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Fear & Hunger Anonymous 01/02/2025 (Thu) 04:11:12 Id: edefd1 No. 1056543
So I finally got 1&2 after it spending years under the radar for me, I should note I had zero idea of these games besides them being girmdark. >Game is a horror turn based RPG >Big point of combat is dismemberment <Enemies can very easily do the same to you including blinding the party >Shit is also based on the toss of a coin >Items are also RNG <RNG will rape you harder the enemies will >Grinding much like last remnant will get you nowhere >Choosing your starting character and knowing to use them is the difference between a good run and bad run >You will be raped <In the literal sense >Sound design is excellent >Each time you get into combat you feel the insane risk of each encounter >The Eclipse style monsters and tier events >Some enemies can be talked to while giving you a thrashing >NPCs range from insane to tragic <You can recruit several >Game might be more obtuse then a Souls game in certain regards >Piss easy to absolutely fuck yourself over >Items can be used to fuck over enemies or bypass things in the dungeon >Multiple endings I'm going to start 2 soon but I thoroughly enjoyed 1.
In Mahabre past, when these two lit torches come into view, the game starts severely lagging. It doesn't clear if they're removed from view, but does return to normal if I move to a different zone. In Mahabre present, in the library behind the locked door, there is an walkable tile that shouldn't be walkable. Might be there in Mahabre past as well.
>>1997556 Found some more tiles that shouldn't be walkable. At the end of the king's passage just before you blow up the exit, you can walk above the top exit if you go to the right of it.
>>1997556 The same multi-torch issue comes into view where the last heart to cut open in the golden temple is.
For the next update, I was thinking of making the files encrypted. That way, people wouldn't have to decrypt the game and can just drag and drop the mod normally. >>1997556 I checked and the same issue applied to the past map too. Fixed the tiles. >>1997603 >>1997696 Fixed the walkable tile. Unfortunately, I don't know what to do about lag caused by objects since that is an optimization issue and I have no idea how to optimize the game to make it run better.
New update, mainly just bugfixes. Playable Le'garde and Girl Marriage Mod 1.4.6 Back up your game, just to be safe. Starting a new game is recommended. Decrypt F&H with - https://files.catbox.moe/qi6rdn.zip or https://petschko.org/tools/mv_decrypter/index.html Overwrite files with - https://files.catbox.moe/05kudy.zip Feel free to post feedback here and please screenshot any bugs you find. Game change: Needle Worm's name is changed to Needle Worms. Changed Assassin ambush spots slightly. Bugs fixed: No longer lose Enki forever if he leaves you in the library and you ask him to come back. Fixed the battle with the Night Lurch in the mines being completely dark. Fixed battle with ghost knight in the mines being completely dark. Fixed the battle start head vulnerability of the lizardman heads in the mines being reversed. Fixed issue where Talk wouldn't automatically be set to P after installing mod and you'd have to set it manually. Lizardman4's soul will no longer be unattainable if you destroyed his corpse and took Lizardman3's soul. You can now learn Fast Stance from the hexen in Dungeon Nights. You can no longer learn Leg Sweep by choosing the fast stance slot in Dungeon Nights. Learning defense stance at the Dungeon Nights hexen will no longer to cause the lockpicking slot to flash. Can no longer get a bonesaw in inner hall even if you already have one. Implemented girl specific text for purifying the sword if it happens when the ghost ambushes you elsewhere in the dungeon. Game will will no longer assume you still have escape plan even after transfering leadership to Le'garde. (Party members with escape plan can still help you run away.) Got rid of debug spot in basement near passage to crow mauler statue room. Fixed bug where searching a dead guard in the first floor could cause it to force a coinflip when attempting to sleep in Level 1 - Entrance. Fixed bug where finding an ancient book on certain shelves could result in repeating text. Skinning a Moonless Guard will no longer cause the game to say you got Pale Skin. Fixed Ballista guards not turning into gore piles when skinned. D'arce's dialogue during A-ending from Girl's POV won't be labeled as Enki. Destorying the Salmonsnake's head or torso without destroying its eyes will no longer cause a notification of its blindness to appear. Fixed bug where killing Moonless Guard in Mahabre wouldn't stop it from forcing a coinflip when attempting to sleep in Ancient city - Inside.
>>2003459 Dammit missed a bug. New link: https://files.catbox.moe/p7cb5m.zip
In the book, Studies of Gro-Goroth, it says he is "curious kind". This in reference to him dressing in human skin to alleviate humans' fear of him. It should say "curiously kind".
Would you agree with Miro that the first game's "crudeness and lack of polish" is part of its charm? Personally, I find bugs uncharming and don't regret going out of my way to fix them. But I can understand the reluctance to make new content since you're always going to be a different person now than you were ten years ago, and that'll have an effect on your artistic vision so if Miro tried to add a new plotline or something to the game or redraw the artwork maybe there would be fans that hate the additions or changes. But like I said, I wouldn't apply this to fixing bugs. >>2009518 This is actually pretty interesting. I agree there is a mistake, but my interpretation is different. You say the book is describing him as being kind, but I think the book is describing him as being curious. I think it should say "he is the curious kind" in the same way you might describe someone as the curious type or the curious sort as a shorthand for "the curious kind of person" (or god in this case.) I think this because the full line is >"Interesting note on Gro-goroth - he is curious kind. More so than many of the other older gods." The older gods don't seem to be generally regarded as kind, but took interest (curiosity) in humanity to various degrees. So I don't think Gro-goroth dressed in human skin to alleviate human fear out of kindness and more so that he can observe humanity to see how they behave when they aren't freaking out at the sight of a god. A similar line in the book for comparison is >"But there is no need for fear. As the destruction is of the pure kind. It does not target one man specifically. It just exists." In this case, it doesn't refer to pure kindness but of a kind/type/sort of destruction, in this case a pure kind of destruction. Also from the same book: >"To give room for new generations, for new trees to grow and usher - the prior forest needs to be burnt down. Such is the rule of creation." Perhaps it might read better if changed to "To MAKE room for new generations"
>>2010579 >Would you agree with Miro that the first game's "crudeness and lack of polish" is part of its charm? no, miro turned into a cuck and a faggot when he made termina, death of the author and all that. you are doing Gods work with this mod.
>>2010579 He could at least implement the shit that flat out doesn't work or got got broken by updates. Miasma is supposed to make you kill your teammates on low mind or make your equipped teammate fight you but it's practically unimplemented and that shit still isn't fixed. If he's going to go back and soften it like the Lisa dev did then not going back is the more respectable choice, if he's going to backtrack to include Termina lore anyway he could bother to fix some of the nonsense that mostly works. >crudeness No shit, it's the only thing making it stand out. It being willing to go farther with the brutality and not sparing arbitrarily on sex than most other games is what people remember from it. It's one of the more explicit non porn games of our generation and if the original release was the censored edition, no one would give a single fuck about it. >>2010892 The warning signs were there when he took SuperEyePatch faggot into account and actually considered to change the cave people to his sensibilities and that was years before Termina released.
>Brainflower Ragnvaldr will no longer appear in hard mode, only in Terror and Starvation mode. Should you really be removing things form Hard mode that are in Terror and Starvation mode? Isn't Hard mode supposed to have all the extra things from Terror mode included in it?
>>2010579 >but I think the book is describing him as being curious I thought that was a possiblity too, but changed my mind when i got the part about it being an attempt to alleviate fear. I think the line about not needing to fear destruction actually supports this. For such a ghastly god, he is unusually kind. But either way works. He's also the only one so far as I've played to have revealed the "grander scheme" to the player.
Found an inconsistency. Nosramus doesn't acknowledge LeGarde is in your party when you meet him in the lab by the old knight. You can tell him your're looking for someone and he'll tell you the person you're looking for is locked in the prison still. Not sure if there's any actual script for meeting Nosramus with LeGarde. He doesn't seem to acknowledge him when you first find him in the mines hall either, but that doesn't cause any direct logical conflict like this does.
>If you already have a quill, stealing from Iron Shakespere will always give you an empty scroll. I just got a duplicate quill by stealing from the Iron Shakespeare. Still on version 1.4.5.
>>2012727 Reminds me of when I was trying an S-Enki ending, getting a good roll and then managing to get 10-something empty scrolls in a row from a library looting spot in Ma'habre. I thought the game locked me in a loop at first before it ended and they basically carried me to the ending. I didn't feel guilty about it because I just had multiple Ragnvaldr runs sabotaged from bad luck and then a glitch in the thicket stopping me at the stairs after managing to get a lot of work done in it.
>>2012282 I think by "crudeness" he refers more to the artistic quality than the content. This is subjective but I think his artwork looks a little better in Termina than it did in F&H1, but if Miro went back and redrew everything in the first game there are probably people would would prefer the original "cruder" look over his current art quality. >and actually considered to change the cave people to his sensibilities What problem did that guy have with the cavedwellers? Was it something silly like "Erm well they are tribal and obviously tribal = black!" How did he want them to be changed? >>2012504 I guess this could be subjective but I believe Brainflower Ragnvaldr being in Hard mode is due to an oversight. You see, with Enki Marriage, he is programmed to specifically not show up in hard mode since he has a blank event in case Hard Mode is active. Why would Miro do this? Because it's easier to kill Marriage Enki for his Enlightenment Soul than it is to kill Valteil for his. Marriage Enki can still be dealt with arrows, bear traps, hit and runs with Engarde, etc while Valteil can't. So Marriage Enki was excluded from Hard Mode because his presence would make Hard Mode...less hard. The same argument applies to Brainflower Ragnvaldr. Instead of fighting The Tormented One for his Tormented Soul, you can just find Brainflower Ragnvaldr in the thicket, lay down a bear trap and chop off his head in the first round. Or you could get marksman, shoot him with an arrow, and not bother fighting him at all. Additionally, all other allies are absent from Hard Mode. Enki is nowhere to be found, neither is D'arce, and neither is Cahara, so it only makes sense that Ragnvaldr also be unavailable. So that's why I think Brainflower Ragnvaldr's inclusion in Hard Mode was just another bug to fix. >>2012654 That's a good catch. I made sure to exclude the "I'm looking for someone" when you're playing AS Le'garde, but forgot to take into account meeting him WITH Le'garde. The oversight is in the base game too, I guess not many people catch it because by the time most players recruit Le'garde, they've already spoken with Nosramus and/or move on to Mahabre. >>2012727 I see the issue. The game rolls a 1 or a 2 when deciding what you get from the IS. I set it to always be 1 (which gets you an empty scroll) if you have a quill but forgot to delete the highlighted line so after setting the roll to one, it immediately rerolls. Maybe I can make a hotfix for it, or save it for a future version.
>>2013264 >Erm well they are tribal and obviously tribal = black! Pretty much, he had a whole section of the video he deleted now, but roughly 5 minutes were him going how problematic it was and if you dared to argue with him you're an annoying, awful person he doesn't want to talk to. There was no specific way to change them, just that they're "problematic" and needed to be changed. Miro made a comment on the vid that maybe he should change them and people had to assure him they were fine. There's something hilarious that whenever people make up a species people associate with evil/uncivil acts "non-racists" start acting like it's a metaphor for their pet groups of people. It's the same shit every time.
On a side note, the "crude" look complements the dirty feel of the dungeon. It's a place before bathing became convenient and is practically an abandoned outpost of cruelty. That and if he's not going to be universal about it(which is a lot of work that could be better reserved for original projects), it's going to be jarring and create an even worse issue of assets not fitting into each other.
If party LeGarde is killed in the cutscene with Ragnvaldr, searching him only netted me platemail. Wouldn't it make more sense to get all the items I had him equipped with back? The same seems to be true of killing party Ragnvaldr, he just give me fur armor. I'm guessing all other ways for party members to die and leave a corpse behind seem to result in their equipment being destroyed and only being able to loot predetermined drops? I'm not sure if fixing this is even doable though.
When losing your mind in the orgy, the last message says, >You spend rest of your days like this Instead of, >You spend the rest of your days like this
I tried Fear and Hunger 1 and died to the dogs repeatedly. Then I eventually went around and died to the first demon I found, putting me at the start again. Also the game runs like shit, it was not stable FPS at all. These games are supposed to be good?
>>2014454 >Also the game runs like shit, it was not stable FPS at all. The first game has so many bugs, you're much better off if you play a major overhaul a bugfix mod, like >>2003459 >I tried Fear and Hunger 1 and died to the dogs repeatedly. Why are you playing on a harder difficult than the starting mode? Get familiar with the game first on Fear and Hunger mode before jumping into Terror or Hard modes. >These games are supposed to be good? The first one has a charm to it, but everything I hear about the second game is that the main dev fell in with some discord troons and started purging things that were politically incorrect from his story and writing. This made the second game much more popular with normalfags in general.
>>2014578 >Why are you playing on a harder difficult than the starting mode? Actually, I retract that assumption. I haven't had it happen, but apparently the entrance hounds can appear on Fear mode as well depending on the map you roll. If you play on Terror or Hard, they're guaranteed. They're not hard to outrun, usually if you're two rooms in before they spawn, they'll linger at the entrance. If you want to fight them, or get more time to run from them after a battle starts, and have a stick, choose to talk to them, and then when you try talking, choose to throw a stick. You could also start a new game to re-roll the map.
Still in 1.4.5, but I found a weird bug in the entrance area with the first ritual circle. I've killed all enemies in the area, but resting on the bed still triggered a coin flip. I failed the coin flip, and it teleported a dead guard body into the room. After this, I cannot attempt to use the bed, because it thinks there's a guard in the room. If I attempt to skin the guard, I recieve a skin, but he does not turn into a pile of gore. I can repeatedly skin him for infinite, though useless, guard skins. Leaving the room and returning teleports his dead body back to the original location, and the glitch can be repeated.
1.4.5. I cut off Ragnvaldr's arsm before he tries to kill LeGard in Mahabre. During the cutscene however, his arms are back so he can punch LeGarde. His arms are then properly gone again when the fight starts. I get the feeling crippling your party members may not be reflected properly in other cutscenes in the game as well.
1.4.5. Leaving the tomb of the gods by heading to the catacombs can cause it to say "the effects of the cube vanish (and so on)" even if you never used the cube to go to past Mahabre even once.
1.4.5. Don't know why, but gnome milk is greyed out and unusuable.
1.4.5 More walkable tiles that should be unwalkable tiles. The tops of the three left most columns in statue puzzle room on the second floor, for a total 7 tiles.
1.4.5 Typo in the King's Passage Key item description. Says "cetral" instead of central >>1973001 Certain books and scrolls not requiring literacy makes perfect sense given you can teach spells to Moonless with a bunch of them.
1.4.5 Tiles in pic shouldn't be walkable. Not sure how to describe location. Somewhere Southwest of D'arce, assuming her location is fixed.
>>1056617 >can kill him immediately
>>1065501 >To be fair, the mod allows you to rape an underaged girl The base game allows you to dismember her and sacrifice her in multiple, potentially even meaningless ways, as well as sell her to a pedophile monster for some trinkets. He was just shy of making something that truly showed a world that did not give a fuck about human morality.
>>2014356 >I'm not sure if fixing this is even doable though. I think MAYBE it could be done, but it would take a lot of spaghetti code. You see when characters "die" what is actually happening is that the game simply removes them from the party and since there is no way to recruit them again they are effectively "dead." So the data for what equipment they have should still be available. When searching a body, I could make a common event that checks what weapon, shield, helmet, armor, and accessory the dead character has equipped and have the player receive them one by one. Example: Let's say D'arce died and she had a Blue Sin, an Eagle Shield, and Plate Mail. When you search her, the game searches through if she has a long sword, a morning star, etc until it gets to Blue Sin. Then it checks if she has a wooden buckler, a spider shield, etc until it gets to Eagle Shield. Similar process for Plate Mail. When the game is finishing making all it's checks, what you'll see is something like. "You search the fallen knight..." "You take the Blue Sin." "You take an Eagle Shield." "You take a set of Plate Mail." This would be one of those tedious tasks because it involves altering the scripts for corpses and each character leaves a unique corpse on each map. So I'd need to make common events for Cahara, D'arce, Enki, Raganvaldr, Girl, Le'garde, Kid Demon, and three skeletons. So that's ten characters per map, in a game where there are roughly 100 maps (technically there are around 185 maps but many are just unused template maps.) That'd be over 1000 events to edit one by one (and assuming none get missed because there are other corpses for getting killed in special circumstances like characters who leave the party due to low mind and die after you leave them.) Besides the length of the task, I wonder if I should go through this. I think equipping your allies in this game is intended to involve a bit of risk and reward. You risk losing your valuable equipment, but the reward is a stronger ally. So the interpretation that the killing blow to an ally sunders their equipment could be valid. It could be the same reason you can't take Isayah's sword, or why you only sometimes get meat cleavers from guard, they got wrecked in the fight. >>2014365 Noted, will fix. >>2014749 >I've killed all enemies in the area, but resting on the bed still triggered a coin flip. I failed the coin flip, and it teleported a dead guard body into the room. Yeah, that's my bad. When you kill a particular guard in the first area it activates a switch called Guard1 to signify that he is dead. I left in some code to turn off guard1 when you search him and turn on a different switch that indicates that he is dead AND has been searched. But the bed code only looks for guard1 to see if he is dead. It was fixed in one of the hotfixes for 1.4.6 >If I attempt to skin the guard, I recieve a skin, but he does not turn into a pile of gore. Didn't notice this bug. I set the guard's gore pile to be activated when switch C is turned on to make all the gore pile scripts uniform with one another but skinning guard_1 turns on switch A which will no nothing. Incidentally, the same mistake applies for demon seed so if you wanted you could fuck that guard as many times as you want anytime you need a new demon baby lol. I'll fix it. The other guards on the level are scripted properly, but I wouldn't be surprised if I made this mistake elsewhere so feel free to skin everything in sight. >>2014779 Yeah, I tried to take arms into account when tweaking the cutscenes but I found I could only really do this for when characters are just standing around since sprites for them standing without an arm/arms already exist, but there is no sprite for Ragnvaldr punching Le'garde without arms (a headbutt maybe?) I could ask someone to make one for me but that would mean I'd need to either pay someone to make the sprites (which wouldn't be much but if I paid for every little thing that needs a new sprite it would quickly add up) or convince them to make it for free and I wouldn't want to trouble them for something so minor especially after they already provided plenty of help. >>2014832 Gnome milk is a little odd. It seems like it should be something you can consume, but there is absolutely nothing in its effects screen so even if you could eat it literally nothing would happen. Strangely, it seems like in-game, yellow vial might be the same thing as gnome milk. First of all, it has the same icon, secondly you get yellow vial from Cavemother who attracts cave gnomes with her breastmilk. Since you can find a chained up Cavemother a couple of maps away from the Cavedweller village, it's possible that they were the ones who chained her up for her milk. Maybe when Miro was designing the Cavedwellers, he forgot he already had an item for cavemother's milk and the gnome milk is a redundant item? As far as I know, the only way to get gnome milk is stealing from Cavedwellers, so maybe I should just replace the gnome milk with yellow vials instead? >>2015209 Laying issue. There are events for that spot, but their priority is set to be "above" instead of "same as player." >>2015732 Found it. It's missing "blocking" events. They're empty and do nothing, but serve as invisible barriers to keep players from walking into places they shouldn't. Adding them in. >>2015700 Noted. >>2015855 In the case of the marriage, I think being unable to force yourself on the girl in the vanilla game makes sense. Le'garde always refuses to fuck you (like father like daughter lol) and you don't get any option to rape him either. But if there was a way to have the girl get raped, while maintaining integrity with the game's world and being tasteful about it, I'd have it so that when the girl gets kidnapped by the harvestman instead of the harvestman being discovered petting you, you find it with the girl's corpse near it. Just by looking at the situation, you'd assume the monster killed the girl normally and you wouldn't know her true gruesome fate unless you yourself got a gameover with the harvestmen to see how they kill their victims.
>>2016069 Forgot to post the yellow vial for comparison.
>>2016069 >>2016076 I think I might consolidate the descriptions for Yellow Vial and Gnome milk to make >A vial of yellow colored gnome milk. The smell is very salty, but it might just be edible... The yellow vial claims it is "muckus" but you get it from the Cavemother's tits so its clearly milk. Maybe it was originally supposed to come from something else before Miro decided to make Cavemother the source of it.


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