MoistMeal

Newbie
Aug 4, 2020
36
24
125
I've just recently started to support you guys on patreon, and was just wondering since im sort of ignorant of this site, im not sure how anything works, but how do I get that supporter badge under my profile? is it something exclusive or something special people get? I was just curious about it so hope someone knows things about it
 

Valaska

[PFF: Avarice Dev]
Game Developer
Aug 5, 2017
694
1,023
299
I've just recently started to support you guys on patreon, and was just wondering since im sort of ignorant of this site, im not sure how anything works, but how do I get that supporter badge under my profile? is it something exclusive or something special people get? I was just curious about it so hope someone knows things about it
We actually (I don't think?) run the supporter badge system for F95 and I don't think we have anything to do with it... I think? I'm not sure how it works or is set up here lol.

Would be interesting to learn though!
 

colifa

Member
Dec 16, 2019
126
88
155
Is there a way to have more than 2 companions in the party at the same time, to see their reactions when i am talking in missions, like in atlathka blockade when i speak with clementine?
 

Bingoogus

Forum Fanatic
Sep 5, 2021
4,299
12,986
628
Untitled.png
It would appear that there are remnants of the sketch in the final version of Hiho's art. The arrows point to what looks like an eye and a nostril.
 

Valaska

[PFF: Avarice Dev]
Game Developer
Aug 5, 2017
694
1,023
299
View attachment 1552743
It would appear that there are remnants of the sketch in the final version of Hiho's art. The arrows point to what looks like an eye and a nostril.
Those are actually just scales lol. The only concept of Hiho (the earliest too) has her eye and nostril somewhat similar. The scales on her face you are seeing are meant to add a bit of dynamic geometry and detail to show the way that her face is angled/curved giving a bit of depth.

Here is the earliest concept of her we have. girls1.png
 

Bingoogus

Forum Fanatic
Sep 5, 2021
4,299
12,986
628
Those are actually just scales lol. The only concept of Hiho (the earliest too) has her eye and nostril somewhat similar. The scales on her face you are seeing are meant to add a bit of dynamic geometry and detail to show the way that her face is angled/curved giving a bit of depth.

Here is the earliest concept of her we have. View attachment 1553473
Really? they come from nowhere, go nowhere and follow no observable pattern. They would look less like sketch remnants if there were more of them and they followed some kind of pattern, real snakes head/face scales have all sorts of interesting layouts.

But whatever, if it's not a bug, it's not a bug.
 

sora21345

Member
Oct 28, 2017
471
141
237
I know this is a big IF but if you do make a sequel to this game like in a different town or region you can even do a poll for the main character we play as like there gender, race, and class.
 

Valaska

[PFF: Avarice Dev]
Game Developer
Aug 5, 2017
694
1,023
299
I know this is a big IF but if you do make a sequel to this game like in a different town or region you can even do a poll for the main character we play as like there gender, race, and class.
We definitely have spitballed some ideas and such, but having a poll later on the gauge what people are interested in would be really smart so that's a really good idea. If could help us decide what ideas we have are valid and which aren't.
 
Dec 16, 2018
159
207
53
Love the game. Setting is interesting, characters are fun and scenes are gorgerous. And let's not forget the phenomenal music! Also it's more of a "game" in a game sense (if that makes some sense).

Anyway there is still few things I think could be improved:

- performance, oh my god the performance. I know it's more of Unity thing, but I swear, during fights it gets worse and in the first big dungeon (the Whispering Bandits quest), the performance gets really really ugly. I had to make multiple saves, restart the game completely (quit the game -> start it again), cause either the fighting menu didn't collapse after a fight, or because I couldn't open containers or even something else.
- the big dungeon. I love the idea, I love the feel of it, but as mentioned performance suffer because of it. Maybe it would be better to split it into 4-6 levels as opposed to current 2?
- still regarding the big dungeon - currently you need to more or less go through a whole dungeon. I think one should be able to "have a shortcut" regarding how you did previously. For example: the artifact you get from Eastman could be used to open the doors without the need of mercury and blood. There was also a piece of dialogue from Pastor Roddis regarding her key that it was used to get to the private chambers, but alas you still need to do the whole dungeon for mercury and blood. Maybe it would be better to put this key on some very hard enemy/a miniboss that would be completely optional?
- skills - I have found myself using only the default skills that comes with characters. They are by far the most optimal currently. I know the skill trees will be later expanded on, but so far "default attack > everything else".
- fighting mechanics could be better explained. For example during the very first fight in the prologue, our companion could explain portions of it - "cards system", targeting limbs, action points, stamina bar etc. I felt very lost at the beginning, but after several hours I got the hang of it. Still, a something to consider.
- small suggestion - let us use bandages outside of fights. I have found myself not using them during battles (unnecessary, cause fights are easy), but after the battle my character have bleeding status. And while food can be used to help it, I'm sitting on huge pile of bandages and it would be nice to use them too.

Aside that the game is amazing, I'm waiting for future updates. Devs do the wonderful job (performance aside). Oh and in the meantime I've read the comic, can't wait for more here too.
 

Valaska

[PFF: Avarice Dev]
Game Developer
Aug 5, 2017
694
1,023
299
Love the game. Setting is interesting, characters are fun and scenes are gorgerous. And let's not forget the phenomenal music! Also it's more of a "game" in a game sense (if that makes some sense).

Anyway there is still few things I think could be improved:

- performance, oh my god the performance. I know it's more of Unity thing, but I swear, during fights it gets worse and in the first big dungeon (the Whispering Bandits quest), the performance gets really really ugly. I had to make multiple saves, restart the game completely (quit the game -> start it again), cause either the fighting menu didn't collapse after a fight, or because I couldn't open containers or even something else.
- the big dungeon. I love the idea, I love the feel of it, but as mentioned performance suffer because of it. Maybe it would be better to split it into 4-6 levels as opposed to current 2?
- still regarding the big dungeon - currently you need to more or less go through a whole dungeon. I think one should be able to "have a shortcut" regarding how you did previously. For example: the artifact you get from Eastman could be used to open the doors without the need of mercury and blood. There was also a piece of dialogue from Pastor Roddis regarding her key that it was used to get to the private chambers, but alas you still need to do the whole dungeon for mercury and blood. Maybe it would be better to put this key on some very hard enemy/a miniboss that would be completely optional?
- skills - I have found myself using only the default skills that comes with characters. They are by far the most optimal currently. I know the skill trees will be later expanded on, but so far "default attack > everything else".
- fighting mechanics could be better explained. For example during the very first fight in the prologue, our companion could explain portions of it - "cards system", targeting limbs, action points, stamina bar etc. I felt very lost at the beginning, but after several hours I got the hang of it. Still, a something to consider.
- small suggestion - let us use bandages outside of fights. I have found myself not using them during battles (unnecessary, cause fights are easy), but after the battle my character have bleeding status. And while food can be used to help it, I'm sitting on huge pile of bandages and it would be nice to use them too.

Aside that the game is amazing, I'm waiting for future updates. Devs do the wonderful job (performance aside). Oh and in the meantime I've read the comic, can't wait for more here too.
Ahhh- performance, I don't think it has to do with Unity, it's more that we haven't done too much in optimization right now and we do have a few graphic-heavy post-processing effects which could really surprise people on older hardware which you can turn down! The Fog of War I find really helps with my ancient R9 290x.

Splitting Whispering Brook up might... have been a lot smarter than what we ended up doing. We will have to address it, maybe make the area with Roddis into a rest and relaxation area where you can come back to, maybe have a little bartering. I was thinking of adding a few village members who are more under Roddis' influence than Mara's and they could be minor vendors etc. Maybe we could even add in some more side-quests to break up the main quest.

Hmmm, the artifact being an alternative key eh. Interesting idea, it could give a bonus to keeping it and another benefit to meeting Roddis even if you have given it over to them. That's a good thought! I'll jot it down.

-----

Combat is FUBAR atm! Well, not FUBAR but we haven't honestly addressed the issues of combat and such yet. So skills aren't at the place we want them to be currently, we do plan on addressing and solving this Soon.tm, there will be even more specializations and such and even skills you pick up for clearing companion quests, random quests... and even hidden diegetic lore-choices.

For sure we 100% plan out to include a tutorial at the start. We really, really, really should have done it already, or rather when we first made the game... but we were completely swamped and had no idea how we would evolve our combat system eventually.

small suggestion - let us use bandages outside of fights.
We have some ideas around rest and recovery between fights etc and it will always be capped out to a maximum unless you come to a campsite and are able to rest up fully. It's part of our persistent damage and balancing thing to slow people down a bit and make combat really tactical and impactful, we do plan on having some more clever ways to save you from taking full out damage though.
 
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