My predictions for the next Fear and Hunger Termina update

2nd December 2023

Over the past few months, I've been fixated on the Fear and Hunger series. Especially it's sequel Termina, which I have been streaming regularly on my Youtube channel. While Fear and Hunger is known for it's high level of difficulty, the sequel has gotten a fair amount of criticism for being easier than the first game and in response, the developer Miro Haverinen has announced he'll make changes to some of the OP items/spells.

So far we only know of how the spell black smog will be changed. Instead of being a single use to blind an enemy, the black smog will become it's own entity on the battlefield, slowly growing in size untill it reaches your party member, blinding them too. The Inquisitor can also use black smog so it's safe to assume the change will affect enemy spellcasters. Though in my exeprience the Inquisitor is just too slow on the overworld to begin with to be an issue.

Since nothing else is being "directly nerfed", it's safe to assume that the main functionality of these items will be the same, just with some added features. Glass shards have a 70% chance of blinding an enemy. Instead of missing, the glass shards could instead backfire and inflict bleed or even blind on the player. Blind would be more effective than bleed, as it is much harder to cure.

As of typing, the leechmonger ring has a 3% life steal effect for physical damage. In the first game, some rings (such as the thorned ring and ring of the still blood) cannot be removed once equipped. The leechmonger ring could have the same function however that might not be enough. For each turn you do not do damage, the ring takes 3% of your health. This could also tie in with in game lore, as the guy you get the ring from is lifeless and dried out. Perhaps he was the ring's previous victim?

The only enemy in game that is immune to DOT (damage over time) status effects is Rher and Logic, the final bosses of ending B and A (though Logic can still be set on fire). To stop over reliance on certain status effects, some enemies could be made immune to poison or burning. Also on higher difficulties (such as maso mode or the soon to be added terror and starvation mode) the spawn rate of items like poison hemlock could be lowered.

The hardened heart will probably undergo the least amount of change. You can buy it at Dr Kefer's shop for 99 shillings or kill the Heartless one. I think it will just be removed from the shop, its pretty easy to get 99 shillings by the time you reach the shop. The hardened heart is needed for the strat that lets you be almost unkillable so having to beat one of the toughest bosses in the game to get is a fair swap. Alternatively, it could be left at the shop but have the abillity to regenerate it by healing on the same turn would be just as affective but since that would be more of a direct nerf I don't think that would happen.

Finally the meat grinder. Since it's an improvised chainsaw it would need some fuel source so it could be powered by gasoline tanks found on the map, each battle uses 10% of the fuel. Then once it runs out, it could still be used as a weapon but only do one hit instead of three.

Thank you for reading. Do you play Fear and Hunger, and if so, what are you looking forward to in the next update? Have a nice day!

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