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elysium/apps/web/src/components/game/adventurerPanel.tsx
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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 Adventurer panel component for hiring and managing adventurers.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* 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 complexity -- Complex component with many render paths */
import { type JSX, useState } from "react";
import { useGame } from "../../context/gameContext.js";
import { computeEffectiveAdventurerStats } from "../../engine/tick.js";
import { cdnImage } from "../../utils/cdn.js";
import { LockToggle } from "../ui/lockToggle.js";
import type { Adventurer } from "@elysium/types";
type BatchSize = 1 | 5 | 10 | 25 | 100 | "max";
const batchOptions: Array<BatchSize> = [ 1, 5, 10, 25, 100, "max" ];
/**
* Parses a localStorage string back into a valid BatchSize, defaulting to 1.
* @param stored - The raw string from localStorage (or null if absent).
* @returns A valid BatchSize value.
*/
const parseBatchSize = (stored: string | null): BatchSize => {
if (stored === "max") {
return "max";
}
const numeric = Number(stored);
if (numeric === 5) {
return 5;
}
if (numeric === 10) {
return 10;
}
if (numeric === 25) {
return 25;
}
if (numeric === 100) {
return 100;
}
return 1;
};
/**
* Computes the total cost to buy a batch of adventurers.
* @param adventurer - The adventurer to buy.
* @param quantity - The number to buy.
* @returns The total gold cost.
*/
const computeBatchCost = (adventurer: Adventurer, quantity: number): number => {
let total = 0;
for (let index = 0; index < quantity; index = index + 1) {
const cost = adventurer.baseCost * Math.pow(1.15, adventurer.count + index);
total = total + cost;
}
return total;
};
/**
* Computes the maximum number of adventurers affordable with given gold.
* @param adventurer - The adventurer type.
* @param gold - The available gold.
* @returns The maximum affordable quantity.
*/
const computeMaxAffordable = (adventurer: Adventurer, gold: number): number => {
let total = 0;
let quantity = 0;
for (let index = 0; index < 100_000; index = index + 1) {
const cost = adventurer.baseCost * Math.pow(1.15, adventurer.count + index);
if (total + cost > gold) {
break;
}
total = total + cost;
quantity = quantity + 1;
}
return quantity;
};
interface EffectiveAdventurerStats {
readonly combatPower: number;
readonly essencePerSecond: number;
readonly goldPerSecond: number;
}
interface AdventurerCardProperties {
readonly adventurer: Adventurer;
readonly currentGold: number;
readonly batchSize: BatchSize;
readonly unlockHint: string | undefined;
readonly formatNumber: (n: number)=> string;
readonly effectiveStats: EffectiveAdventurerStats;
}
/**
* Renders a single adventurer card with buy controls.
* @param props - The adventurer card properties.
* @param props.adventurer - The adventurer data.
* @param props.currentGold - The current gold available.
* @param props.batchSize - The selected batch size.
* @param props.unlockHint - Optional quest name that unlocks this adventurer.
* @param props.formatNumber - The number formatting utility function.
* @param props.effectiveStats - The post-multiplier per-unit stats.
* @returns The JSX element.
*/
const AdventurerCard = ({
adventurer,
currentGold,
batchSize,
unlockHint,
formatNumber,
effectiveStats,
}: AdventurerCardProperties): JSX.Element => {
const { buyAdventurer } = useGame();
const resolvedQuantity
= batchSize === "max"
? computeMaxAffordable(adventurer, currentGold)
: batchSize;
const cost = computeBatchCost(adventurer, resolvedQuantity);
const canAfford = resolvedQuantity > 0 && currentGold >= cost;
function handleBuy(): void {
buyAdventurer(adventurer.id, resolvedQuantity);
}
const maxSuffix
= batchSize === "max" && resolvedQuantity > 0
? ` (×${String(resolvedQuantity)})`
: "";
const buttonLabel = adventurer.unlocked
? `🪙 ${formatNumber(Math.ceil(cost))}${maxSuffix}`
: "🔒 Locked";
return (
<div className={`adventurer-card ${adventurer.unlocked
? ""
: "locked"}`}>
<img
alt={adventurer.name}
className="card-thumbnail"
src={cdnImage("adventurers", adventurer.id)}
/>
<div className="adventurer-info">
<h3>{adventurer.name}</h3>
<p>
{formatNumber(effectiveStats.goldPerSecond)}
{" gold/s each"}
</p>
{adventurer.essencePerSecond > 0
&& <p>
{formatNumber(effectiveStats.essencePerSecond)}
{" essence/s each"}
</p>
}
<p>
{formatNumber(effectiveStats.combatPower)}
{" combat power each"}
</p>
</div>
<div className="adventurer-count">
{"×"}
{adventurer.count}
</div>
<button
className="buy-button"
disabled={!canAfford || !adventurer.unlocked}
onClick={handleBuy}
type="button"
>
{buttonLabel}
</button>
{!adventurer.unlocked && unlockHint !== undefined
? <p className="unlock-hint">
{"📜 Complete: "}
{unlockHint}
</p>
: null}
</div>
);
};
/**
* Renders the adventurer panel with all available adventurers.
* @returns The JSX element.
*/
const AdventurerPanel = (): JSX.Element => {
const { state, formatNumber, toggleAutoAdventurer } = useGame();
const [ showLocked, setShowLocked ] = useState(true);
const [ batchSize, setBatchSize ] = useState<BatchSize>(() => {
return parseBatchSize(localStorage.getItem("elysium_batch_size"));
});
if (state === null) {
return (
<section className="panel">
<p>{"Loading..."}</p>
</section>
);
}
const locked = state.adventurers.filter((adventurer) => {
return !adventurer.unlocked;
});
const visible = showLocked
? state.adventurers
: state.adventurers.filter((adventurer) => {
return adventurer.unlocked;
});
const adventurerUnlockHints = new Map<string, string>();
for (const quest of state.quests) {
for (const reward of quest.rewards) {
if (reward.type === "adventurer" && reward.targetId !== undefined) {
adventurerUnlockHints.set(reward.targetId, quest.name);
}
}
}
const autoAdventurerUnlocked = state.prestige.purchasedUpgradeIds.includes(
"auto_adventurer",
);
const autoAdventurerOn = state.autoAdventurer === true;
function handleToggle(): void {
setShowLocked((current) => {
return !current;
});
}
return (
<section className="panel adventurer-panel">
<div className="panel-header">
<h2>{"Adventurers"}</h2>
<div className="panel-header-controls">
{autoAdventurerUnlocked
? <button
className={`auto-toggle-btn ${
autoAdventurerOn
? "auto-toggle-on"
: "auto-toggle-off"
}`}
onClick={toggleAutoAdventurer}
title={
"Automatically purchase the highest-tier"
+ " affordable adventurer"
}
type="button"
>
{"🤖 Auto: "}
{autoAdventurerOn
? "ON"
: "OFF"}
</button>
: null
}
<LockToggle
lockedCount={locked.length}
onToggle={handleToggle}
showLocked={showLocked}
/>
</div>
</div>
<div className="batch-selector">
{batchOptions.map((option) => {
function handleBatchSelect(): void {
setBatchSize(option);
localStorage.setItem("elysium_batch_size", String(option));
}
return (
<button
className={`batch-button ${batchSize === option
? "active"
: ""}`}
key={option}
onClick={handleBatchSelect}
type="button"
>
{option === "max"
? "xMax"
: `x${String(option)}`}
</button>
);
})}
</div>
<div className="adventurer-list">
{visible.map((adventurer) => {
return (
<AdventurerCard
adventurer={adventurer}
batchSize={batchSize}
currentGold={state.resources.gold}
effectiveStats={computeEffectiveAdventurerStats(
state,
adventurer.id,
)}
formatNumber={formatNumber}
key={adventurer.id}
unlockHint={adventurerUnlockHints.get(adventurer.id)}
/>
);
})}
</div>
</section>
);
};
export { AdventurerPanel };