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Fear & Hunger 2: Termina

Okay, new version, new playthrough.

-Necromancy doesn't cost mind now? Honestly, I'm fine with that, since it only seems to work on dead soldiers. Just wasn't sure if this was intended. (Edit: ah, I think I found the problem. It's costing 3 sanity instead of 30.)

-Green vial and brown vial have the same description but for the color. This doesn't really help the player figure out how they're different.

-Some paths in the hexen light up. Some don't. This doesn't appear to have anything to do with which god I've prayed to, or which skills I can learn next. Is this bugged?

-Hurting has a Rev point cost. I like this a lot. Honestly, I wouldn't mind it requiring 2 rev points and 0 sanity. However, I still have no idea what causes rev points to generate. Sometimes I just get them, even when I haven't cut a limb. The combat manual could use a line to explain how this works. All it says now is that sometimes you get them.

-Okay, I did some calculations. After nightfall, you can walk five tiles per point of sanity. This is nuts. I'm not even nyctophobic. It might be worth making nightfall only this punishing for characters with the appropriate phobia. It applies indoors as well, which is a bit weird.

-You can't interrupt Needles' sawing animation? It might be neat to get a reward for just rushing him the moment you see him, although maybe you don't want to incentivize that kind of player behavior.

-How many soul stone shards does it take to make a soulstone? More than 6 seems a bit excessive. Or are mine bugged? (Edit: nvm, it's a craft recipe. Do you receive it automatically when you get shards, though? It feels like you probably should.)

-The man in black is the basement woman's love? I'm not really sure what's going on there, just surprised that picking the The Darkness lyric response didn't land me in combat.

-Does morning daylight *restore* sanity?!

-I'm not sure how to solve the pointing statues puzzle. I genuinely can't tell who's pointing where. This seems to be necessary to progress if you didn't get a bolt cutters by random drop, and I've checked every plausible interact point and don't have a solution.

GEAS

This looks excellent. I am excited for some (deconstructed? reinvented?) nostalgia.

Fear & Hunger 2: Termina

Okay, more progress.

-BUG: Harvesting organs doesn't work on the rightmost bobby at the first fork in the path in the old town. You can select the prompt, but then it fails with no message. Similarly, "saw off his head" is an option, but it's grayed out even though I have multiple saws. Other bobbies work fine.

-Wow, walking around at night BURNS your sanity. It's like points every couple seconds, or something. It might be worth adding a recipe to one of the early alchemillas that lets you mix red herb + lavender for a sanity restore, or adding a few more alcohol type items to the barrel drop tables, or adding a Medicinal skill organ that restores mind, or adding a guaranteed pipe somewhere and bumping tobacco/opium drop rates, since opium pipes don't seem to be very much of a thing in this game, and running out of sanity consumables is way more of a threat than running out of food.

-Gasoline cannister'd a pillarman. All his parts broke. He hammerheaded Levi, killing him. Then he slowed down and ran out of breath. Then he died. All without me taking an action. Is this intended?

Edit: also Levi goes from high to double exclamation point withdrawal in like five minutes. This feels sort of nutty.

Fear & Hunger 2: Termina

Ah, okay. It might be a barrel/crate ratio thing. I've also noticed that being able to recruit the engineer at the hatch makes a huge difference in terms of game balance. With a second party member in the early game, things feel tense but possible, rather than a series of potential softlocks.

I thought the train circle was the universal circle? The one that could handle new or old gods?

Wait, head-sawing doesn't perma-down a Bobbie? It feels like it probably should, especially since it's risking the saw (and maybe letting you farm heads, if that's how it works?)

Stunlocks are way less of a problem when you have more than one character. With at least a second character, they feel dangerous, but definitely not unfair.

I would never have guessed what betel's stone does, but that's a cool gimmick, and maybe super clutch for the occultist.

The woodsman is harvestable, just if you do it with medicinal first, I think it makes it so that you can't saw his head.

Overall, it still makes sense to attack limbs sometimes, especially when you have multiple characters, but overall the game flow is attack the most dangerous limbs => attack the torso => if the only way you can win the combat is with a single lucky strike, risk a shot at the head. I don't think that's actually a bad balance, it's just very different from original F&H which wanted you to always ramp up to attacking the head.

Fear & Hunger 2: Termina

Okay, new run, new approach. Electrical engineering mechanic does not have a lot of things to actually interact with, so I'm going to try a medicinal doctor.

-The cross in the mayor's house above the dark priest's room, it's a passable object but the wall tiles next to it aren't, so you can walk down into it and then get trapped in combat with the priest.

-Anathomia doesn't seem to do anything in this game? At least, I don't have a skinning option when I investigate corpses, or any skin or hide recipes.

-The various organ-based skills through Medical should probably show the icons for the conditions they treat, since I don't know how else I'd know whether I have poison or toxic.

-Trap reclamation does not work. You cannot pick bear traps back up.

-Harvesting the woodsman with medicinal can make it impossible to harvest his head. Intended?

-Recruited the engineer as the doctor. Bed resting animation in the woodsman's house now shows the engineer, not the doctor. Intended?

-Currently, medicinal's major utility seems to come from the ability to harvest hearts. Being able to stop bleed in some way other than cloth patches, which drop rarely, makes rough combats more possible to recover from. Granted, the stuff that causes bleed tends to also remove limbs, so it's not a strong recovery, but it's a nice midpoint between highly effective whispers doc, and analyze doc.

Edits:

-Nvm, I *did* find the eagle key, it was just on the guard before I went into the moon dimension.

-Similarly, I've checked my inventory, and duplicate books don't seem to be dropping. Maybe it was in my head?

-Also, Needles is made fightable by having a second character and a gasoline can. You still have to hope he doesn't obliterate of your any limbs or pull off an infinite combo, but the game difficulty feels way more fair once you have a second character. To that point, Engineer might be the worst character in the current build because she has to get to old town to get a recruit (unless there's weird conditions I'm missing where someone else is recruitable.) I've messed around with her wrench throw a bit, and it's not terrible when it hits (especially since I've learned that Termina wants you to never target the head), but if you're a one-character party and it misses, you're boned.

Fear & Hunger 2: Termina

Okay, a bit more testing.

-Drawing Rher's sigil in the train circle doesn't let you go anywhere. All-mer's does. Bug? Un-implemented content?

-This is probably a minor note, but the firearm shot sounds sound good. They really stand out against the ambient soundtrack, and they're harsh and sharp and sudden.

-What exactly is Daan trying to do in the moonscorched village on day 2 morning? Is there a quest there that I'm missing? Is he just meant to help you navigate the area? If so, why's he there on day 2, and not day 1 when you'd actually benefit from walking around the zone with him? Also, he should probably signal that he's not actually *joining you*, joining you, so you don't equip anything useful on him.

-Oh, so the bobbies get back up if you don't remove the head. Honestly, that's pretty fair as far as F&H monsters go.

-BUG: Alchemillia 3 does not give you all of its recipes. "white powder + murky" does not appear as an option in your craft list, possibly because this game uses grenades instead of explosive vials? (edit: I think alch 3 doesn't actually give you *any* of its recipes. I don't think I see the others in my recipe list either)

-Heroin might be bugged for the soldier, or it might be bugged to non-soldier characters. The soldier starts in withdrawal, and loses the benefits from taking any heroin lighting-fast. Engineer, on the other hand, took a syringe of it by mistake a while ago, and has been high for multiple rests and a LOT of exploration. Honestly, I feel like the marksman soldier should start high, not in withdrawal, and should remain high longer than other classes for balance reasons---or at least have some method for managing their addiction. As is, it's not the end of the world when they're a support character, but when you're playing as them the speed at which they churn through heroin compared to anyone else is kind of run-torpedoing.

-In the church, "the air is filled with absolutely disgusting scent of gore" should be 'the absolutely disgusting scent'

-Falling from the church rafters deals 20 hp damage and removes a leg? This feels pretty harsh, especially compared with the ankle injuries you got from falling in, like, full plate in the previous game. I think just the hp damage is punishing enough.

-It is *really* hard to gauge where the crawling sprite is in relation to the rafters. Trying to get correctly positioned frequently leads to me crawling onto a space that looks correct but is actually not, and then I take another 20 damage and have to repeat the whole process.

-Getting stunlocked by enemies doesn't feel great. Maybe do what darkest dungeon did and give you a degree of stun resistance once you've been stunned in a battle? Pillar man combo'd me for four rounds without me having an opportunity to act.

-Falling damage can't kill you? This one seems a little weird, since unlike truck gun guy, it *is* avoidable.

-Fell with no legs. "You hurt your ankle pretty badly!"

-I dig the soundtrack in the church a lot.

-Not actually sure what the Betel's stone does. No stat change from putting it on.

-Brown vial uses .303 ammo instead of gunpowder? This seems strange. Unless it's like a fancy shot and you're supposed to drink it out of a rifle cartridge for the full effect.

-Brown vial is not useable outside of combat. Intended?

-Well, the crimson fathers are super cool.

edit: also, the locked door on the right side of the first floor of the bunker, doesn't unlock when the power's turned on. Is this content that hasn't been implemented yet, or a bug?

Fear & Hunger 2: Termina

Wait, barrels only give you food items? That would explain why I have more food than could ever be used in a single playthrough. It's also a little odd to people who played the original F&H, where barrels didn't have that restriction. There's tons of barrels in this game, and I thought my drop tables were just bad.

It might be worth having both barrels and crates have the potential to drop anything, since right now the player is inundated with food, and hunger isn't really a game mechanic unless there's *some* scarcity.

Plus, there's chantrelles and penny buns as guaranteed wild drops (and legs and arms if you get desperate,) so even with bad rng, food only becomes a concern, not a run-ending condition.

Shifting topics, for books, I think it might just be the newspaper articles and kaiser letters and stuff that I'm getting duplicates off. Useful books, I don't know that I've seen repeats of.

I think a limp is probably the best way to handle an injured leg without creating a need for weird situational art (for example, what happens if you're missing a leg and equip a rifle? A crutch would make the rifle-holding sprite look really awkward.) Honestly, the game kind of treats wounded legs as just injured, not fully cut off, when characters are in combat anyway, so it could make narrative sense.

I like that Needles shows up multiple times, and I think he can be genuinely menacing with a little more setup, but maybe if you encounter him in the bunker on day one, he just coin-flips to see if he can inject you with something nasty, and then vanishes? That way the idea that he's Bad News is established, and when he shows up in the old town you know to run, but he doesn't just torpedo your playthrough right there.

I was able to get past Needles with luck, a boobytrap, and extremely tight kiting, but even if one character gets super screwed on that encounter, the bunker is needed to progress, so it would still make Engineer runs a lot less viable without some balance tweaks.

Having to wait multiple days to unstick a softlock feels a little weird. Even waiting a day feels a little strange and punishing, since you miss content. Maybe have an option at rest spots to wait multiple 'rests' in a row, and recover health if you do? This mitigates another potential softlock (bad healing rng), but it does so at a cost (missing encounters,) so it feels more like a choice and less like a punishment.

re: items that might not be on the drop tables: red vials. Haven't seen a black vial either, but compared to their frequency in the first game, I've yet to see a red vial in any playthrough here.

For bear traps, I think target has at least one uninjured leg => trap removes both their legs, target has no uninjured legs => trap kills them would be the way to go. Granted, some enemies should plausibly be immune, but otherwise two bear traps for a kill is a pretty significant investment.

I think if truck guy can miss some shots like river guy, and if he can run out, that area would be more reasonable to traverse. As-is, it's just guaranteed hp loss forever, which feels a little strange.

Fear & Hunger 2: Termina

And more feedback:

-The tiles to the left of the ladder under the filthy shack are passable and shouldn't be.

-Using heroin as the engineer causes a message that says it "made Daan numb". Intended?

-The ritual circle under the bunker doesn't have a blood portal, but it's still a teleport. Intentional?

-The coded letter is by the NLU, and I'm playing an engineer that was trained by the NLU, but I don't have a way of decrypting it? Am I missing a starting item?

-The HR Gieger style info conduits are really neat. I'm sort of hoping the horror of the third game will run a bit in that direction.

-Are some items not on the drop tables? I haven't seen a black, yellow, or red vial in any of my playthroughs. Honestly, having a way to craft them from herbs might be useful if they're going to be both rare and a component of crafting recipes.

-Is there a way to hatch your own ronteal from a rust-covered pearl?

-So when you get out of tunnel 7, the lieutenant says that you found the key for the gates, but I definitely didn't. I did not find a key while I was down there. But also it's in my inventory? Bug?

-I did it. I finally found my first pressure plate. Had to clear the entire first section of the game to do it. Also, bear traps costing 3 scrap metal seems a little intense. Scrap metal is a more frequent drop, but not so frequent that I could craft a second bear trap if I wanted to.

-Levi joins you in stage one of withdrawal, despite you having just given him heroin as part of his join condition. Intended?

-The bobby has a super cool sprite.

-Bear traps disappear when you walk offscreen?

-When Levi dies, you can't loot him or saw the head?

-Gunshots on the map can't kill you. Intended? Truck guy never misses, and fires one round per two seconds or so, and I've taken at least twelve, and I'm at 1 hp, but haven't died.

-With pocketcat, "I don't remeber seeing you" should be remember

-The circle in the train erases any sigils that were in it when you revisit the train. Intended?

-Daan's dialog when examining the body in the shack makes a bit less sense if you stomped that body to death earlier.

-After giving the woodsman's head to the guy who wants it, he still asks for it.

Edit: @volke, I think by saying it's a lot more prevalent in the game, he's just saying it's a lot more prevalent in the game. And I'm inclined to agree it's much more prevalent in Termina, since I don't know anyone irl who's been lost to Pocketcat.

Fear & Hunger 2: Termina

Okay, more feedback:

-In The Kaiser Critique, the phrase "jumped the shark" is jarringly modern. It's also kind of weird to have a phrase that originated from Happy Days show up in such a serious, pre-Happy Days setting. Also later in that article, you have "Bremen pig" instead of "Bremen pigs". I like that it's by Karin, though.

-Night is deeply terrifying. I dig it.

-Drawing All Mer's sigil in the train cabin creates a blood portal. Intended?

-The southernmost shelves in the woodsman's basement cannot be investigated. Intended?

-There's a "saw off head" option for defeated headlesses, and I have to wonder how that works.

-Maybe engineer should have a recipe for pressure plates? I'm not sure where they're placed in the game's drop tables, but I've yet to see one in any of my playthroughs. Being able to make one out of scrap metal and duct tape feels like it could be reasonable, and it would give the trapper build something they can actually do with duct tape.

-Okay, so needles is still there in the bunker after nightfall of day 1. This creates a weird progressability issue. Either you do the bunker without having saved once, or you brick your playthrough unless you get lucky or have a very specific build, or you spam a save point until day 2?

-Also, the generator says "you poured both gasoline canisters", but you might have more due to item drops. Alternately, if you use your canisters in combat, you can brick a playthrough and make yourself unable to progress here by not having enough.

-First turn against Needles: needle whip, mystery injection, needle whip, mystery injection, needle whip. Full hp to dead before I could act.

-There *is* a spot where you can try to kite him if you plan things just right and have a boobytrap. You have to run by him while he's sawing and fix the generator, then wait a little ways to the left of the gen so that he runs straight at you, and you have one square of distance to the east and to the south. You drop the trap, step east, wait for him to run into it, circle past him, and if you're fast enough he encounters you again when you're on the other side of him. However, this method relies on running away from him working, and he's so fast that you might have to do it several times in a row.

Edit: also boobytrap gives you like a half of a quarter of a fraction of a second to work with. For something that's just meant to stun, it is terrible at it.