Hi there, after longs hours trying to pry the game open and trying to figure out a way a cheat I finally gave up trying to change the game at runtime and made myself a save editor. So I might as well share it with you. It's pretty straightforward to use, if you do something wrong it'll probably crash horribly. Be aware that your saves are not safe, so make back ups. Also the game load all the saves at once before it show them for you to choose, if nothing displays after clicking the loading button consider it crashed. That mean one of the save is making it crash. The save files are located in.
V4.13.6464.24845. Added a quite unrefined comparator, you can try to compare saves from different version but it will probably crash. Clicking on a cell of the comparator will focus on the same row on the editor Hope that will help those who want to dig into manually editing saves. I'm not far away from converting saves to other slots or even versions (tbh I don't know if the game can use old saves) so tell me if it's of use for you.
Following the release of Cyber's PS4 Save Editor and the leaked source code, today soad08 shared a guide on how to edit PS4 game saves with the Cyber Save Editor without knowing Japanese for those who didn't update to PS4 v4.50 OFW which currently blocks it although there is a Bypass Tutorial. Save editor for Clicker Heroes. Supports 1e10 and all prior save formats.
V3.13.6458.41740. Added possibility to open and save backups. When overwriting a file, the old one will be backed up automatically, if there is already a backup a number behind the.bak will iterate. On first use the open file dialog will point to the game default save folder v2.13.6453.15817. Should now work on all game version (tested on,0.10b 0.12a, 0.13b, 0.13) v1.13.6452.36687. Added display of the slot of the current save v1.13.6452.32186. Initial release.
Tested only for The Twist v0.13 Beta and About version number. : I meant, I don't get the point of the CAS and didn't understand the implication of the enabling 'loadFromRemoteSources', and when I don't understand implication of something security wise I do not touch it, even more when it's shared with others.
And having some plan to make it a more universal Unity save editor, maybe I'll try the sandboxing path. About the exception, I don't want to appear rude but, I do know about it, and it's not an error since I chose to let it as is. When users get a screaming error windows trying to force an exception down their throat that makes them understand quite efficiently something is wrong somewhere. And if someone is not willing to read the OP and use a tool like this, that means its no good to them. Using this tool and not having read about the save slot not being interchangeable will makes them scratch their head when the game will not halt nor crash when they click 'Load Game'. So to spare myself the pain of having to add too much hand-holding inside the program I just allow it to crash.
: I meant, I don't get the point of the CAS and didn't understand the implication of the enabling 'loadFromRemoteSources', and when I don't understand implication of something security wise I do not touch it, even more when it's shared with others. And having some plan to make it a more universal Unity save editor, maybe I'll try the sandboxing path. About the exception, I don't want to appear rude but, I do know about it, and it's not an error since I chose to let it as is. When users get a screaming error windows trying to force an exception down their throat that makes them understand quite efficiently something is wrong somewhere.
And if someone is not willing to read the OP and use a tool like this, that means its no good to them. Using this tool and not having read about the save slot not being interchangeable will makes them scratch their head when the game will not halt nor crash when they click 'Load Game'. So to spare myself the pain of having to add too much hand-holding inside the program I just allow it to crash.