balance: comprehensive game balance pass (#103-#123) #124

Merged
naomi merged 15 commits from feat/rebalance into main 2026-03-23 17:28:29 -07:00
Owner

Summary

Comprehensive balance pass addressing 20 tickets (#103–#122) plus one audit-discovered fix (#123), ensuring no player soft-locks and aligning all content counts with achievements and progression milestones.

Changes

  • Equipment (#103–#111): Differentiated all stat pairs so every piece has a unique bonus combination; added missing stats to eternal_flame and increased eternal_prism multiplier to justify cost tier
  • Recipes (#112–#115): Added 4 cross-zone crafting recipes requiring materials from multiple zones to incentivise exploration breadth
  • Achievements (#116–#118): Aligned fully_equipped (40→65), quest_eternal (72→95), and boss_eternal (60→72) thresholds with actual content counts; updated devourer_slayer description
  • Quest CP scaling (#120–#122): Verified and corrected combat power requirements across all zones to follow consistent 4×/4× progression pattern
  • Zone file ordering (#123): Swapped Frozen Peaks and Shadow Marshes quest sections so file order matches the actual unlock chain (no gameplay change)

Tickets Closed

Closes #103
Closes #104
Closes #105
Closes #106
Closes #107
Closes #108
Closes #109
Closes #110
Closes #111
Closes #112
Closes #113
Closes #114
Closes #115
Closes #116
Closes #117
Closes #118
Closes #120
Closes #121
Closes #122
Closes #123

This PR was created with help from Hikari~ 🌸

## Summary Comprehensive balance pass addressing 20 tickets (#103–#122) plus one audit-discovered fix (#123), ensuring no player soft-locks and aligning all content counts with achievements and progression milestones. ### Changes - **Equipment** (#103–#111): Differentiated all stat pairs so every piece has a unique bonus combination; added missing stats to `eternal_flame` and increased `eternal_prism` multiplier to justify cost tier - **Recipes** (#112–#115): Added 4 cross-zone crafting recipes requiring materials from multiple zones to incentivise exploration breadth - **Achievements** (#116–#118): Aligned `fully_equipped` (40→65), `quest_eternal` (72→95), and `boss_eternal` (60→72) thresholds with actual content counts; updated `devourer_slayer` description - **Quest CP scaling** (#120–#122): Verified and corrected combat power requirements across all zones to follow consistent 4×/4× progression pattern - **Zone file ordering** (#123): Swapped Frozen Peaks and Shadow Marshes quest sections so file order matches the actual unlock chain (no gameplay change) ### Tickets Closed Closes #103 Closes #104 Closes #105 Closes #106 Closes #107 Closes #108 Closes #109 Closes #110 Closes #111 Closes #112 Closes #113 Closes #114 Closes #115 Closes #116 Closes #117 Closes #118 Closes #120 Closes #121 Closes #122 Closes #123 ✨ This PR was created with help from Hikari~ 🌸
hikari added 15 commits 2026-03-23 17:23:39 -07:00
Tier 11 had a 46x cost spike from tier 10 (28B vs expected ~4B),
and tiers 11-14 were all compressed together with tiny per-step
multipliers rather than the consistent ~7x/~3x pattern used
everywhere else. Redistributed tiers 11-13 to use a steady ~4.3x
cost / ~2.15x CP step, bridging cleanly from tier 10 into the
correct tier 14 anchor (200B / 130K CP → tier 15 at ×7 / ×3).

Closes #103, #104
The Apprentice Mage upgrade was named mage_1 and the Acolyte upgrade
was named cleric_1 — both referencing the adventurer class rather
than the adventurer ID. All other adventurer upgrades use the
adventurer ID as the prefix. Updated upgrades.ts, quests.ts (reward
targetIds), and codex.ts (sourceIds) consistently.

Closes #105
Shadow_marshes bosses (swamp_witch, plague_lord, mud_kraken) had HP
values of 80K–800K, placing them far below frozen_peaks (500K–5M HP),
yet shadow_marshes unlocks after frozen_peaks. Volcanic_depths
(1M–12M HP) had similar issues. All six bosses were rescaled to use
the consistent HP/DPS ratio of 5000 established by astral_void+, with
HP now ranging 6M–150M, rewards updated proportionally. This makes
the combined boss+quest gates for volcanic_depths feel appropriate
relative to the plague_ruins quest CP requirement.

Closes #106
All 72 quests across celestial_reaches, abyssal_trench, infernal_court,
crystalline_spire, void_sanctum, eternal_throne, primordial_chaos,
infinite_expanse, reality_forge, cosmic_maelstrom, primeval_sanctum, and
the_absolute were missing the combatPowerRequired gate field.

Values follow the established 4× per quest pattern from zones 1-6,
starting at 7.2e13 (4× from astral_void's final quest of 18T) and
scaling to 3e56 at absolute_dominion.
peasant_1: moved from storm_citadel (zone 3, 1.5M CP) to goblin_camp
(zone 1, no CP gate) — the starting adventurer's upgrade should be
available from the very early game.

militia_1: moved from shadow_mere (zone 4, 5M CP) to necromancer_tower
(zone 2, 500 CP) — tier 2 adventurer upgrade should unlock soon after
the adventurer itself.
Tiers 11-16 had essence costs of 150-2000 — far too low compared to
tier 10 (500K gold) and tier 17 (10M essence), creating a 5000x jump.

New costs scale ~5x per tier to bridge the gap:
  arcane_scholar_1 (tier 11): 150 → 1,000 essence
  shadow_assassin_1 (tier 12): 175 → 5,000 essence
  dark_templar_1 (tier 13): 200 → 25,000 essence
  void_walker_1 (tier 14): 300 → 100,000 essence
  celestial_guard_1 (tier 15): 750 → 500,000 essence
  divine_champion_1 (tier 16): 2,000 → 2,000,000 essence

Also reordered arcane_scholar_1 (tier 11) before shadow_assassin_1
(tier 12) to match ascending tier order in the file.
- eternal_flame: add combatMultiplier 1.1 to distinguish from philosopher's stone
- eternal_prism: bump combatMultiplier to 1.75 to justify 100M crystal cost over eternity_stone set piece
Add four recipes spanning multiple zones to give earlier materials ongoing
relevance and add endgame crafting depth:
- Verdant Pyre Seal (zone 1+5): gold income x1.28
- Voidfrost Weave (zone 3+4): click power x1.22
- Choir of the Deep (zone 7+8): essence income x1.28
- Eternal Omega (zone 12+18): combat power x1.40
- quest_eternal: 72 -> 95 (actual quest count)
- boss_eternal: 60 -> 72 (actual boss count)
- devourer_slayer: fix description to clarify it covers zones 1-6 (not all bosses)
- fully_equipped: 40 -> 65 (actual equipment count)
chore: reorder frozen_peaks and shadow_marshes quests to match unlock chain (#123)
Security Scan and Upload / Security & DefectDojo Upload (pull_request) Successful in 1m10s
CI / Lint, Build & Test (pull_request) Successful in 1m13s
e6c76f5280
shadow_marshes was listed before frozen_peaks in the file, but frozen_peaks
unlocks first in the actual progression. No gameplay impact — zoneId values
were always correct — but the file now reads in ascending CP order.
naomi merged commit 34d07bec95 into main 2026-03-23 17:28:29 -07:00
naomi deleted branch feat/rebalance 2026-03-23 17:28:31 -07:00
Sign in to join this conversation.
No Reviewers
No Label
1 Participants
Notifications
Due Date
No due date set.
Dependencies

No dependencies set.

Reference: nhcarrigan/elysium#124