generated from nhcarrigan/template
fix: runestone formula, prestige/transcendence rebalance, exploration fixes, and comprehensive balance audit #135
@@ -96,7 +96,7 @@ export const defaultPrestigeUpgrades: Array<PrestigeUpgrade> = [
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id: "income_10",
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multiplier: 200,
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name: "Eternal Rune I",
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runestonesCost: 30_000,
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runestonesCost: 22_500,
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},
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{
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category: "income",
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@@ -105,7 +105,7 @@ export const defaultPrestigeUpgrades: Array<PrestigeUpgrade> = [
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id: "income_11",
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multiplier: 500,
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name: "Eternal Rune II",
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runestonesCost: 80_000,
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runestonesCost: 60_000,
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},
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// ── Click Power ───────────────────────────────────────────────────────────
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{
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@@ -24,6 +24,13 @@ import { updateChallengeProgress } from "../services/dailyChallenges.js";
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import { logger } from "../services/logger.js";
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import type { HonoEnvironment } from "../types/hono.js";
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/**
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* Exponential base for the prestige combat multiplier: Math.pow(base, prestigeCount).
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* Replaces the former linear formula (1 + count * 0.1) to enable late-game zone progression.
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* Must be kept in sync with prestigeCombatBase in apps/web/src/engine/tick.ts.
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*/
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const prestigeCombatBase = 4;
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const bossRouter = new Hono<HonoEnvironment>();
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bossRouter.use("*", authMiddleware);
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@@ -38,8 +45,7 @@ const calculatePartyStats = (
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}
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}
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// eslint-disable-next-line stylistic/no-mixed-operators -- prestige count * factor is clear
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const prestigeMultiplier = 1 + state.prestige.count * 0.1;
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const prestigeMultiplier = Math.pow(prestigeCombatBase, state.prestige.count);
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// Apply equipped weapon's combat bonus
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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@@ -159,7 +159,7 @@ const calculateProductionMultiplier = (
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/**
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* Returns the milestone runestone bonus for the given prestige count.
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* Every MILESTONE_INTERVAL prestiges awards milestone_number * MILESTONE_RUNESTONES_PER_INTERVAL stones.
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* Every MILESTONE_INTERVAL prestiges awards milestone_number² * MILESTONE_RUNESTONES_PER_INTERVAL stones.
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* @param prestigeCount - The prestige count after the current prestige.
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* @returns The milestone runestone bonus, or 0 if not a milestone prestige.
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*/
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@@ -168,7 +168,7 @@ const calculateMilestoneBonus = (prestigeCount: number): number => {
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return 0;
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}
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const milestoneNumber = prestigeCount / milestoneInterval;
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return milestoneNumber * milestoneRunestonesPerInterval;
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return milestoneNumber * milestoneNumber * milestoneRunestonesPerInterval;
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};
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/**
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@@ -151,12 +151,12 @@ describe("calculateMilestoneBonus", () => {
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expect(calculateMilestoneBonus(5)).toBe(25);
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});
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it("returns 50 at prestige 10", () => {
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expect(calculateMilestoneBonus(10)).toBe(50);
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it("returns 100 at prestige 10", () => {
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expect(calculateMilestoneBonus(10)).toBe(100);
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});
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it("returns 75 at prestige 15", () => {
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expect(calculateMilestoneBonus(15)).toBe(75);
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it("returns 225 at prestige 15", () => {
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expect(calculateMilestoneBonus(15)).toBe(225);
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});
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});
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@@ -84,6 +84,12 @@ const checkAchievements = (state: GameState): Array<Achievement> => {
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});
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};
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/**
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* Exponential base for the prestige combat multiplier: Math.pow(base, prestigeCount).
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* Replaces the former linear formula (1 + count * 0.1) to enable late-game zone progression.
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*/
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export const PRESTIGE_COMBAT_BASE = 4;
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/**
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* Maximum value any resource can accumulate to. Beyond this JS floats lose all useful precision.
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*/
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@@ -296,8 +302,7 @@ export const computeEffectiveAdventurerStats = (
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const runestonesIncome = state.prestige.runestonesIncomeMultiplier ?? 1;
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const runestonesEssence = state.prestige.runestonesEssenceMultiplier ?? 1;
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// eslint-disable-next-line stylistic/no-mixed-operators -- prestige count * factor is clear
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const prestigeCombatMultiplier = 1 + state.prestige.count * 0.1;
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const prestigeCombatMultiplier = Math.pow(PRESTIGE_COMBAT_BASE, state.prestige.count);
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const echoIncome = state.transcendence?.echoIncomeMultiplier ?? 1;
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const echoCombatMultiplier = state.transcendence?.echoCombatMultiplier ?? 1;
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const craftedGoldMultiplier
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@@ -378,8 +383,7 @@ export const computePartyCombatPower = (state: GameState): number => {
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}
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}
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// eslint-disable-next-line stylistic/no-mixed-operators -- prestige count * factor is clear
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const prestigeMultiplier = 1 + state.prestige.count * 0.1;
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const prestigeMultiplier = Math.pow(PRESTIGE_COMBAT_BASE, state.prestige.count);
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const equipmentCombatMultiplier = state.equipment.
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filter((item) => {
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