I am on levels 1010+ and there are levels with no creature drops. There should be some.
The drops are already rare at higher levels, and for even those we need FI and several buffs. Last two hunts, I hardly got 50 odd drops.
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Posted by Edith3000
on 12 February 2022 - 03:31
I am on levels 1010+ and there are levels with no creature drops. There should be some.
The drops are already rare at higher levels, and for even those we need FI and several buffs. Last two hunts, I hardly got 50 odd drops.
Posted by Tilley10
on 27 July 2022 - 13:50
Hello! There are a few small relic change requests that I have that were promised to us 11 months ago. Please see below for the relic change 11 months ago that I am referencing:
Secondly, there is now an option for the Guild Leader to disband unwanted Relics. Once disbanding a Relic, the same guild cannot recapture the Relic for 24 hours. Permissions for capturing Relics will be added at a later date when the app is in a more stable state.
1. Please add a permission to abandon relics. Only the Guild Founder still has this ability.
2. If you abandon a relic, add a guild log message as to who abandoned the relic and what relic was abandoned. As of right now, there are no log messages about this happening.
3. Add a cooldown on the relic that the guild has abandoned so the guild knows when it can be captured again.
I do appreciate and welcome any feedback on this topic! ![]()
Posted by SplodyMax
on 09 March 2017 - 14:01
Enquiring minds want to know! (... and so do i, sorta)
Had a Daily Quest today:
Daily Quest
Posted by BigGrim
on 09 March 2017 - 14:39
Hi there.
I see there's some inaccurate info regarding Zachorzi and Ursa in here. To hunt Legendaries, you have the following locations :
Zachorzi the Plagued (Legendary). Level 20. Spawns at Paladir Forest (Plagued).
Leghra Deathspinner Queen (Legendary). Level 40. Spawns at Leghra Lair. Requires Deathspinner Armor to hunt.
Minotaur of the Lost (Legendary). Level 100. Spawns at Minotaur Lair. Requires Minos War Hammer to hunt.
Ursa the Great Bear (Legendary). Level 325. Spawns at Ofron Islands (Caves).
Seal of Fire (Legendary). Level 1000. Spawns at Mount Volmar (Circle).
All of these Legendaries are always available. Based on player feedback, the number of them that spawns in a Realm has been increased. Bear in mind, Animal Mag does work on these guys.
*Edit*
Just tested this with a high level FI and a 175 AM. Got my 225 kills with little issue and a mighty 10 Plague items dropped so I think that's pretty acceptable.
~ Grim
Posted by basti7
on 04 May 2022 - 11:47
Hey,
since people ask me again for the locs and how I find SE so fast... Here is my list.
Feel free to use it. My old post disappeared ![]()
If you have more locs which fit in the journey tell me
Posted by BadPenny
on 02 May 2022 - 20:16
Quoted from the HCS Discord:
[12:48 PM] ParamountCoffee: Hi all, the team are aware of the issues players are encountering with loading the website on the latest version of Chrome and Edge. Hopefully this will be resolved soon. At the minute, Firefox and Internet Explorer are working alternatives.
Posted by ParamountCoffee
on 03 May 2022 - 17:54
Hi all! This has now been resolved by the team. Chrome and Edge should once again work to load the website. Apologies for any inconvenience and we really appreciate the patience while this was looked into.
Posted by Toreth
on 21 December 2021 - 23:51
I started taking a look at the breakdown of stats that epics have and their viability here in the last few months and had to ask, "why are the epics used in multiple aspects at lower levels, but neglected for anything aside from stamina gain past a certain threshold?" That caused me to investigate into what the reason behind that might be, and the results? Fairly shocking.
As seen by the above, the stat point allocation per level exponentially decreases until it eventually levels off to roughly 2 stat points per level of the epic item. But what if it's just the old epics bringing the average down?
Given this graph, we see the same general shape, and these are only epics with item numbers of 14000 or greater; that means items added to the game within the last four years or so.
Both of these show the decrease in stat point value for epic items, but that still doesn't show why they aren't necessarily used - let's take a deeper look into this as well.
Below are a series of graphs that show stat point allocation per level based on rarity of items across a select few levels. These levels were selected to show the variation in stat point allocation for the rarities, however, all levels where an epic is located were conducted.
Disclaimer: For items that belong to a set, the set bonus to the item was applied by taking the total number of stat points in the set bonus and distributing them equally across the number of items in the set. Why was this done? The use of Coordinated Buffs is too much for epics to make up for losing.
As seen by the graphs, at level 100, the epics are valued higher than even items with set bonuses, which greatly increases their viability in those other aspects outside of "stam gain use," however, at level 300, only 200 levels higher, that gap shrinks considerably. And at 1000? Epics have the same value as a Unique Set Item.
The later two levels provided then show just how skewed the stat points are away from epic items as Legendary set items have a full stat point extra per level at 3900 than an epic, and at 4500, our highest epic before the recent release of the Snorra Amulet is even slightly less than Unique Set Items.
What's the fix? Well, I would suggest making a flat Stat Point Allocation per Level to Epics at 4x the level and distributing them that way. This would immediately increase epic viability in arena, offline use (aside from stam gain), and add another variable to work around even in regular PvP or 1-Hit usage. Multiple +7 items in the same slot where players "don't necessarily care" about the upgrade because of the stam gain being the same now becomes a nearly "must-have" for other uses as well.
A simple fix in making them 4x would drastically improve the market demand for the items immediately, and circulation would be at an all time high; increased activity for these items is only good for the game.
Posted by Pardoux
on 06 February 2022 - 03:23
Personally, I believe chests should stay exactly as they are - invisible until you land on the relevant square. No buffs to assist in finding them, either a level range or within a certain grid movement location.
Folk who want to find chests either pay for locations or, like myself, trawl maps (when I can be bothered) or find them when I'm hunting / farming.
Posted by Treelink
on 01 February 2021 - 22:08
Hi everyone.
I've been crunching numbers a bit. It's probably been done before, but I needed it done for myself.
I wrote it all down, so I figured, why not share.
For a while, I've felt that I get too few levels from a hunt; Often just ~7 levels on ~14.5k stamina.
So I wanted to try to calculate optimal buffing setups for my situation to see if I could improve anything. I'm all done. And unfortunately I didn't find a better setup than what I had. But hey, maybe you can punch holes in it, or use some of it yourself. Who knows ![]()
Priorities when optimizing
Expense limit per hunt is 10-20 FSP. That means I'm not buying a fancy pantsy christmas box for 100 FSP. I do however have access to gear, and composed potions.
Basic buffs
Regardless of optimization, I find no reason to exclude these buffs, and they will thus be part of any leveling buff setup I'm considering:
A note on Summon Shield Imp: For pure XP optimization, I'm aware that SSI will cause you to sometimes win a battle in 2 rounds where you could instead have died. Death is the more efficient outcome with the 1 stamina spent and XP loss is easily recouped by the stamina you save from not having to do a 2-round battle. I choose to weigh my gold and my kill-streak higher, which I would otherwise lose on defeat.
Smashing Hammer could in theory be replaced by any other damage-improving buff; It just so happens to be the only buff that is powerful enough to provide all damage necessary for 1-hitting in a single buff.
Base gains
Before playing with buffs, let's establish a baseline to calculate the relative effect of adding a buff.
The baseline will be simple. Assume that you have activated all the basic buffs at the designated levels, I will then assume that 1 kill = 100 XP and 100 gold.
Reckoning or all the buffs in the world?
You've probably seen this debated before, but before piling on buffs, we have to calculate the consequence of doing so. And because of reckoning, there is a cost for each buff added. So out with the calculator.
I'm going to assume we're using Reckoning 230. That equals 46% chance of doubling the level of another skill. Doubler and SSI doesn't count though, so that leaves these buffs that we can activate reckoning on:
With 46% chance to active, and 25% chance to double one of the four buffs, each buff ends up having 11.5% chance of being doubled. So what does that mean for each buff when it is doubled?
Adding these numbers together, Reckoning turns 100 XP into 116,41553125 XP. A nice boost.
Now let's try to add a single buff into the mix. Reckoning activates 46% of the time, and when it activates, there's 20% chance that it will activate a given buff, down from 25%.
Let's see what that does for the XP buffs.
Here, reckoning is only able to turn 100 XP into 110,70470485 XP. A net loss of 5,7108264 XP for every 100 XP gained. This means that for any single buff to be a viable addition to our setup, it will have to add 5,7% or more XP to the mix. Otherwise it's literally making it all worse.
XP buff candidates
There are other buffs that affect XP, and now we know that a given buff needs to add almost 5,7% XP to be viable - Otherwise you were better off with reckoning. These are the candidates:
Stamina saving candidates
All the stamina saving buffs have one thing in common; You use them to move less or to not use stamina when moving. These are the candidates:
Let's make a few assumptions. We're using Doubler 750 distilled to become level 863. This gives us 17x stamina use for 17x XP. In our case we say that 17 stamina = 100 XP to keep using our baseline.
We already know that adding a buff costs us 5,7% xp, so all we have to do here is translate potential stamina savings into extra XP.
Here's a wild assumption. Let's assume that all these buffs work 100% of the time. With Animal Magnetism you never have to move. Light Foot/Gold Foot works every time. Teleport is free and costs no stamina. On the other hand, let's assume that there's only 1 mob/square. This means that without one of these buffs, we have to spend 18 stamina per mob, instead of 17. The XP reduction due to wasted XP would be 5,88% in this very pessimistic scenario. Very close to the 5,7% that reckoning gave us. In other words, there's no reason to consider any of these buffs, although you can pop teleport to get from A to B, then deactivate it again once you're ready to start killing mobs again. No harm done.
All the buffs in the world...
So far there are very few reasons to use anything save for the basic buffs. But we have also been calculating all buffs individually. So what if we ignore reckoning entirely, and pile on all the buffs in the world?
Let's start from the index 100 and see what we can pile on top of the basic hunting buffs:
Summarized, the XP buffs gets us to 105,709 XP per kill.
The stamina-saving buffs are harder to quantify. But let's keep using the crazy idea from earlier that all of these buffs are 100% effective, and that there is 1 mob per square. This will let us reap the benefit of a 5,88% XP gain here, because we save 1 stamina to move with for every 17 stamina used.
The grand total now becomes 111,589. 4,82653125 XP per 100 XP less than with the reckoning setup.
Conclusion
Reckoning definitely holds it's own, delivering more XP than any other combination of buffs - And this is in spite of me actively skewing the numbers away from reckoning when I can.
However... We didn't look at other types of buffs. In limiting ourselves to very few buffs, we also skipped out on:
Meaning that we get a lot less income in exchange for the additional 4,8% XP that we lose using a fully buffed setup. Even if the 4,8% turns out to be 6% or 7%, losing half of my income aint cool.
Personally, without better buffs, it seems best all-around to go for the all-in-buff-out.
This does drastically change though, if you have access to high-level buffs such as AL/Lib/Con level 500+
Posted by Treelink
on 11 August 2020 - 11:26
Ok, so I'm not a new player. Far from it. I played this game periodically between 2007 and 2011 and just got back a few weeks ago. I noticed the app that is in beta, and got intrigued that I'd be able to play the game on the toil.. on my mobile.
Here's some observations that I made coming back:
Levels
When I got my account back, I had gained a whooping ~150 levels. I jumped from around level 550 to level 703. While this is pretty damn cool, I also quickly realized the downside. All my gear was useless for my level. I didn't have enough gold to buy any meaningful equipment. My location on the world map (Some level 500-something map) did no longer make sense.
In the end I joined a guild, borrowed their gear, portalled back to Krul Island and found my way. But ironically it wasn't cool to level up 150 times. There's a lot of content that I'll never really get to play, and it took some effort to get back into it. I would not have minded one bit, if there had been a cap, maybe after a month, where I simply couldn't gain any more XP, no matter my XP gain per hour.
Getting started with the app
I absolutely LOVE the app. In many ways it's even better than the browser version. Getting started was not easy though. On my end I needed to recover my old account. That actually went smoothly. Then I helped my wife create an account. She never played before. So she downloaded the app, and was told you couldn't create an account there. OK, it is a beta after all. So we went to a computer and created an account for her. Done. But on the app, she kept being logged in with some kind of guest account. It took us a while to figure out how to actually link her app to her Hunted Cow account and set a player name for her. That experience can become smoother, and you likely know this already.
Finding help
Not having played the game for almost 10 years, I figured I should find some 'getting started' material. I was quite pleased to find the "Guides" section under "Resources". I was however immediately less impressed when many of these pages returned 404 or similar. But at least the essential help still exists: The wiki, which really could use some updates, levelling guides which are essential and the ultimate fallen sword guide which largely works as one could hope for. The "Guides" menu on Fallen Sword could really use a clean-up though.
Using the app
Fallen Sword is a big game. Not just the world, but also in terms of what you can do. I was impressed with how well this was fitted into the app. It's actually easy enough to navigate and works very well. Even in the details, it's a very nice UI. I was impressed that there was a specific layout just for Summon Shield Imp for example. There are also things that I would find natural to have, which doesn't exist, but again the app is in beta. Few examples:
Using the browser
Getting my wife started
She finally managed to link her accounts and was all set up. I was thrilled to see she was put in a tutorial area. That didn't exist the last time I played. To my dismay, she didn't get to mountain path before she had a lot of questions.
Later on I realized that she never realized the fundamentals. Namely that:
Why she might give up
One thing left me unimpressed. A thing that is not really specific to the app, nor the browser version. It'll likely be the reason my wife, god forbid, will go back to play some shitty match-3-game.
I'll use my wife as the example here.
After teaching her the fundamentals, she actually did pretty well for herself. We joined a guild together, she geared up, gained some levels, did a few quests, sold stuff in the auction house.
With regular intervals however, she would be stuck or have questions. I realized over time that there was a pattern to it. I realized this, because on every occasion, I would answer the same thing: Let me look that up for you. Let me find that for you. The issue is that the game is not self-contained. You need to look outside the game every so often.
If a quest is not self-explanatory, you will need to look it up on the ultimate fallen sword guide (Where do I get this Quest Item? A shop. OK. Where do I find this shop? Area X. OK. Where do I find area X? Realm Y. OK. How do I get to Realm Y? You need the guide for all of this. It should have been in the game, and my wife will keep asking me until she gets annoyed and drops the game.
In the same vein she will ask about gear. What gear can I get for my level? Is there anything that's better than what I'm wearing? Well, you can search the auction house, but that's half an answer. Instead I resort to leveling guides on the wiki to find what's good. The ultimate guide can serve as lookup as well. But both things are still external to the actual game, be it browser version or app.
I soon started levelling myself, and found that I couldn't really do this on my phone; I needed the extra tabs with external help. The wiki so that I could see where I was going, how to get from A to B. And the guide, mostly to look up quests and items. I don't have that on the phone, and thus I'm back to playing on my laptop, rather than on the t... On my phone.
Why I might keep playing for a while
I definitely still need a laptop to level up and kill mobs. I can't live without the wiki or UFSG in the current game. But I do find that I keep swapping between mobile and laptop. The app makes it incredibly easy to check in once in a while, update your auctions, check your log, chat, pray, monitor your stamina gain and so forth. I definitely want to see this app finished. See if it draws in new players, see if you will add anything that might pull me away from my laptop entirely. The game was always fun. But it did require a lot of open tabs and a computer. If one day it might only require a mobile phone with 1 app installed, then I'm here for a long time.
I hope all of this feedback is useful for something. I loved this game back in the day, and kind of still do. It's unique in so many ways and always was. I love the improvements you've made. The buff market blew me away. The app is a such a cool upgrade to a browser game that I thought would die, but which now again has a chance. I'm really looking forward to see what will happen after the beta. Happy developing! ![]()
Posted by duktayp
on 09 August 2020 - 15:29
Managed to avoid buying an fsp for 1,000,000 gold in the new listing section of the fsp market
I did, however, buy one from the bottom for 300,000 before seeing there was a page 2
net savings of 700,000 gold so, i got that going for me
Posted by BigGrim
on 23 March 2020 - 14:21
Posted by PointyHair
on 14 March 2020 - 18:39
Hi all
So it's been nearly 2 years since the last major update. In that time we have
had 154 builds. I'd say that is pretty successful. The new major version that
has just been released takes that architecture to the next level.
I've called it Lazy Loading because the idea behind it is to only load code as
we need it. I've removed all the up front dependencies. The main FSH script,
that Tampermonkey runs, loads the calfSystem and then the calfSystem loads
everything else. localforage has been retired and we have idb-keyval within the
calfSystem instead. DataTables is only loaded when needed instead of every page
load. The down side to this is that the CSS is now loaded later, the calfSystem
has to wait for the CSS to be loaded otherwise you would see a FOUC (Flash Of
Unstyled Content). I've tried to mitigate this by starting FSH earlier in the
page load process.
The plan for the future of this build includes breaking up the calfSystem into
smaller pieces and only loading the parts that we actually need instead of the
whole thing every page load as we do now. All that code has to be loaded,
parsed and compiled on every page load. The same thing will happen to the CSS
although I haven't decided how best to do that yet. It may be that the CSS will
be embedded into the javascript instead of an external file. I'm working on
replacing DataTables entirely with native alternatives.
So hopefully you won't notice any changes immediately, that's a "Good Thing®".
Those of you on slower connections and mobile devices will hopefully see some
improvements in future. Don't hesitate to get in touch with any feedback.
Posted by Calybdis
on 08 February 2020 - 14:17
The framework already exist, and even BigGrim said it was a good idea. Think of all the BP space that could be reclaimed!
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