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WhiskyTangoFox
WhiskyTangoFox

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Radfall: Health and Healing

One of Radfall's core goals is to reinforce the resource usage gameplay loop instead of the respawn one. We do this by increasing player max health, so that combat and healing is more a war of attrition, where you are slowly worn down over time instead of constantly dying and respawning. Horizon players should be familiar with this idea. At the same time, it also introduces caps on the max health you can get back from food, to reintroduce the tense feeling combat has with a more limited health pool, and introduce an element of choice around when to use a stimpak, and when to risk a fight at less than full health. It does all this without introducing any new items, or complex new systems.

If you're using Radfall on top of a LitR installation, these systems have a passive interaction with SKK's Player Undeath mod- which directly tackles the issue of the game forcing you to save-scum your way through difficult encounters, by respawning you back at your base.

This is based my on mod Stimpacked, it's an integrated version with a few minor tweaks, but for the most part the experience will be very similar.

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Radfall: Health and Healing

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