Radfall Dev Blog (Patreon)
Content
LitR 7.0 has been out for a while now, and is relatively stable. I don't have any large plans for integrating new content into the list, and my two goals for the year are to 1) generally slow down on development a bit and actually play the list, and 2) focus more on Radfall than the base list. Radfall is generall in a pretty good state currently. I'm happy with the full release, however there are a few minor issues I've had on my todo list for a while, however none of them are high priority. But if any of these are things you guys are interested in seeing, let me know in the comments.
Perks
BlackWidow/Ladykiller were split in True Perks to be able to remove Cannibal. However, as is their effects have a high degree of overlap. I've not had a chance to sit down and think about how to differentiate them. I had a rough idea of shifting one towards crit damage, but honestly it might be nice to remove the gendered component completely. I'm open to suggestions if anyone has them.
Otherwise, I am generall happy with the state of perks. True Perks spent several years in active development before it got merged into Radfall, and is thus in a pretty polished state.
Melee Weapon Crafting
I originally disabled melee weapon crafting because it's a shallow, pointless system that FO4 includes because the designers wanted to build an infinite sandbox, instead of trying to build a focussed experience. I've always intended to revisit and enable some of the crafting options that make sense and integrate them with gun crafting. Stuff like electrification or flame modules that can reuse existing components. It's never been a priority though. If this sounds like something you guys really want, let me know.
Settlement Crafting / Weapon Crafting Integration
Degrade and Salvage and Home Unimprovement were originally 2 seperate mods, and thus draw from seperate pools of components. It might be nice to improve their integration, reusing components where it makes sense. Like, maybe a new Lens component, you can get from breaking down Microscopes and Magnifying Glasses that can be used in crafting scopes? I don't have any specific designs on this yet, it's just an area I think has room for improvement.
Magazine Locked Settlement Crafting
In Home Unimprovement, I swapped out the asthetic magazine locked items, for items that the player may actually want to use, mainly displays.
Collectible Displays (Picket Fences 1 & 2)
Armor Racks (Picket Fences 3)
Weapon Racks (Picket Fences 4)
Power Armor Display (Picket Fences 5)
Display Cases (Wasteland Guide 4)
In retrospect, I'm not sure this was the right choice. Since removing Home Unimprovement from the main list, I've not had anyone complain about this in Radfall, maybe because Radfall players are generally more opted-in to my vision of FO4. Either way, I'm still looking for feedback on this, and if anyone has other ideas for what to do with those magazines, I'm open to suggestions. The core idea of Home Unimprovement, was to streamline settlement crafting down to things purpose, removing all the decorative stuff that has no effect on the game.
Improvised Ballistic Weaves
In LitR v6, I had a custom mod that added new types of wasteland weaves. That was taken out, and not merged into Radfall, primarily because the mod relied heavily on LFO, and I wanted Radfall to be standalone. I've not had a chance to play Radfall with a non-Armor build, and I'm not sure whether or not I want to integrate more weave options or not into Radfall. Sometimes less is more...
Fast Travel Sign Recipe
In the 7.0.4 prerelease, I'm testing out Settlement Sign Fast Travel, which I think is a much simpler mod to understand as a user than Journey, and it has a much better technical implementation. The one thing I'm not sure about with this is what to do with the recipe in Radfall. I would kind of like to add some sort of rare component to the crafting, to make it more of an investment and introduce some choice about when and where to build a sign. But the closest item that the base game has to a map is the Globe, which doesn't really make sense as a component here. I could maybe introduce a "Red Rocket Map of the Commonwealth" as a semi-rare replacement for Boston Bugles, and have it be part of the recipe.
Paintjob Recipes
I'm still on the fence about Paint Job crafting. Part of me wants to just disable it completely, to encourage looting as the major route to player customization. Looting is a rewaord for Radfall's intended core gameplay loop of exploration, and paying attention to the world around you, whereas crafting is a menu interaction that lets you ignore that. It could also be interesting to develop a system where you have to scrap the paintjob to unlock it's crafting, however I've not had the motivation to do so as of yet, as it will require some moderately complex scripting, and further cleanup and consolidation of the paintjobs in the list. Not a small project. I'd love some feedback form Radfall players as to how you play around the cosmetic options.
MCM Configuration Options
When I created Radfall, I included some extra MCM options for players looking to customize things. I'm open to requests for further options, where it's technically feasible.
SKK Player Undeath Replacement
SKK Player Undeath is a decent option for the kind of make-death-impactful gameplay I'm trying to promote. In a previous iteration of the list, I had Knockout Framework instead, utilising it's death alternative which has the NPC that killed you take some of your gear, and gives you a quest to get it back, which is a WAY more interesting gameplay mechanic than a simple 10% caps penalty. Unfortunately the mod is heavier than I like on the scripting, and has some compatibility issues that I'd prefer to avoid. Reverse engineering that bit of the mod and integrating a version of that feature into Radfall should be possible. I'm just not sure it's worth the time.