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elysium/apps/api/src/services/transcendence.ts
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fix: runestone formula, prestige/transcendence rebalance, exploration fixes, and comprehensive balance audit (#135)
## What changed and why

### Runestone formula (`prestige.ts`)
- Swapped `sqrt` for `cbrt` — much stronger diminishing returns for large gold values
- Added base cap of **200** (→ ~1,125 max with all upgrades at 5.625× multiplier)
- Prevents extended AFK sessions from producing runestone windfalls that allow immediate upgrade purchasing and rapid prestige chaining

### Prestige threshold formula (`prestige.ts`)
- Old: `1,000,000 × 5^n` — exponential, grows impossibly fast, prestige 10+ takes years
- New: `1,000,000 × (n+1)²` — polynomial, peaks at ~1 day/run around P8–10, then gets *easier* as the production multiplier overtakes it
- Removed `thresholdScaleFactor` constant (no longer needed)

### Production multiplier (`prestige.ts`)
- Old: `1.15^n`
- New: `1.25^n` — compounds faster, ensures the polynomial threshold eventually gets easy in the late game

### Boss prestige requirements (`bosses.ts`)
- Rescaled proportionally from 0–88 range to 0–20 range
- The Absolute One now requires prestige **20** (was 88), making transcendence reachable in a few weeks of idle play

### Echo formula (`transcendence.ts`)
- Constant changed from 853 → **224**
- At the target prestige of 20: `floor(224 / sqrt(20)) = 50 echoes` per transcendence (no meta upgrades)
- With all echo_meta upgrades (3.75× total): up to **187 echoes** per transcendence

### Transcendence upgrade costs (`transcendenceUpgrades.ts`)
- Old total: **866 echoes** → New total: **400 echoes** (roughly halved across all categories)
- Apotheosis still requires **all 15 upgrades** purchased

### Balance fixes (closes #141, #142, #143, #144, #145)
- Equipment: `philosophers_stone` click multiplier 2.25→2.5, `crystal_shard` 1.55→1.65 (#144)
- Recipes: added `primal_omega_lens` cross-zone click_power recipe at 1.38× (#142)
- Adventurers: `celestial_guard` base cost adjusted to smooth tier 14→15→16 cost curve (#145)

### Quest reward rebalancing (closes #136, #137)
- Shadow Marshes: buffed `shadow_mere`, `witch_coven`, `plague_ruins` rewards to match combat requirements (#136)
- Astral Void: added gold to `void_rift`, increased rewards across all Astral Void quests (#137)

### Boss reward additions (closes #138, #139, #140)
- Assigned 9 unassigned adventurer-specific upgrades to Crystalline Spire through Eternal Throne bosses that had empty `upgradeRewards` arrays (#140)

### Combat power documentation (closes #153)
- Expanded JSDoc on `computePartyCombatPower` to clarify companion `bossDamage` multiplier behaviour

### Effective adventurer stats (closes #154)
- Added `computeEffectiveAdventurerStats` to `tick.ts` and updated `AdventurerCard` to display effective post-multiplier stats

### Adventurer upgrade timing (closes #158)
- Audited every adventurer-specific upgrade reward — upgrades now land within the same progression window where that adventurer tier is still a meaningful contributor

### Sync and save fixes (closes #147, #148, #151)
- Fixed sync new content count to report only genuinely changed items (#147)
- Fixed signature mismatch after first auto-boss completion (#148)
- Added auto-buy cap (100) on non-max-tier adventurers (#151)

### Auto-adventurer persistence (closes #156)
- Auto-buy preference now preserved across prestige resets

### Broken CDN image (closes #159)
- Uploaded missing `auto_adventurer.jpg` to CDN

### Codex unlock hints (closes #146)
- Locked codex entries now display a hint generated from `sourceType` and `sourceId`

### Exploration bug fixes (closes #160, #161)
- Fixed auto-save race condition discarding exploration materials collected mid-tick (#160)
- Fixed exploration areas failing to unlock when zone was unlocked via boss kill or quest completion (#161)

### Concurrent prestige fix (closes #162)
- Added optimistic locking via `updatedAt` — concurrent prestige requests return 409

### Prestige UX (closes #163)
- Added `reloadSilent` to game context — no loading screen flash after prestige

### Balance adjustments (closes #164, #165, #166, #167)
- Reduced `shadow_mere` CP requirement 5,000,000 → 2,000,000 (#164)
- Buffed crystal drops from Shadow Marshes bosses and quests (#165)
- Increased runestone yield from 10 → 15 per prestige level (#166)
- Daily challenge set always includes a clicks challenge (#167)

### Progression QoL (closes #168, #169)
- Added `computeProjectedRunestones()` and persistent `+N On Prestige` resource bar row (#168)
- Added `enablePrestigeAnnouncements` setting per player (#169)

---

## Comprehensive balance audit (closes #187, #191, #192, #193, #194, #195, #196, #197, #198)

### Crystal economy fixes
- Zeroed crystal rewards for all Zone 7+ boss drops (Celestial Reaches onwards) — crystals are an early/mid-game currency and should not flow freely into the endgame (#187)
- Zeroed crystal rewards for all Zone 9+ quest rewards (Infernal Court onwards) — same rationale (#191)

### Achievement additions and fixes
- Added quest milestone achievements at 75 quests (10,000 crystals) and 100 quests (15,000 crystals)
- Added boss milestone achievement at 50 bosses (15,000 crystals)
- Added prestige milestone achievements at P50, P100, P150, P200 — rewarding **runestones** rather than crystals to match the late-game economy
- Added gold milestone achievements through 1e90 gold earned
- Fixed `quest_eternal` condition from 122 → **112** (actual quest count) — was permanently impossible (#197)
- Fixed `fully_equipped` condition from 65 → **78** (actual equipment count after new items) (#197)
- Fixed `devourer_slayer` description to remove incorrect zone reference

### Upgrade balance
- Fixed Essence Guild multiplier 1.5× → **2×** — was identical to the cheaper Merchant Alliance for 5× the cost (#194)
- Raised Void Ascendancy crystal cost 10M → **50M** — was trivially cheap compared to the parallel Celestial Mandate upgrade (100B essence + 50T gold) (#195)
- Fixed Sunken Temple quest rewards (gold 2M → 60M, essence 1,500 → 25,000, crystals 75 → 400) — was rewarding less than its easier prerequisite Witch Coven (#193)

### Equipment balance
- Buffed Eternal Prism stats to click 5×, combat **3×**, gold **2.5×** — was only marginally better than the free Eternity Stone boss drop for 100M crystals (#196)

### Missing content
- Created **13 missing equipment items** for Zones 15–18 (primordial_chaos through the_absolute) that were referenced by late-game boss `equipmentRewards` arrays but never existed in `equipment.ts` (#198):
  - `chaos_mantle`, `titan_core` (Primordial Chaos)
  - `expanse_blade`, `void_armour_mk2` (Infinite Expanse)
  - `cosmos_blade`, `reality_plate` (Reality Forge)
  - `maelstrom_edge`, `cosmic_plate` (Cosmic Maelstrom)
  - `primeval_blade`, `ancient_aegis` (Primeval Sanctum)
  - `absolute_blade`, `eternity_plate`, `omniversal_core` (The Absolute)
- Stats scale from combat 14× / gold 9× (Zone 15) up to combat 28× / gold 20× for the final boss drops

### Type system
- Extended `AchievementReward` type to support `runestones` field
- Updated tick engine achievement processing to award both crystals and runestones

---

## Target progression timeline (optimal play, ~16h/day idle)
- First cycle to P20: ~375h (~3.3 weeks)
- Each subsequent cycle gets faster as echo upgrades boost income/combat/threshold
- Expected **~5 transcendences** before apotheosis at 50–187 echoes/transcendence
- **~6 months** to apotheosis for a dedicated player

## Test plan
- [ ] Lint, build, and test pipeline passes (100% coverage maintained)
- [ ] Prestige threshold at P0 is still 1,000,000 gold
- [ ] Prestige runs feel ~1 day long around P8–10 and get easier after
- [ ] The Absolute One is locked until prestige 20
- [ ] Transcendence at P20 awards 50 echoes (no meta upgrades)
- [ ] All 15 transcendence upgrades cost 400 echoes total
- [ ] Bosses in Zones 7+ drop 0 crystals; Zones 1–6 retain crystal drops
- [ ] Quests in Zones 9+ reward 0 crystals; Zones 1–8 retain crystal rewards
- [ ] Sunken Temple rewards more gold/essence/crystals than Witch Coven
- [ ] Essence Guild gives 2× income (stronger than Merchant Alliance 1.5×)
- [ ] Void Ascendancy costs 50M crystals
- [ ] Eternal Prism stats are click 5×, combat 3×, gold 2.5×
- [ ] Late-game bosses (primordial_titan through the_absolute_one) drop equipment on kill
- [ ] `quest_eternal` achievement requires 112 quests
- [ ] `fully_equipped` achievement requires 78 equipment pieces
- [ ] P50/P100/P150/P200 prestige achievements reward runestones
- [ ] Adventurer cards show effective post-multiplier stats
- [ ] Exploration areas unlock correctly when their zone is unlocked
- [ ] Concurrent prestige requests return 409
- [ ] No loading screen flash after prestige
- [ ] Daily challenge set always includes a clicks challenge
- [ ] Resource bar shows `+N On Prestige` runestone preview

 This PR was crafted with help from Hikari~ 🌸

Reviewed-on: #135
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-31 19:57:53 -07:00

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/**
* @file Transcendence eligibility checks, echo calculations, and post-transcendence state builder.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
import { initialGameState } from "../data/initialState.js";
import { defaultTranscendenceUpgrades } from "../data/transcendenceUpgrades.js";
import type {
GameState,
TranscendenceData,
TranscendenceUpgradeCategory,
} from "@elysium/types";
/**
* ID of the boss that must be defeated to unlock transcendence.
*/
const finalBossId = "the_absolute_one";
/**
* Base constant used in the echo yield formula.
*/
const echoFormulaConstant = 224;
const getCategoryMultiplier = (
purchasedIds: Array<string>,
category: TranscendenceUpgradeCategory,
): number => {
return defaultTranscendenceUpgrades.filter((upgrade) => {
return upgrade.category === category && purchasedIds.includes(upgrade.id);
}).reduce((mult, upgrade) => {
return mult * upgrade.multiplier;
}, 1);
};
/**
* Computes all transcendence multipliers from the purchased upgrade IDs.
* @param purchasedUpgradeIds - The array of purchased transcendence upgrade IDs.
* @returns An object containing all transcendence multiplier values.
*/
const computeTranscendenceMultipliers = (
purchasedUpgradeIds: Array<string>,
): Omit<TranscendenceData, "count" | "echoes" | "purchasedUpgradeIds"> => {
return {
echoCombatMultiplier: getCategoryMultiplier(
purchasedUpgradeIds,
"combat",
),
echoIncomeMultiplier: getCategoryMultiplier(
purchasedUpgradeIds,
"income",
),
echoMetaMultiplier: getCategoryMultiplier(
purchasedUpgradeIds,
"echo_meta",
),
echoPrestigeRunestoneMultiplier: getCategoryMultiplier(
purchasedUpgradeIds,
"prestige_runestones",
),
echoPrestigeThresholdMultiplier: getCategoryMultiplier(
purchasedUpgradeIds,
"prestige_threshold",
),
};
};
/**
* Returns true when the player is eligible to transcend:
* they must have defeated the final boss at least once.
* @param state - The current game state.
* @returns Whether the player is eligible for transcendence.
*/
const isEligibleForTranscendence = (state: GameState): boolean => {
return state.bosses.some((boss) => {
return boss.id === finalBossId && boss.status === "defeated";
});
};
/**
* Calculates echo yield for a transcendence.
* Formula: floor(CONSTANT / sqrt(prestigeCount)) × echoMetaMultiplier.
* Fewer prestiges = more echoes (rewards efficient play).
* Minimum prestige count of 1 is enforced to avoid division by zero.
* @param prestigeCount - The current prestige count.
* @param echoMetaMultiplier - The echo meta multiplier from transcendence upgrades.
* @returns The number of echoes earned.
*/
const calculateEchoes = (
prestigeCount: number,
echoMetaMultiplier: number,
): number => {
const safeCount = Math.max(prestigeCount, 1);
const baseEchoes = echoFormulaConstant / Math.sqrt(safeCount);
return Math.floor(baseEchoes * echoMetaMultiplier);
};
/**
* Builds the permanent-data spread objects that survive a transcendence reset.
* @param currentState - The game state at the time of transcendence.
* @param transcendenceData - The newly-computed transcendence data to carry forward.
* @returns A partial GameState object containing all data that persists through transcendence.
*/
const buildPermanentSpreads = (
currentState: GameState,
transcendenceData: TranscendenceData,
): Partial<GameState> => {
return {
transcendence: transcendenceData,
...currentState.codex === undefined
? {}
: { codex: currentState.codex },
...currentState.apotheosis === undefined
? {}
: { apotheosis: currentState.apotheosis },
...currentState.story === undefined
? {}
: { story: currentState.story },
};
};
/**
* Builds the new game state after a transcendence (nuclear reset).
* Wipes everything except codex, dailyChallenges, and transcendence data.
* @param currentState - The game state at the time of transcendence.
* @param characterName - The player's character name to carry forward.
* @returns The new game state, transcendence data, and echoes earned.
*/
const buildPostTranscendenceState = (
currentState: GameState,
characterName: string,
): {
transcendenceState: GameState;
transcendenceData: TranscendenceData;
echoesEarned: number;
} => {
const previousTranscendence = currentState.transcendence;
const echoMetaMultiplier = previousTranscendence?.echoMetaMultiplier ?? 1;
const echoesEarned = calculateEchoes(
currentState.prestige.count,
echoMetaMultiplier,
);
const previousEchoes = previousTranscendence?.echoes ?? 0;
const updatedCount = (previousTranscendence?.count ?? 0) + 1;
const updatedPurchasedIds = previousTranscendence?.purchasedUpgradeIds ?? [];
const transcendenceData: TranscendenceData = {
count: updatedCount,
echoes: previousEchoes + echoesEarned,
purchasedUpgradeIds: updatedPurchasedIds,
...computeTranscendenceMultipliers(updatedPurchasedIds),
};
const freshState = initialGameState(currentState.player, characterName);
const transcendenceState: GameState = {
...freshState,
lastTickAt: Date.now(),
...buildPermanentSpreads(currentState, transcendenceData),
};
return { echoesEarned, transcendenceData, transcendenceState };
};
export {
buildPostTranscendenceState,
calculateEchoes,
computeTranscendenceMultipliers,
isEligibleForTranscendence,
};