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.
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
- 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
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.
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.
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
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
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