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Fear & Hunger Anonymous 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.
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>>2060677 >When "jumping" down ledges, with no legs, it probably shouldn't say "Your ankle hurts a little from the fall" anymore. Would "pelvis" work as a substitute? Trying to think of what places have this message. >Falling into prisons >Falling in the thickets >falling into Level 7 >falling into the ledge leading to the secret lab >falling into the double-headed crow mauler's layer Anywhere else I'm forgetting?
>>2060764 >Would "pelvis" work as a substitute? Trying to think of what places have this message. Anything is better then non-extant ankles. I was thinking "your stumps", but that might sound too silly. >Anywhere else I'm forgetting? The old passage that leads to the King's Crown. You have to jump off a ladder at the beginning of it. Also, I'm not sure if you can survive jumping into the pit that leads to the cult of the wolf without the rope.
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>>2060806 >>2060764 I just remembered the toilet too. Other falls mention your legs too, so I might just go and change all of them. I was thinking of keeping the "your pelvis hurts a little" from the ones where you're shown sitting on your butt, and "you took a nasty fall" for falls where you wind up laid out on the ground.
1.4.9 Don't know what caused this. Playing D'arce in Hard Mode. Killing the elite guard has softlocked me in place. I can't move, turn, or open the pause menu, but I can still use en garde and time is still passing as my torch went out.
1.4.9 If you skip meeting Nosramus, he won't appear before when you leave Le'garde's corpse. However, you can still see Nosramus' sprite for a split second when you pass the point that it would normally stop you at for the cutscene.
1.4.9 In the entrance map configuration where the Girl's cage is immediately left of the entrance, you can still hear noises behind the door when you examine it on Hard Mode even though the Girl isn't there.
1.4.9 Issue with a dead Manebas blocking the well shortcut still persists. Did this late game, long after trigger mirror. I have killed the witch over near the Grand Library.
1.4.9 Enki S ending has a typo >more information [than] one could digest in multiple lifetimes
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>>2063131 >>2062661 Fixed "is girl alive or dead" check tiles to take hard mode into account. There are a couple of other doors that let you her whimpering if the girl is alive so this should fix those too. In one of the maps I realized I put the check too close to her cage and it could allow the player to see the girl's cage change sprites between starved and alive. Fixed typo. Finished rewriting falling events to account for legless protags. To do list: Try to implement new fix for Manebas. Maybe just a "Maneba fix" switch that activates a new tab in the Maneba events instead of relying on deactivating switches to "undo" a tab. Figure out Nosramus issue. When you step on the tile where you see Nosramus for a split second, it is turning on a "skip nosramus scene switch" I can just have the switch turned on a little further way, maybe when you actually inspect Le'garde's corpse. Hard Mode D'arce killing elite guard softlock? No idea what caused this either. Rewrite stealing skill so it is purely a common event, preventing extra turns and other characters using it or related abilities from interfering with its use due to how troops tabs work in rpgmaker. Rewrite run skill so it is purely a common event for the same reason. Rewrite talk skill to be purely a common event. This prevents it from failing if you use it in a normal turn and then use it again in an extra turn right after. It'll also free up a tab in every troops page (rpgmaker allows a max of 20 and the more complex battles can reach that limit) in case I need it. Immediate Blind? - In the current game, if you blind the head of an enemy, the blindness will only be immediate for the head while the other body parts will have their normal accuracy until the end of the turn. Blinding enemies would be more useful if the effects were immediate instead... But I have to see if its possible to code it like that. Immediate crippling? The same applies to crippling legs, the event if you use leg sweep to take out both legs at once the effect of making the head open to attack doesn't happen until the end of the turn. Maybe it could be immediate? On the other hand, maybe that could make things too easy if you have a large enough party. Every battle might just be Character 1 destroying one leg, Character 2 destroying the other, and Character 3 lands the finishing blow on the head all on the first turn. Reworking corpse interacts to be Termina style. Had a player say the skill you get for loving on the girl on all ritual circles is too expensive for what it does so I'll change it to 10 Mind instead of 30.
>>2064109 >Had a player say the skill you get for loving on the girl on all ritual circles is too expensive for what it does so I'll change it to 10 Mind instead of 30. By the time you get it you should have more than enough mind healing items in my opinion.
1.4.9 Fought the hounds at the entrance, killed one, ran away, then fought the other hound on the map. The second enounter had two hounds, I killed both. This only killed one hound map sprite. I then fought the first hound map sprite again, it had properly lost one of its pair of hounds and I killed the remaining hound without issue, for a total of four hounds in battle. Not exactly sure how it happens, but I've done it twice now. I didn't realize this might not be intended behavior until just now killing both hounds in the first encounter, which caused both map sprites to die instead of one, meaning there's actually only two total hounds, not four.
1.4.9 On the map with the eastern sword, using the bow outside of battle with shift is disabled, at least, for the enchanted bow it is.
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>>2064672 Checked it out, it was only on one variation that used an old version of the bow event that only checked for the normal short bow. Updated it to match the other events from other maps that use both types of bow. Also changed the hidden skill to 10. To do list: >Try to implement new fix for Manebas. >Figure out Nosramus issue. >Hard Mode D'arce killing elite guard softlock? >Rewrite stealing skill so it is purely a common event, >Rewrite run skill so it is purely a common event >Rewrite talk skill to be purely a common event. >Immediate Blind? >Immediate crippling? >Reworking corpse interacts to be Termina style.
1.4.9 One of the entrance maps has two more walkable tiles that should be unwalkable.
>>2066947 Playing as the Girl in the same map still on Hard Mode, going out the entrance and going back in later triggered the hounds. Should they really be there for the Girl?
Am I just really unlucky, or do blunt weapons like the iron mace have a low hit rate, despite no indiciation in the item description and it not saying so on the wiki?
Sometimes there is a third priest by the crucifixion alter in the inner halls. I killed the regular two priests, left to learn blood portal and make the entrance blood portal, and when I returned, the third priest had despawned, so I can't disguise myself and talk to him. Not sure if that's normal.
1.4.9 It's easily possible to enter the mines from the back entrance before ever meeting Nosramus. Since the trigger for talking to him is only in front of him, and both he and his picnic basket are solid, in some maps this can lead to him blocking the path entirely.
>>2067028 Frapollo mentions something like this in one of his videos, but I haven't found the exact issue that causes this yet. https://youtu.be/dE9h_byHGNw?t=327
>>2067097 Adding on to this, Nosramus is still sitting there even after I've met him for the first time in his lab.
>>2064660 I fought some more entrance hounds. This time I killed both hounds in the first battle, but the second map hound persisted and I had to fight a third and fourth hound in battle. Maybe one of the map hounds dying causes both to die, but the other one only triggers its own death?
>>2067125 Actually, in the case of this path, there is no way to get in front of Nosramus. It's impossible to interact with him in the halls in this map.
Lord of Flies fur disguise does not have an animation for useing engarde, resulting in it switching to the default engarde sprite for your character.
1.4.9 In past Mahabre in the area where Jeanne/Harvestman is, also visible from the Passages area, this door sprite is clipping through the railing sprite behind it.
1.4.9 In one of the entrance map configurations where the bed behind the bombable rubble is on the far right and adjacent to the ritual circle, there's a wall tile by the bed that should be unwalkable.
1.4.9 Not sure if intended, but the surprise Crow Mauler wall spawn happening at the Inner Halls can cause the wall for his surprise spawn by Le'garde to crumble as well.
Killing one of the other Lord of Flies cause this one to die without me ever fighting it. I've killed one in the signpost area south from the Grand Library, and the first one you run into in the building to the left of the Golden Temple. This one is the one upstairs right by the signpost area, where there's a door leading to a balcony with a chest if you're in Past Mahabre.
1.4.9 Grammar error in the Girl's Trortur S-ending. >tasks -> task
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>>2064660 >>2067131 There should actually be three dogs to fight for a total of six dogs. Killing the first pair turns on Jaws1 and Jaws2, the second pair Jaws3 and Jaws4, third pay Jaws5 and Jaws6. Only two of the map dogs follow you inside and the third stays behind so maybe one of the dogs you killed was the one that stays behind. Ignore the priest, he is an NPC I add set up situations for bugtesting. >>2066969 Maybe when she went out, the hounds caught her scent. >>2067017 I think it's just bad luck. Every single weapon has Hit Rate +0%, except for the bone shears which has Hit Rate -50%. >>2067028 >>2067110 Ok, I think I figured out the issue. When you enter a new map, you will get a little bit of introductory text at the bottom of the screen. Sometimes the game will roll between 1 and 2 to change the variable of Random Item to decide between two different intro texts. However, for this map in particular it seems to make a roll to determine whether the 3rd priest shows up or not. What I think might have happened is that the roll to determine whether the 3rd priest shows up or not doesn't "lock in" until after the text fades away. So my theory about what happened is that you came in, you got the roll for the 3rd priest, killed the two other priests and got their soul stone and left before the roll for the 3rd priest could "lock in" and then when you came back it rerolled and you got a roll for no priest. Most rolls for whether or not random enemies show up happen at the very start of the game before you gain control of your character, so I'll just move those rolls there.
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>>2068206 Corrected. >>2067262 Fixed, although strangely none of the outfits other than priest robe actually has sprites for using engarde. It'll use a bow sprites as placeholders instead. Due to how the scripting is formatted, I assume Miro intended to make engarde sprites for the other disguises but forgot to do so. >>2067097 I'm guessing you got around him by taking the Thicket to level 7 mines, then went to Level 6 Mines, then used an explosive vial to clear the rubble to make your way into Level 5 Mines? In other maps, this rubble route places you in in front of Nosramus instead of behind so you still have to interact with is cutscene, this specific configuration is the only one where the rubble route is behind him. The map actually already has NosramusNotSeen tiles made for if you go around Nosramus by taking the locked doorway near the southern entrance of the map to despawn Nosramus in the hallway, but didn't account for the rubble route. I should be able to just be able to copy and paste the NosramusNotSeen Tile into the chokepoint right by the rubble route to prevent this from happening.
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>>2067885 All Entrance maps had this issue except one had this issue oddly, fixed. >>2066947 Fixed. >>2067309 Fixed. The issue is that the door panels have a priority set to be "above characters" but under some circumstances a flip that can be switched that makes them set as "same as characters" to prevent players from being able to flip into the door. But it turns out, the only the bottom of the door needs to be set to Same as characters, while only the top of the door is causing the issue with clipping, so the switch is totally unneeded. >>2068071 Did you kill the one by the big dragon? The dead one you posted is supposed to be a variant one of the by the dragon that would be infected with a brainflower. There is a switch that causes the infected Lord of Flies to appear and makes the normal version disappear, but the infected version's corpse doesn't check for that switch so killing the LoF by the dragon should cause the corpse of the infected version to show up too. To do list: >Try to implement new fix for Manebas. >Figure out Nosramus issue in level 7. >Hard Mode D'arce killing elite guard softlock? >Rewrite stealing skill so it is purely a common event, >Rewrite run skill so it is purely a common event >Rewrite talk skill to be purely a common event. >Immediate Blind? >Immediate crippling? >Reworking corpse interacts to be Termina style. >Hound issue? >Crow Mauler surprise spawn breaks walls in both locations.
>>2069238 >Did you kill the one by the big dragon? I don't recall, but maybe.
1.4.9 In Dungeon Nights mode, finishing a dungeon will disable engarde until the next day.
>>2062495 I tested it and and couldn't detect any split second Nosramus. I have a feeling that the issue is caused by having the "Does Nosramus know you?" check happen to close to Nosramus so I added the check for when you interact with his dead body or choke out a living Le'garde which should take care of it. >Try to implement new fix for Manebas. >Hard Mode D'arce killing elite guard softlock? >Rewrite stealing skill so it is purely a common event, >Rewrite run skill so it is purely a common event >Rewrite talk skill to be purely a common event. >Immediate Blind? >Immediate crippling? >Reworking corpse interacts to be Termina style. >Hound issue? >Crow Mauler surprise spawn breaks walls in both locations.
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>>2062958 Ok I think I finally have a good solution to the Maneba issue. So I did some experimentation and turning off the Fear Effect does fix the Manebas, but it seems the current ways I implemented to switch off fear aren't working. So I coded the Maneba Fear Effect switched off as soon as the player touches them. It worked for this Maneba I copied from the basement. <To do list: >Hard Mode D'arce killing elite guard softlock? >Rewrite stealing skill so it is purely a common event, >Rewrite run skill so it is purely a common event >Rewrite talk skill to be purely a common event. >Immediate Blind? >Immediate crippling? >Reworking corpse interacts to be Termina style. >Hound issue? >Crow Mauler surprise spawn breaks walls in both locations.
New thread >>2073071


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