Extend the endgame, add more content, make kaos events recur
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Balance: an optimal-play simulation showed the game finishing in under 3 minutes, mostly because torso_beacon + grand_ritual_prep alone pushed ritualRate to 2.5 — enough to clear the last 50 ritual points in 20 seconds. Softened those boosts (0.5→0.15, 2→0.35), raised deepen_ritual's cost curve so it's a real endgame sink instead of a one-off top-up, and added two new late-game upgrades (sunken choir, nine filled chairs) between grand_ritual_prep and the win. Re-simulated: a greedy optimal-play bot now takes ~5 minutes instead of ~3 and surfaces ~40 distinct events instead of ~30 out of a much larger pool — real (non-bot) play should run considerably longer. Content: added 8 new high-dread late-game standard events (gated up to minDread 400, since nothing previously escalated past 75) and 7 new kaos events, plus one more choice event. Kaos events no longer get marked as permanently used — they're chaos-relief flavor, not narrative progression, and a ~24-entry pool (now 30) was depleting for good over a long game. Standard/chain events remain single-use. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -136,7 +136,7 @@ describe('deepen_ritual cost scaling', () => {
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it('grows monotonically with each purchase, giving andakt a late-game sink', () => {
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let s = createState();
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s.upgrades.add('grand_ritual_prep');
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s.ritualRate = 2.5; // baseline after torso_beacon + grand_ritual_prep
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s.ritualRate = 0.5; // baseline after torso_beacon (0.15) + grand_ritual_prep (0.35)
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s.andakt = 1_000_000;
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s.dread = 1_000_000;
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