It's only the mission multiplier high score that displays incorrectly, the line of code that displays the number to the screen immediately precedees the line that submits it to kongregate. I am aware they don't match up but am stumped as to why :s
*Edit* I think score submissions are too frequent which may be causing errors, will try out some changes, but they all need testing on kong which is a little annoying and might skew scoreboards.
around 127 'ultimate capacitor' are enough for best 'active vending' upgrades :D rest should be 4 'ultimate heat vent' with one 'ultimate heat outlet' 31 times. Only upgrade 'heat vents'/'active venting' in relation > 'heat exchangers'/'active exchangers', so no 'heat vent' is overheating
best train is fire-water-electro-wind-stone-dark-light-light-stone-wind-electro-water-fire. only training one element is expansive cost. with this method first evolve is at 65, swecond around 180, third around 460, but is faster then only build up one element. at 450 tier 2 training cost ~ 2'300'000, with att ~ 91'000 and speed 0.1-0.5
Train all elements should bring stats like 88-89-90-91-92-93-94 at Lv 36 with cost of 66'600. But train only one to 36 when evole at 14 with 100 in one element the costs are ~515'000
Best way to train is, to train everything. 1. evolve at 100, 2. at 2000. so having all of the 7 elements between 90-99, it is cheaper then only build one element. bevor second evolve havin al between 1800-1950 also better.
Maybe in Option can set the current amount of multiplier, which change the train x1, x10 & x100. Multiplier can use 1000 like K,M,B,T..., or a new Max All skills of one member with currrent cost of 5-8x of one current Max, to train all skills of one member. Without its hard to cklick 1 million times all skills x100, because max one only would progress 500 million times only one skill.
Some very good ideas here! The training system is undergoing a massive overhaul, due to bugs and errors in the code. As soon as it is finished, I will get the new patch out. I particularly like the Max All idea. That is definitely going in. Thanks for the suggestions!
Assuming you are talking about Tikkun, this has been fixed. Check the options page, make sure you are playing v1.2.3. If you are, this bug will fix itself after he gains one more level. Thanks for the report!
These Chance-System seems very buggy. With 25% chance sometimes it fails more then 20 times. Even 95% fails sometimes 5x before point go up. There should be better ways, such 15% have max 7 trys then point go up, not 40 trys (2,5%?)
Its not buggy, it's purely statistical probability. The entire system is designed around reaching a "easy to attain" number, then work on another attribute of the game. Once you have reached a decent number for each attribute, sell your game, use the profits for upgrades, and work towards higher numbers. Also, every time the production bar gets done, whether successful or not, you gain experience in the related skill, so even if you fail 20 times, you have still gained more experience, making it easier to get to higher numbers.
Definitely appreciate your feedback, and thanks for playing.
It's only the mission multiplier high score that displays incorrectly, the line of code that displays the number to the screen immediately precedees the line that submits it to kongregate. I am aware they don't match up but am stumped as to why :s *Edit* I think score submissions are too frequent which may be causing errors, will try out some changes, but they all need testing on kong which is a little annoying and might skew scoreboards.