;
} }
}
return patched; return patched;
}; };
+21 -9
View File
@@ -15,14 +15,21 @@ import type {
} from "@elysium/types"; } from "@elysium/types";
const basePrestigeGoldThreshold = 1_000_000; const basePrestigeGoldThreshold = 1_000_000;
const thresholdScaleFactor = 5;
const runestonesPerPrestigeLevel = 10; const runestonesPerPrestigeLevel = 10;
const milestoneInterval = 5; const milestoneInterval = 5;
const milestoneRunestonesPerInterval = 25; const milestoneRunestonesPerInterval = 25;
/*
* Hard cap on the base runestone yield (before multipliers) to prevent
* extreme AFK accumulation from producing game-breaking runestone counts.
* With all upgrades (5.625× max) this caps out at ~1,125 per prestige.
*/
const maxBaseRunestones = 200;
/** /**
* Calculates the gold threshold required for the next prestige. * Calculates the gold threshold required for the next prestige.
* Formula: BASE * SCALE_FACTOR^prestigeCount — each prestige makes the next threshold harder. * Formula: BASE * (count + 1)^2 — polynomial growth that peaks around prestige 810
* then gets easier as the production multiplier overtakes it.
* @param prestigeCount - The current number of prestiges completed. * @param prestigeCount - The current number of prestiges completed.
* @param thresholdMultiplier - An optional echo-upgrade multiplier applied to the threshold. * @param thresholdMultiplier - An optional echo-upgrade multiplier applied to the threshold.
* @returns The gold amount required to prestige. * @returns The gold amount required to prestige.
@@ -33,7 +40,7 @@ const calculatePrestigeThreshold = (
): number => { ): number => {
return ( return (
basePrestigeGoldThreshold basePrestigeGoldThreshold
* Math.pow(thresholdScaleFactor, prestigeCount) * Math.pow(prestigeCount + 1, 2)
* thresholdMultiplier * thresholdMultiplier
); );
}; };
@@ -107,7 +114,9 @@ interface RunestoneParameters {
/** /**
* Calculates how many runestones the player earns from a prestige. * Calculates how many runestones the player earns from a prestige.
* Formula: floor(sqrt(totalGoldEarned / threshold)) * RUNESTONES_PER_PRESTIGE_LEVEL * runestoneMultiplier. * Formula: min(floor(cbrt(totalGoldEarned / threshold)) * RUNESTONES_PER_PRESTIGE_LEVEL, MAX_BASE) * multipliers.
* Uses cube root for stronger diminishing returns than sqrt, and caps the base before multipliers
* to prevent extended AFK sessions from producing runestone windfalls.
* @param parameters - The parameters for the runestone calculation. * @param parameters - The parameters for the runestone calculation.
* @param parameters.totalGoldEarned - The total gold earned in the current run. * @param parameters.totalGoldEarned - The total gold earned in the current run.
* @param parameters.prestigeCount - The current prestige count. * @param parameters.prestigeCount - The current prestige count.
@@ -123,9 +132,11 @@ const calculateRunestones = (parameters: RunestoneParameters): number => {
echoRunestoneMultiplier = 1, echoRunestoneMultiplier = 1,
} = parameters; } = parameters;
const threshold = calculatePrestigeThreshold(prestigeCount); const threshold = calculatePrestigeThreshold(prestigeCount);
const base const base = Math.min(
= Math.floor(Math.sqrt(totalGoldEarned / threshold)) Math.floor(Math.cbrt(totalGoldEarned / threshold))
* runestonesPerPrestigeLevel; * runestonesPerPrestigeLevel,
maxBaseRunestones,
);
const runestoneMult = getCategoryMultiplier( const runestoneMult = getCategoryMultiplier(
purchasedUpgradeIds, purchasedUpgradeIds,
"runestones", "runestones",
@@ -135,14 +146,15 @@ const calculateRunestones = (parameters: RunestoneParameters): number => {
/** /**
* Calculates the new prestige production multiplier. * Calculates the new prestige production multiplier.
* Formula: 1.15^prestigeCount — exponential scaling per prestige. * Formula: 1.25^prestigeCount — exponential scaling per prestige that eventually
* overtakes the polynomial threshold growth, making late prestiges progressively easier.
* @param prestigeCount - The new prestige count. * @param prestigeCount - The new prestige count.
* @returns The production multiplier for the new prestige level. * @returns The production multiplier for the new prestige level.
*/ */
const calculateProductionMultiplier = ( const calculateProductionMultiplier = (
prestigeCount: number, prestigeCount: number,
): number => { ): number => {
return Math.pow(1.15, prestigeCount); return Math.pow(1.25, prestigeCount);
}; };
/** /**
+1 -1
View File
@@ -20,7 +20,7 @@ const finalBossId = "the_absolute_one";
/** /**
* Base constant used in the echo yield formula. * Base constant used in the echo yield formula.
*/ */
const echoFormulaConstant = 853; const echoFormulaConstant = 224;
const getCategoryMultiplier = ( const getCategoryMultiplier = (
purchasedIds: Array<string>, purchasedIds: Array<string>,
+1 -1
View File
@@ -158,7 +158,7 @@ describe("transcendence route", () => {
const res = await post("/buy-upgrade", { upgradeId: "echo_income_1" }); const res = await post("/buy-upgrade", { upgradeId: "echo_income_1" });
expect(res.status).toBe(200); expect(res.status).toBe(200);
const body = await res.json() as { echoesRemaining: number; purchasedUpgradeIds: string[] }; const body = await res.json() as { echoesRemaining: number; purchasedUpgradeIds: string[] };
expect(body.echoesRemaining).toBe(95); // 100 - 5 expect(body.echoesRemaining).toBe(98); // 100 - 2
expect(body.purchasedUpgradeIds).toContain("echo_income_1"); expect(body.purchasedUpgradeIds).toContain("echo_income_1");
}); });
+22 -13
View File
@@ -55,15 +55,18 @@ const makeMinimalState = (overrides: Partial<GameState> = {}): GameState =>
describe("calculatePrestigeThreshold", () => { describe("calculatePrestigeThreshold", () => {
it("returns base threshold at count 0", () => { it("returns base threshold at count 0", () => {
// base × (0+1)^2 = 1_000_000 × 1 = 1_000_000
expect(calculatePrestigeThreshold(0)).toBe(1_000_000); expect(calculatePrestigeThreshold(0)).toBe(1_000_000);
}); });
it("returns 5× at count 1", () => { it("returns 4× base at count 1", () => {
expect(calculatePrestigeThreshold(1)).toBe(5_000_000); // base × (1+1)^2 = 1_000_000 × 4 = 4_000_000
expect(calculatePrestigeThreshold(1)).toBe(4_000_000);
}); });
it("returns 25× at count 2", () => { it("returns 9× base at count 2", () => {
expect(calculatePrestigeThreshold(2)).toBe(25_000_000); // base × (2+1)^2 = 1_000_000 × 9 = 9_000_000
expect(calculatePrestigeThreshold(2)).toBe(9_000_000);
}); });
it("applies threshold multiplier correctly", () => { it("applies threshold multiplier correctly", () => {
@@ -99,21 +102,27 @@ describe("isEligibleForPrestige", () => {
describe("calculateRunestones", () => { describe("calculateRunestones", () => {
it("calculates basic runestones formula", () => { it("calculates basic runestones formula", () => {
// floor(sqrt(4_000_000 / 1_000_000)) × 10 = floor(2) × 10 = 20 // floor(cbrt(4_000_000 / 1_000_000)) × 10 = floor(cbrt(4)) × 10 = 1 × 10 = 10
const result = calculateRunestones({ totalGoldEarned: 4_000_000, prestigeCount: 0, purchasedUpgradeIds: [] }); const result = calculateRunestones({ totalGoldEarned: 4_000_000, prestigeCount: 0, purchasedUpgradeIds: [] });
expect(result).toBe(20); expect(result).toBe(10);
}); });
it("applies echo runestone multiplier", () => { it("applies echo runestone multiplier", () => {
// floor(sqrt(4) × 10) = 20; × 2 = 40 // floor(cbrt(4)) × 10 = 10; × 2 = 20
const result = calculateRunestones({ totalGoldEarned: 4_000_000, prestigeCount: 0, purchasedUpgradeIds: [], echoRunestoneMultiplier: 2 }); const result = calculateRunestones({ totalGoldEarned: 4_000_000, prestigeCount: 0, purchasedUpgradeIds: [], echoRunestoneMultiplier: 2 });
expect(result).toBe(40); expect(result).toBe(20);
}); });
it("applies purchased runestone upgrade multiplier", () => { it("applies purchased runestone upgrade multiplier", () => {
// With "runestones_1" purchased (multiplier 1.25): floor(20 × 1.25) = 25 // With "runestone_gain_1" purchased (multiplier 1.25): floor(10 × 1.25) = 12
const result = calculateRunestones({ totalGoldEarned: 4_000_000, prestigeCount: 0, purchasedUpgradeIds: ["runestone_gain_1"] }); const result = calculateRunestones({ totalGoldEarned: 4_000_000, prestigeCount: 0, purchasedUpgradeIds: ["runestone_gain_1"] });
expect(result).toBeGreaterThan(20); expect(result).toBe(12);
});
it("caps base runestones before multipliers", () => {
// cbrt(9_261_000_000 / 1_000_000) = cbrt(9261) = 21 → 21 × 10 = 210, capped at 200
const result = calculateRunestones({ totalGoldEarned: 9_261_000_000, prestigeCount: 0, purchasedUpgradeIds: [] });
expect(result).toBe(200);
}); });
}); });
@@ -122,12 +131,12 @@ describe("calculateProductionMultiplier", () => {
expect(calculateProductionMultiplier(0)).toBe(1); expect(calculateProductionMultiplier(0)).toBe(1);
}); });
it("returns 1.15 at count 1", () => { it("returns 1.25 at count 1", () => {
expect(calculateProductionMultiplier(1)).toBeCloseTo(1.15); expect(calculateProductionMultiplier(1)).toBeCloseTo(1.25);
}); });
it("scales exponentially", () => { it("scales exponentially", () => {
expect(calculateProductionMultiplier(10)).toBeCloseTo(Math.pow(1.15, 10)); expect(calculateProductionMultiplier(10)).toBeCloseTo(Math.pow(1.25, 10));
}); });
}); });
+11 -5
View File
@@ -97,20 +97,21 @@ describe("isEligibleForTranscendence", () => {
describe("calculateEchoes", () => { describe("calculateEchoes", () => {
it("handles prestige count of 0 by treating it as 1", () => { it("handles prestige count of 0 by treating it as 1", () => {
// safeCount = max(0, 1) = 1; floor(853 / sqrt(1)) = 853 // safeCount = max(0, 1) = 1; floor(224 / sqrt(1)) = 224
expect(calculateEchoes(0, 1)).toBe(853); expect(calculateEchoes(0, 1)).toBe(224);
}); });
it("calculates echoes at count 1", () => { it("calculates echoes at count 1", () => {
expect(calculateEchoes(1, 1)).toBe(853); // floor(224 / sqrt(1)) = 224
expect(calculateEchoes(1, 1)).toBe(224);
}); });
it("decreases echoes with higher prestige count", () => { it("decreases echoes with higher prestige count", () => {
const echoesAt1 = calculateEchoes(1, 1); const echoesAt1 = calculateEchoes(1, 1);
const echoesAt4 = calculateEchoes(4, 1); const echoesAt4 = calculateEchoes(4, 1);
expect(echoesAt4).toBeLessThan(echoesAt1); expect(echoesAt4).toBeLessThan(echoesAt1);
// floor(853 / sqrt(4)) = floor(853 / 2) = 426 // floor(224 / sqrt(4)) = floor(224 / 2) = 112
expect(echoesAt4).toBe(426); expect(echoesAt4).toBe(112);
}); });
it("applies echoMetaMultiplier", () => { it("applies echoMetaMultiplier", () => {
@@ -118,6 +119,11 @@ describe("calculateEchoes", () => {
const withMult = calculateEchoes(1, 2); const withMult = calculateEchoes(1, 2);
expect(withMult).toBe(base * 2); expect(withMult).toBe(base * 2);
}); });
it("returns 50 echoes at the target prestige 20", () => {
// floor(224 / sqrt(20)) = floor(224 / 4.472) = floor(50.09) = 50
expect(calculateEchoes(20, 1)).toBe(50);
});
}); });
describe("buildPostTranscendenceState", () => { describe("buildPostTranscendenceState", () => {
@@ -9,6 +9,7 @@
/* eslint-disable complexity -- Complex component with many render paths */ /* eslint-disable complexity -- Complex component with many render paths */
import { type JSX, useState } from "react"; import { type JSX, useState } from "react";
import { useGame } from "../../context/gameContext.js"; import { useGame } from "../../context/gameContext.js";
import { computeEffectiveAdventurerStats } from "../../engine/tick.js";
import { cdnImage } from "../../utils/cdn.js"; import { cdnImage } from "../../utils/cdn.js";
import { LockToggle } from "../ui/lockToggle.js"; import { LockToggle } from "../ui/lockToggle.js";
import type { Adventurer } from "@elysium/types"; import type { Adventurer } from "@elysium/types";
@@ -76,12 +77,19 @@ const computeMaxAffordable = (adventurer: Adventurer, gold: number): number => {
return quantity; return quantity;
}; };
interface EffectiveAdventurerStats {
readonly combatPower: number;
readonly essencePerSecond: number;
readonly goldPerSecond: number;
}
interface AdventurerCardProperties { interface AdventurerCardProperties {
readonly adventurer: Adventurer; readonly adventurer: Adventurer;
readonly currentGold: number; readonly currentGold: number;
readonly batchSize: BatchSize; readonly batchSize: BatchSize;
readonly unlockHint: string | undefined; readonly unlockHint: string | undefined;
readonly formatNumber: (n: number)=> string; readonly formatNumber: (n: number)=> string;
readonly effectiveStats: EffectiveAdventurerStats;
} }
/** /**
@@ -92,6 +100,7 @@ interface AdventurerCardProperties {
* @param props.batchSize - The selected batch size. * @param props.batchSize - The selected batch size.
* @param props.unlockHint - Optional quest name that unlocks this adventurer. * @param props.unlockHint - Optional quest name that unlocks this adventurer.
* @param props.formatNumber - The number formatting utility function. * @param props.formatNumber - The number formatting utility function.
* @param props.effectiveStats - The post-multiplier per-unit stats.
* @returns The JSX element. * @returns The JSX element.
*/ */
const AdventurerCard = ({ const AdventurerCard = ({
@@ -100,6 +109,7 @@ const AdventurerCard = ({
batchSize, batchSize,
unlockHint, unlockHint,
formatNumber, formatNumber,
effectiveStats,
}: AdventurerCardProperties): JSX.Element => { }: AdventurerCardProperties): JSX.Element => {
const { buyAdventurer } = useGame(); const { buyAdventurer } = useGame();
@@ -134,17 +144,17 @@ const AdventurerCard = ({
<div className="adventurer-info"> <div className="adventurer-info">
<h3>{adventurer.name}</h3> <h3>{adventurer.name}</h3>
<p> <p>
{formatNumber(adventurer.goldPerSecond)} {formatNumber(effectiveStats.goldPerSecond)}
{" gold/s each"} {" gold/s each"}
</p> </p>
{adventurer.essencePerSecond > 0 {adventurer.essencePerSecond > 0
&& <p> && <p>
{formatNumber(adventurer.essencePerSecond)} {formatNumber(effectiveStats.essencePerSecond)}
{" essence/s each"} {" essence/s each"}
</p> </p>
} }
<p> <p>
{formatNumber(adventurer.combatPower)} {formatNumber(effectiveStats.combatPower)}
{" combat power each"} {" combat power each"}
</p> </p>
</div> </div>
@@ -280,6 +290,10 @@ const AdventurerPanel = (): JSX.Element => {
adventurer={adventurer} adventurer={adventurer}
batchSize={batchSize} batchSize={batchSize}
currentGold={state.resources.gold} currentGold={state.resources.gold}
effectiveStats={computeEffectiveAdventurerStats(
state,
adventurer.id,
)}
formatNumber={formatNumber} formatNumber={formatNumber}
key={adventurer.id} key={adventurer.id}
unlockHint={adventurerUnlockHints.get(adventurer.id)} unlockHint={adventurerUnlockHints.get(adventurer.id)}
+16 -69
View File
@@ -11,10 +11,11 @@
/* eslint-disable max-lines -- Boss panel with sub-component and helper function */ /* eslint-disable max-lines -- Boss panel with sub-component and helper function */
import { type JSX, useState } from "react"; import { type JSX, useState } from "react";
import { useGame } from "../../context/gameContext.js"; import { useGame } from "../../context/gameContext.js";
import { computePartyCombatPower } from "../../engine/tick.js";
import { cdnImage } from "../../utils/cdn.js"; import { cdnImage } from "../../utils/cdn.js";
import { LockToggle } from "../ui/lockToggle.js"; import { LockToggle } from "../ui/lockToggle.js";
import { ZoneSelector } from "./zoneSelector.js"; import { ZoneSelector } from "./zoneSelector.js";
import type { Boss, GameState } from "@elysium/types"; import type { Boss } from "@elysium/types";
interface BossCardProperties { interface BossCardProperties {
readonly boss: Boss; readonly boss: Boss;
@@ -157,72 +158,6 @@ const BossCard = ({
); );
}; };
/**
* Computes party DPS and HP from the current game state.
* @param state - The full game state.
* @returns The computed party DPS and HP values.
*/
const computePartyStats = (
state: GameState,
): {
partyDps: number;
partyHp: number;
} => {
const { upgrades, adventurers, equipment, prestige } = state;
let globalMultiplier = 1;
for (const upgrade of upgrades) {
const { purchased, target, multiplier } = upgrade;
if (purchased && target === "global") {
globalMultiplier = globalMultiplier * multiplier;
}
}
const prestigeBonus = prestige.count * 0.1;
const prestigeMultiplier = 1 + prestigeBonus;
const equipmentCombatMultiplier = equipment.
filter((item) => {
return item.equipped && item.bonus.combatMultiplier !== undefined;
}).
reduce((multiplier, item) => {
return multiplier * (item.bonus.combatMultiplier ?? 1);
}, 1);
let partyDps = 0;
let partyHp = 0;
for (const adventurer of adventurers) {
const { count, id: adventurerId, combatPower, level } = adventurer;
if (count === 0) {
continue;
}
let adventurerMultiplier = 1;
for (const upgrade of upgrades) {
const {
purchased,
target,
multiplier,
adventurerId: upgradeAdventurerId,
} = upgrade;
if (
purchased
&& target === "adventurer"
&& upgradeAdventurerId === adventurerId
) {
adventurerMultiplier = adventurerMultiplier * multiplier;
}
}
const dps
= combatPower
* count
* adventurerMultiplier
* globalMultiplier
* prestigeMultiplier;
partyDps = partyDps + dps;
const hp = level * 50 * count;
partyHp = partyHp + hp;
}
partyDps = partyDps * equipmentCombatMultiplier;
return { partyDps, partyHp };
};
/** /**
* Renders the boss panel with zone selection and boss list. * Renders the boss panel with zone selection and boss list.
* @returns The JSX element. * @returns The JSX element.
@@ -266,7 +201,14 @@ const BossPanel = (): JSX.Element => {
void handleChallenge(bossId); void handleChallenge(bossId);
} }
const { zones, bosses, quests, autoBoss, prestige: playerPrestige } = state; const {
adventurers,
autoBoss,
bosses,
prestige: playerPrestige,
quests,
zones,
} = state;
const activeZone = zones.find((zone) => { const activeZone = zones.find((zone) => {
return zone.id === activeZoneId; return zone.id === activeZoneId;
@@ -349,7 +291,12 @@ const BossPanel = (): JSX.Element => {
} }
const autoBossOn = autoBoss === true; const autoBossOn = autoBoss === true;
const { partyDps, partyHp } = computePartyStats(state); const partyDps = computePartyCombatPower(state);
let partyHp = 0;
for (const { level, count } of adventurers) {
// eslint-disable-next-line stylistic/no-mixed-operators -- level * 50 * count is clear
partyHp = partyHp + level * 50 * count;
}
const { count: prestigeCount } = playerPrestige; const { count: prestigeCount } = playerPrestige;
return ( return (
@@ -7,6 +7,8 @@
/* eslint-disable react/no-multi-comp -- Sub-component is tightly coupled to the panel */ /* eslint-disable react/no-multi-comp -- Sub-component is tightly coupled to the panel */
/* eslint-disable max-lines-per-function -- Complex component with many render paths */ /* eslint-disable max-lines-per-function -- Complex component with many render paths */
/* eslint-disable complexity -- UpgradeCard has many conditional render paths for states */ /* eslint-disable complexity -- UpgradeCard has many conditional render paths for states */
/* eslint-disable max-statements -- UpgradePanel builds hints from three sources */
/* eslint-disable max-lines -- Upgrade panel with sub-component exceeds line limit */
import { type JSX, useState } from "react"; import { type JSX, useState } from "react";
import { useGame } from "../../context/gameContext.js"; import { useGame } from "../../context/gameContext.js";
import { cdnImage } from "../../utils/cdn.js"; import { cdnImage } from "../../utils/cdn.js";
@@ -238,6 +240,22 @@ const UpgradePanel = (): JSX.Element => {
} }
} }
} }
for (const upgrade of locked) {
if (
!upgradeUnlockHints.has(upgrade.id)
&& upgrade.adventurerId !== undefined
) {
const adventurerForHint = adventurers.find((a) => {
return a.id === upgrade.adventurerId;
});
if (adventurerForHint !== undefined) {
upgradeUnlockHints.set(
upgrade.id,
`🗡️ Recruit: ${adventurerForHint.name}`,
);
}
}
}
function handleToggle(): void { function handleToggle(): void {
setShowLocked((current) => { setShowLocked((current) => {
+16 -5
View File
@@ -10,7 +10,12 @@
/* eslint-disable complexity -- Many conditional resource and badge render paths */ /* eslint-disable complexity -- Many conditional resource and badge render paths */
import { useState, type FocusEvent, type JSX } from "react"; import { useState, type FocusEvent, type JSX } from "react";
import { useGame } from "../../context/gameContext.js"; import { useGame } from "../../context/gameContext.js";
import { RESOURCE_CAP, computeGoldPerSecond } from "../../engine/tick.js"; import {
RESOURCE_CAP,
computeEssencePerSecond,
computeGoldPerSecond,
computePartyCombatPower,
} from "../../engine/tick.js";
import type { Resource } from "@elysium/types"; import type { Resource } from "@elysium/types";
interface ResourceBarProperties { interface ResourceBarProperties {
@@ -83,12 +88,11 @@ const ResourceBar = ({
const { gold, essence, crystals } = resources; const { gold, essence, crystals } = resources;
let partyCombatPower = 0; let partyCombatPower = 0;
let goldPerSecond = 0; let goldPerSecond = 0;
let essencePerSecond = 0;
if (state !== null) { if (state !== null) {
for (const adventurer of state.adventurers) { partyCombatPower = computePartyCombatPower(state);
const contribution = adventurer.combatPower * adventurer.count;
partyCombatPower = partyCombatPower + contribution;
}
goldPerSecond = computeGoldPerSecond(state); goldPerSecond = computeGoldPerSecond(state);
essencePerSecond = computeEssencePerSecond(state);
} }
let avatarUrl: string | null = null; let avatarUrl: string | null = null;
@@ -182,6 +186,13 @@ const ResourceBar = ({
</span> </span>
<span className="resource-label">{"Gold/s"}</span> <span className="resource-label">{"Gold/s"}</span>
</div> </div>
<div className="resource">
<span className="resource-icon">{"⚡"}</span>
<span className="resource-value">
{formatNumber(essencePerSecond)}
</span>
<span className="resource-label">{"Essence/s"}</span>
</div>
<div className={`resource${essenceFull <div className={`resource${essenceFull
? " resource-full" ? " resource-full"
: ""}`}> : ""}`}>
+28 -7
View File
@@ -58,6 +58,7 @@ import {
RESOURCE_CAP, RESOURCE_CAP,
applyTick, applyTick,
calculateClickPower, calculateClickPower,
computePartyCombatPower,
} from "../engine/tick.js"; } from "../engine/tick.js";
import { updateChallengeProgress } from "../utils/dailyChallenges.js"; import { updateChallengeProgress } from "../utils/dailyChallenges.js";
import { formatNumber as formatNumberUtil } from "../utils/format.js"; import { formatNumber as formatNumberUtil } from "../utils/format.js";
@@ -1078,11 +1079,7 @@ export const GameProvider = ({
return q.status === "active"; return q.status === "active";
}); });
if (!hasActiveQuest) { if (!hasActiveQuest) {
// eslint-disable-next-line unicorn/no-array-reduce -- Need the total! const partyCombatPower = computePartyCombatPower(next);
const partyCombatPower = next.adventurers.reduce((total, a) => {
const power = total + a.combatPower;
return power * a.count;
}, 0);
const zoneOrder = new Map( const zoneOrder = new Map(
next.zones.map((z, index) => { next.zones.map((z, index) => {
return [ z.id, index ]; return [ z.id, index ];
@@ -1120,14 +1117,31 @@ export const GameProvider = ({
next.autoAdventurer === true next.autoAdventurer === true
&& next.prestige.purchasedUpgradeIds.includes("auto_adventurer") && next.prestige.purchasedUpgradeIds.includes("auto_adventurer")
) { ) {
const maxAdventurerLevel = Math.max(
...next.adventurers.
filter((a) => {
return a.unlocked;
}).
map((a) => {
return a.level;
}),
);
const autoBuyCap = 100;
const [ bestAdventurer ] = next.adventurers. const [ bestAdventurer ] = next.adventurers.
filter((adventurer) => { filter((adventurer) => {
const cost const cost
= adventurer.baseCost * Math.pow(1.15, adventurer.count); = adventurer.baseCost * Math.pow(1.15, adventurer.count);
return adventurer.unlocked && next.resources.gold >= cost; const isMaxTier = adventurer.level === maxAdventurerLevel;
const withinCap
= isMaxTier || adventurer.count < autoBuyCap;
return (
adventurer.unlocked
&& next.resources.gold >= cost
&& withinCap
);
}). }).
sort((adventurerA, adventurerB) => { sort((adventurerA, adventurerB) => {
return adventurerB.combatPower - adventurerA.combatPower; return adventurerB.level - adventurerA.level;
}); });
if (bestAdventurer !== undefined) { if (bestAdventurer !== undefined) {
const purchaseCost const purchaseCost
@@ -1346,6 +1360,13 @@ export const GameProvider = ({
} }
return afterBoss; return afterBoss;
}); });
/*
* Boss fight modifies server state; clear stale signature so
* the next pre-save or auto-save does not send a mismatched one.
*/
signatureReference.current = null;
localStorage.removeItem("elysium_save_signature");
setAutoBossLastResult({ setAutoBossLastResult({
at: Date.now(), at: Date.now(),
bossName: bossName, bossName: bossName,
+264
View File
@@ -195,6 +195,257 @@ export const computeGoldPerSecond = (state: GameState): number => {
return goldPerSecond; return goldPerSecond;
}; };
/**
* Computes the current essence per second for the given game state,
* applying all relevant multipliers (upgrades, prestige, echo, crafted, companion).
* @param state - The current game state.
* @returns The total essence per second.
*/
export const computeEssencePerSecond = (state: GameState): number => {
const runestonesEssence = state.prestige.runestonesEssenceMultiplier ?? 1;
const craftedEssenceMultiplier
= state.exploration?.craftedEssenceMultiplier ?? 1;
const companionBonus = getActiveCompanionBonus(
state.companions?.activeCompanionId,
state.companions?.unlockedCompanionIds ?? [],
);
const companionEssenceMult
= companionBonus?.type === "essenceIncome"
? 1 + companionBonus.value
: 1;
let essencePerSecond = 0;
for (const adventurer of state.adventurers) {
if (!adventurer.unlocked || adventurer.count === 0) {
continue;
}
const upgradeMultiplier = state.upgrades.
filter((upgrade) => {
const isGlobal = upgrade.target === "global";
const isThisAdventurer
= upgrade.target === "adventurer"
&& upgrade.adventurerId === adventurer.id;
return upgrade.purchased && (isGlobal || isThisAdventurer);
}).
reduce((mult, upgrade) => {
return mult * upgrade.multiplier;
}, 1);
const contribution
= adventurer.essencePerSecond
* adventurer.count
* upgradeMultiplier
* state.prestige.productionMultiplier
* runestonesEssence
* craftedEssenceMultiplier
* companionEssenceMult;
essencePerSecond = essencePerSecond + contribution;
}
return essencePerSecond;
};
/**
* Computes the effective per-unit stats for a single adventurer type,
* applying all active multipliers (upgrades, prestige, equipment, echo,
* crafted, companion). The returned values represent what a single
* adventurer of this type currently contributes per second, matching the
* per-unit contribution used by computeGoldPerSecond and
* computeEssencePerSecond.
* @param state - The current game state.
* @param adventurerId - The ID of the adventurer to compute stats for.
* @returns Effective per-unit goldPerSecond, essencePerSecond, and combatPower.
*/
export const computeEffectiveAdventurerStats = (
state: GameState,
adventurerId: string,
): { combatPower: number; essencePerSecond: number; goldPerSecond: number } => {
const adventurer = state.adventurers.find((a) => {
return a.id === adventurerId;
});
/* V8 ignore next 3 -- @preserve */
if (adventurer === undefined) {
return { combatPower: 0, essencePerSecond: 0, goldPerSecond: 0 };
}
const upgradeMultiplier = state.upgrades.
filter((upgrade) => {
const isGlobal = upgrade.target === "global";
const isThisAdventurer
= upgrade.target === "adventurer"
&& upgrade.adventurerId === adventurerId;
return upgrade.purchased && (isGlobal || isThisAdventurer);
}).
reduce((mult, upgrade) => {
return mult * upgrade.multiplier;
}, 1);
const equippedItems = state.equipment.filter((item) => {
return item.equipped;
});
const equipmentGoldMultiplier = equippedItems.reduce((mult, item) => {
return mult * (item.bonus.goldMultiplier ?? 1);
}, 1);
const equipmentCombatMultiplier = equippedItems.reduce((mult, item) => {
return mult * (item.bonus.combatMultiplier ?? 1);
}, 1);
const equippedItemIds = equippedItems.map((item) => {
return item.id;
});
const setBonuses = computeSetBonuses(equippedItemIds, EQUIPMENT_SETS);
const runestonesIncome = state.prestige.runestonesIncomeMultiplier ?? 1;
const runestonesEssence = state.prestige.runestonesEssenceMultiplier ?? 1;
// eslint-disable-next-line stylistic/no-mixed-operators -- prestige count * factor is clear
const prestigeCombatMultiplier = 1 + state.prestige.count * 0.1;
const echoIncome = state.transcendence?.echoIncomeMultiplier ?? 1;
const echoCombatMultiplier = state.transcendence?.echoCombatMultiplier ?? 1;
const craftedGoldMultiplier
= state.exploration?.craftedGoldMultiplier ?? 1;
const craftedEssenceMultiplier
= state.exploration?.craftedEssenceMultiplier ?? 1;
const craftedCombatMultiplier
= state.exploration?.craftedCombatMultiplier ?? 1;
const companionBonus = getActiveCompanionBonus(
state.companions?.activeCompanionId,
state.companions?.unlockedCompanionIds ?? [],
);
const companionGoldMult
= companionBonus?.type === "passiveGold"
? 1 + companionBonus.value
: 1;
const companionEssenceMult
= companionBonus?.type === "essenceIncome"
? 1 + companionBonus.value
: 1;
const companionCombatMult
= companionBonus?.type === "bossDamage"
? 1 + companionBonus.value
: 1;
const goldPerSecond
= adventurer.goldPerSecond
* upgradeMultiplier
* state.prestige.productionMultiplier
* runestonesIncome
* echoIncome
* equipmentGoldMultiplier
* setBonuses.goldMultiplier
* craftedGoldMultiplier
* companionGoldMult;
const essencePerSecond
= adventurer.essencePerSecond
* upgradeMultiplier
* state.prestige.productionMultiplier
* runestonesEssence
* craftedEssenceMultiplier
* companionEssenceMult;
const combatPower
= adventurer.combatPower
* upgradeMultiplier
* prestigeCombatMultiplier
* equipmentCombatMultiplier
* setBonuses.combatMultiplier
* echoCombatMultiplier
* craftedCombatMultiplier
* companionCombatMult;
return { combatPower, essencePerSecond, goldPerSecond };
};
/**
* Computes the party's total combat power, applying all active multipliers
* (upgrades, prestige, equipment, set bonuses, echo, crafted, companion).
* This mirrors the server-side calculatePartyStats in boss.ts and is the
* single source of truth for all combat-power checks in the client:
* - Displayed as "Combat Power" in the resource bar
* - Displayed as "Party DPS" in the boss panel
* - Used to gate quest availability
* Note: the active companion's bossDamage bonus is intentionally included
* here, as it applies to the full combat power calculation (boss fights and
* quest gating alike), matching the server-side behaviour.
* @param state - The current game state.
* @returns The total party combat power.
*/
export const computePartyCombatPower = (state: GameState): number => {
let globalMultiplier = 1;
for (const upgrade of state.upgrades) {
if (upgrade.purchased && upgrade.target === "global") {
globalMultiplier = globalMultiplier * upgrade.multiplier;
}
}
// eslint-disable-next-line stylistic/no-mixed-operators -- prestige count * factor is clear
const prestigeMultiplier = 1 + state.prestige.count * 0.1;
const equipmentCombatMultiplier = state.equipment.
filter((item) => {
return item.equipped && item.bonus.combatMultiplier !== undefined;
}).
reduce((mult, item) => {
return mult * (item.bonus.combatMultiplier ?? 1);
}, 1);
const equippedItemIds = state.equipment.
filter((item) => {
return item.equipped;
}).
map((item) => {
return item.id;
});
const { combatMultiplier: setCombatMultiplier } = computeSetBonuses(
equippedItemIds,
EQUIPMENT_SETS,
);
const echoCombatMultiplier
= state.transcendence?.echoCombatMultiplier ?? 1;
const craftedCombatMultiplier
= state.exploration?.craftedCombatMultiplier ?? 1;
const companionBonus = getActiveCompanionBonus(
state.companions?.activeCompanionId,
state.companions?.unlockedCompanionIds ?? [],
);
const companionCombatMult
= companionBonus?.type === "bossDamage"
? 1 + companionBonus.value
: 1;
let partyCombatPower = 0;
for (const adventurer of state.adventurers) {
if (adventurer.count === 0) {
continue;
}
let adventurerMultiplier = 1;
for (const upgrade of state.upgrades) {
if (
upgrade.purchased
&& upgrade.target === "adventurer"
&& upgrade.adventurerId === adventurer.id
) {
adventurerMultiplier = adventurerMultiplier * upgrade.multiplier;
}
}
const contribution
= adventurer.combatPower
* adventurer.count
* adventurerMultiplier
* globalMultiplier
* prestigeMultiplier;
partyCombatPower = partyCombatPower + contribution;
}
return partyCombatPower
* equipmentCombatMultiplier
* setCombatMultiplier
* echoCombatMultiplier
* craftedCombatMultiplier
* companionCombatMult;
};
/** /**
* Pure function — applies one game tick to the state. * Pure function — applies one game tick to the state.
* DeltaSeconds: time elapsed since last tick. * DeltaSeconds: time elapsed since last tick.
@@ -469,6 +720,19 @@ export const applyTick = (
challengeCrystals = result.crystalsAwarded; challengeCrystals = result.crystalsAwarded;
} }
// Auto-unlock adventurer-specific upgrades when their adventurer is recruited
updatedUpgrades = updatedUpgrades.map((upgrade) => {
if (upgrade.unlocked || upgrade.adventurerId === undefined) {
return upgrade;
}
const adventurer = updatedAdventurers.find((a) => {
return a.id === upgrade.adventurerId;
});
return adventurer !== undefined && adventurer.count > 0
? { ...upgrade, unlocked: true }
: upgrade;
});
const goldValue = capResource(state.resources.gold + goldGained + questGold); const goldValue = capResource(state.resources.gold + goldGained + questGold);
const essenceValue = capResource( const essenceValue = capResource(
state.resources.essence + essenceGained + questEssence, state.resources.essence + essenceGained + questEssence,