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Undjuvion

Member Since 10 Jan 2013
Offline Last Active Jun 23 2023 23:45

#1004681 Spine Chompers, Wave 1!

Posted by BigGrim on 30 July 2021 - 14:08

Hi all!
 
A wretched rattling of teeth on Spines heralds the return of the voracious Spine Chompers! 
 
Blue Spine Chomper (Legendary)
5960d4961ddf485e365756c14cdbc290fa9.png
 
The Blue Spine Chomper lives underground in remote locations, awaiting its prey. As it senses the tremors above the ground, it bursts its head above ground, stripping the victim of its flesh, keeping the spine as a trophy.
 
Level: 5+
 
 
Dark Spine Chomper (Legendary)
6014f955ae81630968bf8335ff0a062bfc5.png
 
The Dark Spine Chomper is a biological mystery. In legend, it is told that it developed additional heads to satisfy its need for more spines, so it could process its victims faster.
 
Level: 75+
 
 
Astral Spine Chomper (Legendary)
180561b792c07e7d0b6c5e59328afb60cdc5.png
 
The Astral Spine Chomper is a bit of a nightmare, even by other Chomper standards. It is believed that it has eaten all the beings in its reality and is tearing into this one in search of more prey which it feeds into its other-worldly maw!
 
Level: 253+
 
 
Clockwork Spine Chomper (Legendary)
17997c82d6c7bfa77baae57c685f29ca4289.png
 
The Clockwork Spine Chomper is a creature from an inventors fevered nightmares! Some strange fellow was enraptured with the Spine Chompers as a species and sought to replicate them artificially. This Clockwork Spine Chomper is the result. What the Inventor did not expect was the level of success he would achieve! The Clockwork Spine Chomper powered up and immediately ate its creator! It has created more Clockwork Spines as it has eaten its way through anything it catches, meaning there is a small horde of these mechanical monsters on the loose!
 
Level: 525+
 
 
Fire Fur Spine Chomper (Legendary)
18000c4093e41bcb72618fb83ab06d6e50be.png
 
The Fire Fur Spine Chomper is yet another peculiar off-shoot of this very strange creature. This particular specimen appears to be an elemental of sorts or possibly magical in origin. The creature fur is as normal as most usually, however, when it closes with its prey it's fur turns into pure flame, giving off some pretty intense heat. The Chomper itself does not notice any heat, having discovered the effect it's personal conflagration can have on others resulting in a Chomper that actually likes to cook it's prey before consuming them!
 
Level: 800+
 
 
Celestial Spine Chomper (Legendary)
19944f9c254911a986b3491c5d438fb596e5.png
 
The Celestial Spine Chomper is simply a mystery. No-one knows where it comes from, only that it tends to hurl to the earth with extreme speed, landing on its prey and messily devouring them. Some believe it is sent by a God that is displeased but what God would use such a cute ball of mayhem for a weapon?
 
Level: 1100+
 
 
Dark Depths Spine Chomper (Legendary)
3411f2f1f78065c369ceb80431e5451fe471.png
 
The Dark Depths Spine Chomper is a peculiar new strain of these beasts. It does not have the shaggy pelt of other Chompers, instead having a rough shark-like hide. This allows these aquatic creatures zero drag in water, making these dangerous predators even more fearsome.
 
Level: 1880+
 
 
Canid Spine Chomper (Legendary)
4060979ddda1d9ad1b5922813a105393042b.png
 
The Canid Spine Chomper is believed to be the first Chomper species that is a quadruped! It appears to resemble a dog of some (horrible, horrible) type. As with most Chompers, this breed sports the usual shaggy hair and vast mouth filled with fangs. This mouth shape is altered on the Canid however as, like a dog, it has a muzzle! This fast, bounding nightmare has also changed it's hunting methods due to the muzzle. The Chompers sense of smell is second to none!
 
Level: 2700+
 
 
Donki Spine Chomper (Legendary)
4948b4315574a646f223154f79dfc95844f5.png
 
A cabal of Wizards have been peering behind the veil, trying to determine if there are more plains beyond this one and the Shroud. What they saw has unhinged them and somehow manifested as new breeds of Spine Chomper! 
 
The Donki Spine Chomper was manifested by the genius Wizard, Shigemoto. This particular type of Chomper takes offense when it sees towers, smashing them and throwing great barrels and anyone who tries to climb the tower to get them!
 
This new breed is unassailable unless their attacker has a Shiny Silver Coin. Luckily, before all the Mages were devoured, the Cabal made sure these mysterious self replicating coins appear at Brother Giles stall at the Cathedral of Ways!
 
Level: 3300+
 
 
Chomper of Greed (Legendary)
58709ab40e1da4acd98d0e5254bab05c5785.png
 
A new strain of Chomper has appeared! They appear to exemplify one of the seven evil attributes! The Chomper of Greed attacks everything it is confronted with but unlike the Glutton, it devours its fill but still kills everything else, as it covets ALL spines and collects vast piles from it's unfortunate victims.
 
Level: 3800+
 
 
Stone Chomper (Legendary) (NEW!)
6755d11f4cde4d22c54554c9a678629dd5af.png
 
One of Vile Whites apprentices, the Stone Chomper is now an elemental monster, transformed into a beast reflecting it's former personality! A stoic, intractable individual has been transformed into a grinding, stone monster! This beast is a slow creature but is all but impervious to harm. Slow to anger, once engaged this Chomper is an unstoppable engine of destruction, allowing nothing to stand in it's way, crashing through every barrier in it's way.
 
Level: 4300+
 
 
Poison Chomper (Legendary) (NEW!)
6759919d0a3f81076dfb70e774c0f18b9a7a.png
 
One of Vile Whites apprentices, the Poison Chomper is now an elemental monster, transformed into a beast reflecting it's former personality! A craven backstabber and a underachiever, this individual has always used underhanded, deplorable methods to advance himself. Now, as an elemental of poison, this creature kills in an insidious manner, even though a Chomper is inherently powerful. Slowly killing with various poisons designed to cause slow, lingering deaths, it leaves it's prey until the last moment, when they can see the horror bearing down on their helpless form...
 
Level: 4800+
 
 
This event will be available until 15:00 hours (Server time) on Monday the 2nd of August.
 
Enjoy!
 
~ The Fallen Sword team.



#1004634 Fallen Sword Roadmap Jul - Oct 2021

Posted by BadPenny on 27 July 2021 - 15:35

Yay! Quangos!  Does this mean I will get to experience the Story Book quests and that somebody is gonna end Present Darkness as well?




#1004633 Fallen Sword Roadmap Jul - Oct 2021

Posted by Tilley10 on 27 July 2021 - 15:19

 

Hello everyone!
 
Today we would like to share with you all the current roadmap for Jul - Oct 2021!
 
Nwb7bwZ.png
 
Please note that everything is subject to change. The next roadmap will be released in September.
 
~ Fallen Sword Team

 

 

This is AMAZING!! I know that many of us have been asking for a roadmap for a few years now and I am ecstatic that FS finally has one. This can only provide more hype to the game (I know some people are going wild for Quangos). Don't feel afraid to put something on there with no label - I'm sure that will hype people of even more ;)

 

Thank you for this - I look forward to seeing a new roadmap every few months.




#1004580 Fallen Sword Roadmap Jul - Oct 2021

Posted by Arioche on 26 July 2021 - 12:26

Hello everyone!
 
Today we would like to share with you all the current roadmap for Jul - Oct 2021!
 
Nwb7bwZ.png
 
Please note that everything is subject to change. The next roadmap will be released in September.
 
~ Fallen Sword Team



#1004524 Potential Balance Changes - Buffs

Posted by EpicPiety on 18 July 2021 - 19:10

it would be nice if ALL bug fixes were posted on homepage, long long ago this would happen, i think its imperative, it keeps players clued in and shows the players that hcs are doing a great job!

I agree, something of a monthly/biweekly report or something.




#1004479 Possible Relic Alterations

Posted by Arioche on 12 July 2021 - 08:21

@HCS - Is this still being handled, in conception maybe? did u also acknowledge the defending inbalance and inquire for input?

 Hello!

 

Yes, we are still looking into this. I've gathered all of your comments and feedback and have presented them to Hoof, including the defending imbalance  :)




#1004369 "Shot in the Dark" !?!?

Posted by mary4ever on 04 July 2021 - 22:10

I am very disappointed, not by recent events BUT the last 10 years .....

 

PVP

 

The most disappointing & most insulting thing is that after more than 10+ years the PvP attack ranges are still at +/- 10 !!!

(was 1st introduced over 10+ years ago at ~lvl 300 where there were 2000-3000 online players, where "online activity" was at 5-10 mins, now it is 45 mins with 200-250 online players)

there have been players sitting with millions of gold on hand for years knowing how **** up the ranges are & they know they are safe ....

 

 

PVP Ladder

 

As much as it pains me to say I seriously hope you will NOT release any new Rewards (sets, ...) because you kept constantly ignoring the issues that many told you about which made PvP Ladder Tokens useless (very sad that the tokens I & others got before using a huge amount of resources are now useless too) which brings me to my next point

 

just in case you HCS are not understanding:

new PvP Ladder Rewards are added to increase PvP Ladder activity BUT that will not be necessarily the case because the vast majority of people have been hoarding them for a long time with hardly spending any resources to get them .... please do NOT make the mistake !!!

 

Arena

 

I can not believe I am saying this BUT it would be better to add the "coming PvP Ladder Rewards" to the Arena because at least here they will have some value unlike the PvP Ladder Rewards !!!

I am sure the Arena is not perfect BUT it's at least XX times more challenging than the PvP Ladder & not as broken due to skill levels, .....

 

FS APP

 

Question to HCS => for whom are you developing the APP???

Is it for EOC, the "veteran" players, new players or for everyone?

 

The APP has been in developement for what, 7 years? and from what I heard it's not even halfway (not counting alpha, beta, ..... ) until completed so it will take another 7 more years ?!?!

 

The best APP will be useless when several game mechanics are broken & you still keep ignoring them for years

 

I am asking this because I doubt you are aware of the problems new players are running into ....

 

2 of them are:

1) the lower maps are too complex compared to the high maps where the path is very simple (1 entry, 1 exit)

 

2) As mentioned over the years numerous times Composing is NOT accessible to everyone because they are guild-BOUND & the only way for new players to get them is to either join a guild with a high composer or buy from "Traveling-Composers" which prices usually were very expensive !!!

Over the years I mentioned numerous times that I used to mentor small guilds until my "semi-retirement", they had NO other way to get composing potions than to buy them from "Traveling-Composers"

They sold a lvl 200 skill (30 min) for 3 FSPs (~750k gold) which would have cost me 10k gold (75 times more expensive) LOL

BTW the leveling pots AL, LIB, Conserve are at lvl 300 (30 min) and were sold at 5 FSPs EACH !!!

which "average" new player could afford paying 15 FSPs ONLY for 3 leveling composing pots everytime they hunt & because of their low max stam they hunt more frequently than us ?!?!?

 

Composing

 

Started as a great idea BUT became the worst affecting almost every game mechanic  :(

You have forced Composing upon us whether we want it or not, especially in PvP, GvG, Relic Battles, ..... so we could at least "equally" compete in skill level

 

I am not going to go into details because everyone (even the most delusional) knows how overpowered Composing has become !!!

Composing **** up PvP, especially the PvP Ladder even more (I will spare you the details, have been posted in forum numerous times) !!!

Composing **** up GvG, attacking guild usually blitz-attacks with composing & even if the defending guild tries to defend will be almost useles because obviously casting levels can not hold a candle to the OP Composing !!!

Composing **** up Relic Battles, no further words are obviously needed on that recent subject

other skill issues can be found at https://forums.hunte...showtopic=77333(by tilley)

 

Over the years I posted in forum numerous times how easy it is to get frags to create EPIC Composing skills for "pennies", ~4 years ago (when I "semi-retired") I had millions of frags, like some others I posted many times about & in the last 4 years I have farmed frags only 2 times so others who continued to farm are now with 10s of millions LOL

 

@to those who do not know me & think I am trying to get benefits because I do not have the resources ....

 

I have posted this A LOT of times in forum:

I am a high Composer with millions of frags & lots of PvP Ladder tokens which have cost me a Fortune to gather !!! as usual HCS can easily verify it  :) 

 

 

 

So in the last 10 years what big game updates did we get?:

1) Season which was bound to fail because they purposely ignored the PvPer side

2) 3+ Composing Updates despite it making the game worse, why? because it is a huge gold sink!?!?

 

 

I know we are in difficult times BUT honestly it does NOT take 10+ **** years to change the PvP attack ranges LOL

+due to covid people have been more online than ever & online gaming has boomed (look it up)

 

The FSH script is currently actively managed by PointyHair (is not HCS stuff member) alone (I think) & he alone is spending A LOT more time on coding than HCS, does that even make any sense?

 

Back then brought it to HCS attention how easily it is to power level on only SEs, was ignored but much later it was suddenly removed & to this day (I have asked around) nobody knows why (I am not complaining, just wondering why suddenly)

Back then brought it to HCS attention how Titan Events were a huge disadvantage for big guilds & actually for the so called "1-man-guilds", was ignored but years later changed by hoof after he observed it himself (someone reached out to him)

 

Almost every guild has become "dead", not for the lack of ideas players gave but rather for the almost non-existing coding action for the last 10+ years !!!

There is a small guild (TEoG) who is making some "noise" hehe to keep the game alive  ;)

 

This used to be a great game & still has the potential to be BUT for some strange reason it became evident to many that anything regarding Competition or even TEAMWORK gets shot down or even watered down (check FS history updates in the last 10 years  :( )

 

Regardless if my topic will be deleted / ignored / replied with just "lip-service", .... any action or non-action will show how the future of the game is going to continue ....

 

ps: to those still waiting for the XP Event: HCS will release it & a special donation offer (most obviously celebration chest)




#1004323 Statistical Analysis of Gear Distribution in FallenSword

Posted by Corrupted on 30 June 2021 - 02:14

Good evening ladies and gentlemen of Erildath,
 

The recent Arena sets released sparked some discussions over the past week about the stat distributions and disparity of sets over the course of the game. We decided to analyze and compile some data to bring attention to some facts about.

 

Picture #1 - Total Sets per Stat Combo - Legendary, Super Elite & Crystalline (META) & Set Distribution per Stat Combo per Bracket - Legendary, Super Elite & Crystalline (META)
 

3NadDjfh.jpg

 

unknown.png

 

Picture #1 Observations

 

1.1 - Attack/Damage setups remain the most popular sets in terms of development at 71 total sets (31.84% of total sets).

 

1.2 - Armor/Defense setups are currently 13.45% of the total across the observed ranges. This is almost equal to the total number of Attack/Defense and Attack/Armor sets (14.35%).

 

1.3 - There is only 1 Attack/Armor set from level 3500 onwards.

 

1.4 - There are no Defense/Damage sets between 3500 and 4500. They are also the least developed set at 22 sets (9.87% of total).

 

1.5 Armor/Defense from level 2000 onwards have become more prevalent.

 

1.6  There are only 3 Defense/Damage sets from level 2000 to 3000.

 

Picture #2 - Total Sets - All Gear & Set Distribution per Stat Combo per Bracket

 

 unknown.png

 

unknown.png

 

Picture #2 Observations:

 

2.1 - Attack/Damage sets are still the most popular after including rare and unique sets at 252 sets, but percentage-wise, drop (28.90%).

 

2.2 - Armor/Defense sets see an increase in overall percentage (16.06%) when including rare and unique sets, having only fewer than Armor/Damage and Attack/Damage.

 

2.3 - Only 1 Defense/Damage set at 3500-3999, and only 1 Attack/Defense set at 4500+ after including rare/unique sets.

 

2.4 - Defense sets see less development overall (188 between Defense/Damage and Attack/Defense) than Armor (292 between Armor/Damage and Attack/Armor); 21.56% have a defense stat tied to it whereas 33.49% have an armor stat tied to it (not including Defense/Armor).

 

Picture #3 - Gear Slot Distribution - Meta (LE/Crystal/SE)

 

kCT8NXC.png

 

3.1 - There is very little gear on the 4000-4499 range.

 

3.2 - When making Armor/Damage sets, the least used gear slots are Gloves, Ring and Rune.

 

3.3 - When making Defense/Damage sets, the least used gear slots Gloves, Weapon, Ring.

 

3.4 - When making Attack/Defense sets, the least used gear slots are Shield, Ring, and Boots.

 

3.5 - When making Attack/Damage sets, the least used gear slots are Ring, Boots, and Rune

 

3.6 - When making Attack/Armor sets, the least used gear slots are Weapon, Rune, and Boots.

 

3.7 - When making Armor/Defense sets, the least used gear slots are Gloves, Ring, and Rune. 

 

 

Disclaimer #1: We did not look at gear under level 1000 since those ranges are plentiful on gear

Disclaimer #2: We did not include any sets with HP as part of their Stat Distribution
Disclaimer #3: Sets from the 6/18 Arena Shop update are not included as they are not in the UFSG

 

 

There is more information that we could present but this was already an extensive time investment. For an album of all the images used in this post, please visit https://imgur.com/a/hPSHG7f

 

Much love to everybody who helped compile this information.

 

Yours truly,

 

SS




#1004303 Possible Relic Alterations

Posted by Tilley10 on 28 June 2021 - 15:51

Hi there everyone.

 

We've heard the feedback regarding Stamina Gain on Relics. While we don't see any benefit from stripping it from existing higher level relics, (it'd just cause ill will with those holding them), we have no problem seeding them through lower levels.

 

Our question to you, the Community is this: Would you have a problem with us changing the stats of lower Relics to allow for moving those stats to Stamina Gain or would we be looking at simply adding it?

 

We'll have an in game poll running and feedback here with any reasoning is greatly appreciated.

 

Poll broken. Will put it back up once repaired.

 

~ Grim

 

 

And the poll is broken. Removed it until it's fixed.

 

~ Grim

 

 

Hey there.

 

Not adding, altering. There are plenty of Relics in game. It's not just Stam Gain that's on the table of pre existing bits and bobs. There are other Enhancements we could use. Things for inventing perhaps. Maybe a tiny smidge of Temporal Shift. Though there are a few enhancements that are creature only.

 

Thanks to everyone for the feedback so far. We're reading everything.

 

~ Grim

 

Has this post been forgotten about? Or, was this pushed back due to the arena update. Not to mention, the lack of DXP talk from anyone at HCS. But, let me get back to the topic on this thread.

 

The original post was 18 days ago and we still don't have: poll (never was a poll posted even though it is stated in the original post), any relic update, a list of changes, or any chatter on this topic in nearly 2 weeks. Please provide an update on this as it is frustrating that it seemed like an update was imminent only for it to go 18 days with no news at all.




#1004282 Arena Update & Bug Fixes.

Posted by shindrak on 26 June 2021 - 11:12

For Me personally Arena tokens are unusable with this recipes, 40 tokens per recipe is OK , but SE items used in recipes are more expensive than titan drops. This recipes should be nice for SE hunters, not for arena players :)

Hopefully for future new sets recipes coming for other aspects will require Arena resources and quest items in Arena shop




#1004220 Loyalty Token Shop

Posted by EpicPiety on 23 June 2021 - 14:19

Alot of the buffs suggested are far too high, although yes needs a change.




#1004171 Arena Update & Bug Fixes.

Posted by Corrupted on 18 June 2021 - 18:01

Sure! More information is always welcome. I have my own document full of all the sets, with item and stat placement which I use to try and ensure minimal overlap in some cases and deliberate in others.

 

~ Grim

 

 

Appreciate the bug fixes and new arena updates.

 

 

I went and bought the recipes to see what can be made, 

 

Level 2675 Jelani Set, same slots/stats as 2575 feathered chomper set, only 100 levels apart.

 

Level 3675 Mentu Set, almost exactly the same as the 3650 Sisters set, same slots and stat distribution. I really think the secondary stat here should be armor instead of defence, this would make it an ideal repalacement for the level 2725 Selachi set, otherwise I don't see the need for the same setup 25 levels apart.

 

I agree with sidd about 4350/4600 sets having armor instead of damage, it has been mentioned in other threads about the lack of Attack/Armor options and this would be a good opportunity in patching that disparity somewhat.

Hey Grim,

 

It is interesting to hear that you actually have some level of tracking on sets, their gear slots, levels and stat distribution. At the same time, we continue to stress the following:

1- New sets are very close to other sets in stat distribution + slots used in in their level range
2- New sets being releases with unpopular stats distributions often (Armor/Defense)

I don't see how you can make the oversights mentioned when you have this data available to you. These are also not isolated instances. I hope that gear slots, stat distribution and level range are things that have some more thinking involved going forward.

 

Ah, that's a good shout. I'm more than happy to boost these to 300 durability now.

 

Very much appreciated! Happy to hear you've also noted the feedback mentioned in the thread for the future.

 

SS




#1004084 Possible Relic Alterations

Posted by Toreth on 15 June 2021 - 18:29

Since the dialogue is open in regards to Relics being changed, currently, it’s too easy to capture Relics as an attacker and very difficult to defend relative to the effort needed to attack/capture them. One noticeable mechanic in Relic Defense is the “Lead Defender Nerf” from holding multiple relics. Currently, the lead defender stats down to 40% after 6 relics owned is a big burden for any guild aspiring to hold more than a couple of relics and defend them. To make Relics more balanced between attack and defense, I think we could adjust the Lead Defender Bonus to make it less punishing to hold more than a couple of relics:

 

# of Relics            Lead Defender Bonus

     1                                 150%

     2                                 120%

     3                                 100%

     4                                  90%

     5                                  85%

     6                                  80%

 

Adjusting will allow guilds to fight for Relics while still suffering from a penalty by holding too many. The scaling proposed will still give the advantage to guilds holding less Relics while keeping it competitive for those who want to hold more.

 




#1004080 Possible Relic Alterations

Posted by Alisa on 15 June 2021 - 16:28

Well staying on track with the topic... I say remove 50% of the relics from the game and don't add anymore. Fix the stats up a bit and allow guilds to decide their values.

Ahm don't forget to throw in the permission to capture...


#1004034 What Is An Active Player?

Posted by yghorbeviahn on 11 June 2021 - 01:28

HI there.

 

7 days if I remember correctly.

 

Because you didn't do XP damage. You can be bountied because you can still steal gold.

 

~ Grim

 

I think every other point is up for discussion, how long the inactive status should start, being bountiable even over PvP Prot (I agree with that), the PvP Ladder hits counting towards DQs (I also agree with that)....But the DQ hits not counting if the target has PvP Prot really should be modified, it's only a DQ hit, it's nothing major or exploitable, some ranges already have so little targets, that would make everyone's lifes a bit easier, you can still be bountied for that, and it truly was a PvP attack which you won, you stole gold on it....I really see no logic for it not counting towards DQs.






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