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WhiskyTangoFox
WhiskyTangoFox

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Radfall Dev Blog

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.

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.

Comments

Here's my 2 cents on this matter as someone who's been into LitR for 2 or 3 years now. Perks: I have no problems with the perks as of now. Melee Weapon Crafting: I'm an advocate for crafting and I was initially sad to see those features being pulled from the list initially, but I'm slowly getting used to the limitations. I do have preferences, but I'll try to keep this as impartial as possible, following your core philosophy. I generally enjoy crafting weapons, whether they're guns or melee. You could keep modifications locked behind perks like blacksmith, or a combination of perks (e.g. scrapper, science), but if I had to follow your idea of improving the looting aspect of the game while keeping sandboxes to a minimum, I would probably keep melee weapon modifications work like for guns, where mods can be found in the Commonwealth. Lower tier mods could be accessed with perks though. You probably want melee to be a somewhat reliable alternative for people who really want to stick with it for their builds, rather than making it way too useless. Settlement Crafting: Again, I'm biased because I like crafting, but I REALLY like the idea of being able to build defences for your settlements (which I think makes a lot of sense from a role playing perspective), and I'm not just talking about turrets and guard posts. IIRC, the list currently allows Home Unimprovements to be tweaked, which I would say is the best choice. I saw a video of some guy using a list that added a ton of buildable elements, and he make some really nice builds with those. The con is that you probably wouldn't like the marginal bloat they come with, but personally I would love to be able to build various kinds of makeshift barricades, fences, etc (only functional, defendive elements, no decorations needed) in my settlements. It would be really nice and IMHO in line with the rest of the mechanics if you could lock these behind lootable magazines or schematics. Speaking of which, I'm not sure if Settler Built Settlements relies on schematics to be looted in order to use them on your settlement. If not, that could be an idea, as long as it's easy to find such schematics. Weapon Crafting Refer to my other points. Your idea of using scrap like magnifying glasses to make mods is something I would enjoy. Magazine Locked Settlement Crafting Refer to what I said above about magazines. I'm all for making magazines unlock useful stuff rather than just decorations, but it's not really something crucial for me. Ballistic Weaves I haven't played enough to have an opinion on this. Fast Travel I really like survial in every aspect. I dislike fast traveling because I think it kills the immersion. That being said, it's not fun to travel from vault 88 to sanctuary, so there is something that could be done. I'm not sure if LitR/Radfall has it, admittedly, because I haven't played enough to reach that point, but I personaply think vehicles you can ride could be an option. Vertibirds. It sounds funky, and I'm not sure how well those mods work, but if I were to imagine what I really would like to see in the list, I would say Vertibirds or something similar. To unlock them, you'd have to do something since they would be a great QoL feature. Maybe you would need to build a landing station in your settlement, and operating them could cost something. Just throwing out ideas... Paintjobs I would say we share the same opinion. I do love to customize my outfits, but being able to do it slightly ruins the looting aspect of the game, making it a bit closer to a sandbox. This is a hard choice... MCM The more customization options the list allows, the better. I don't have anything in particular I want added, except for stuff I've already talked about if anything. Player Undeath I haven't had the chance to experiment with Knockout Framework enough to leave a comment about it, but based on your comment it sounds like something I would REALLY like in Radfall. This is kinda unrelated, but I would recommend to use a mod that replaces the vanilla death animation that shows your ragdoll corpse falling to the ground (in the best case scenario) while playing that slowed + lower frequency sound with a much simpler mod (that I do actually use, but can't remember the name rn) that simply makes it so that when you're killed, the camera doesn't switch to 3rd person. You just drop to the ground, facing the sky for a second before the screen turns black. It's technically faster too.

Kaelyr


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