The intent of this addon is to add some more challenge, make drug and medication usage more tactical, and increase immersion with more realistic healing rates from medkits. This add-on is for MISERY 2.2.
Unpack and copy the gamedata folder over your installation.
Reapply your class. A NEW GAME IS NOT REQUIRED.
Medkits heal at 1/10th the rate for ten times longer for a more realistic healing rate without side-effects.
The overall healing power of all items has been reduced. The Red medkit used to heal 43% in 42.6 seconds, the new one heals a total of 25% over 426 seconds.
The brief blackout from medkits remains.
Medical items and boosters are not cumulative in effect. If you drink a Hercules for some energy and increased carry capacity and then take caffeine before the Hercules is finished working, the balance of the Hercules effect will be canceled and the caffeine effect will begin. Choose your products wisely.
Your strategy now is to decide, looking at your health bar in your inventory UI, which product will adequately heal you and based upon the degree of current threat and planned activities choose either to use a medkit for slower healing without any side-effects, or do you need to heal now, and use a stimpak. If you choose a medkit, and fall under fire or attack by mutants, you can cancel the medkit by using a stimpack or other injected item for fast effect.
Several prices have been adjusted to better match the value of the benefits.
Several items either healed and/or removed radiation well beyond 100% of the maximum survival levels. I have scaled the effects of the top end items to only heal up to 100% for the class deriving the best benefit and less effect for the other classes. This means the maximum healing and radiation treatment for these items are in some cases dramatically less.
Additionally, I have adjusted the half-lives of cocaine and adrenaline to more realistic periods. This means they will not last as long.
Some side effects have been reduced, because they were originally considerably more than 15% different between Sniper and the other classes. The side-effects now consistently adhere to the outlined class differences. I think you will find generally less sleepiness and in some cases hunger from using some products.
The descriptions now provide more data to help you choose the right product for the task.