Found another import exploit. The point of time when clickables spawn is fixed to your playtime. So if you export before getting a clickable you can determine what that clickable will be. Somewhat useless though.
@lolloso It sounds like you overflowed the maximum number of spirits, reaching the absolute maximum possible in this game. I am a little bit confused though if I look at your spirit highscore, since I am not aware of a datatype that overflows at roughly that boundary. And I am even more confused on why the developer is not using floats for an idle game.
@dev (and everyone else). It is incredibly easy to exploit the spins for infinite diamonds. Just singlespin bad wheels and export your save before good wheels (something like +1 spin, +2 spin, +3 diamonds) and +10 spin them. Made like 100 diamonds in 15 minutes.
@blk5184 That is not true, you are mixing up the T1/2 blue with the T7/8 blue. The result is a T1 clover. As stated in the 0.3.0 patchnotes: "Breeding higher tier clover with lower tier will now produce a random clover of the lower tier"
@12_Hundred And how many times did you test your hypothesis? Assuming a perfect coinflip for instance: Even if the probability for heads is 1/2 and you flip the coin 50 times the chance to get heads 25 times is only 1 in 9. So your statement that it is heavily weighted in one directions says nothing unless you provide some data.
While this is true saying it is written in javascript would be misleading most developers refer to jquery on its own when referring to code written using it
Another backward way to fix the whitescreen: Go to ProgrammerNations profile and start the beta version of the game. There go to the options and hardreset the game. That fixed it for me. Use uncached reloads to your own liking inbetween.
You guys can see the JS console logs from my computer? Interesting statement. Unfortunately it is not April 1st. Furthermore I would suggest not having absolute paths in your JS, considering that you are exposing a username on your server to the outside with it which is a security risk. And I hope you guys do not want a comment on the "delete your cache!!11!11!" problem solving you guys are doing.
Since kong eats my message partially (something about how to not handle strings in websites... they are doing it wrong): #DOCTYPE html# lacks an ! and #head# is never closed.
It's an issue with Kongregate's iFrame, with actually registering the code into HTML. We are working on a solution but it's tedious since it appears correctly on our server and mobile application.
@GrumpyNos 60 cards is even for a rainbow deck 30 too many. Reduce your decksize and you will get more consistent draws. 1 deck you can work towards is called "The Bone Collector".
To add to the Error #2032 problem, works the same way in Grindcraft and is temporarily fixed by disabling https everywhere because then the game is cached.
Not an overflow error, but a case which caused a divide by zero, which has already been patched.