Hm I looked into your online save and it says you get 19,683 as a statistics multi from divinity. This is far from infinity... Can you show a screenshot?
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AFK Divinity farming tip: If you can't fill the divgen completely and too poor to fill it so it depletes in 20~ minutes, cap worker clones and build mountains with autobuy on. This will make you buy large amounts of stone automatically and it will be converted to divinity instantly
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i used the god power to increase the number of things i create by 1 to equal 2. i am still creating 1 air at a time with more than the required light to create two of them. Is there something i missed?
Actually it has nothing to do with that. John Doe is commonly used as a placeholder name for someone whose name isn't known or who wants to stay hidden. I thought this fits a hacker who is good enough to not be detected nor wants to have any fame because of his achievements.
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Could you show the current upgrade percentage for each crystal type / grade combination in their respective lines of text? There's plenty of space, and it would make it a lot easier to see at a glance how far your crystals will stretch when upgrading.
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The tooltip for "Multi from gods" in the ultimate pet challenge still says it is timed and increases by 50%, which contradicts the latest patch notes. Might want to update that.
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Could you add some kind of estimate that shows you how many defender clones you need to passively beat UBs? The way it changes depending on CoP+ might levels and equipped crystals makes it really hard to determine how many clones are sufficient. I realize that different attacks from UBs make it vary, but I'd still like to have some kind of ballpark figure calculated by the game for me.
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Could you add some way to see the true growth stats of pets, down to the fractions? Once you hit 1,000 growth, the fractional part isn't displayed anymore and you have to guess based on the total and the rounding the game does. Just add some kind of tooltip where you can see the full value, please?
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Enjoying this, but keep encountering a frustrating bug. Every so often my progress kinda resets (not through rebirth) and goes back to a previous save, so I have to defeat gods and reach milestones all over again.
That is probably a webgl-problem for some users. It can potentially resolved by deleting the internal browser database. Other than that, the game saves online every 15 minutes. So if you open the game and see that you have an older save, just click "Load Online". You can also make a manual save as a backup.
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Tip when purchasing Divinity: Fighting monsters gives you multipliers on divinity purchases, so you should put 100 clones for example in every monster you unlocked and THEN purchase for more value!
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@sunrider, seems to be ...I noted that if game isnt on active tab, 6 hours after timer on building may have moved wonderful amount of 40minutes, 12 hours quest may take anything between 12 hours and 24 hours to finish etc
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The story on this game is awesome, if you haven't read it yet you definitely should. It describes how you got to beating each god and your encounters with them after you defeat them, as well as how you create each creation.
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When holding over a skill or physical ability, it woudl be great to either see the number of ability it is, or how much is needed to unlock for the next level (the number would be just to multiply with 500) I quickly lose track of how far I am into the tree due to the sheer amount of stuff around. It'll be fine with a little tooltip addition if possible
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i just came back from a weekend and noticed only 6 hrs of time passed on the game, is there something wrong with the server clock?
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The best part about this game is that it rewards micro managing but doesn't require it. I can sit down and plan for how everything will run while I'm idle, play mini games while I'm got a bit of time, or keep half an eye on it during my weekend and adjust my build on the fly based on what I have time for. Top tier 5/5
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@raven0ak: It's not the same thing. Improved Next At keeps clones on the same skill until the next one is unlocked. My suggestion is for when the next skill is already unlocked and the current skill has more clones than it needs to cap the skill.
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@nemoricus so for your skill training idea you mean like if i have next at on i have all skills unlocked (just go with it so i can understand your idea) if i put 10 on a skill but its cap is 1 the extra 9 moves on to the following skill and so on and so fourth?
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A suggestion to improve Next At for skill training. If the clones would take the next skill beyond the clone cap, move the extra down to the next skill until they reach one that isn't capped.
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For another example, Humans requires 100 Water and 225 Water as a prerequisite. This is also wrong because it neglects the Water the Fish and Animals need. Also, even if it were correct, it lists only 1350 Air as a prerequisite, when it should be 1650.
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Prerequisite creation counts in the More Information tab of the Create menu are not being calculated correctly. For humans specifically, it gives 45 Fish as a prerequisite, which is correct. However, it then gives 225 plants as a prerequisite, which neglects the Plants needed to craft the Animals. I think the Prerequisite creations are only given for the first item they're needed for, which gives these incorrect numbers.
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Nice. Love the early game. The late game is long enough to keep me laying and new features are added reliably consistently.
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hmm, question ...does crystal power accumulated carry to ubc and uac, or is it one of stats that's returned after challenge ends?
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Hi Ryu82. First off, thanks for a great game.
I started experiencing problems with the online saving.
-I play on chrome on 2 different computers. One at home and one at the office.
-I always use the save online button before I switch, and the game also runs a few hours each time on both computers (long enough for auto save), and it has worked flawlessly until now.
-When I press load online (within a few seconds of starting the game) it does not load the version I have saved online at the other computer anymore.
-When I started the game at my other computer last night it loaded a save a few days old, so not even the newest save I have on that specific PC.
Any tips?
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Oh yeah, also it would be nice to always be able to see how many crystals of one grade are upgraded to how many of the next, without having to consult the tooltip. Ideally it would be on the button somehow, but that may not be workable. Maybe crystal upgrades should have their own screen... the crystals section kinda feels out of place at the bottom of the crystal factory screen as it is.
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The "Upgrade Keep" and "Upgrade All" buttons are kinda redundant. There isn't ever really a need to use the latter. Just have "Upgrade Opt" and "Upgrade Keep" instead. Though an ability to do either with only the lowest amount of crystals possible might be useful. The player may want to upgrade only part of the crystals in anticipation of increasing the upgrade efficiency later on.
Actually I like to use the 'Upgrade All' button for lower level crystals just to throw away left over crystals and keep the screen cleaner, so there are less different crystals on the screen.
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Could you make the game handle crystal factory upgrades a little more gracefully? Currently, if I upgrade the level and don't have enough clones for the new level, it kicks all of them out. Couldn't you just make it keep the old level if there aren't enough idle clones? Then people could free up clones, click the + button that appears to the left, and in the meantime things aren't any worse than before upgrading.
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Can you please make it so the game remembers the amount of things to put in the divinity generator per click? It's an unnecessary annoyance to have to click that max button every time I load up the game. Also, it would be nice if it remembered how many evil creations I make for each UBv2. That number doesn't tend to change, so if the game remembered it, I'd never have to adjust it again. Please?