It unlocks all the scenes so you don't have to play the scenes to view them.hey guys, may i know what is that “patreon codes” for?
It unlocks all the scenes so you don't have to play the scenes to view them.hey guys, may i know what is that “patreon codes” for?
What is the gallery code for V21?
Try the code - PAT21 code
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.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
You can add more companions in the cheats (Options > General > Cheat)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?
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.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.
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.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
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.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.
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.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.
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.small suggestion - let us use bandages outside of fights.