
Gear and items · R.E.P.O. v0.4.0 · read from a local copy
Healing at the truck and the upgrades behind it
The truck has a healer of its own rather than only a drop-off point.
R.E.P.O. does not leave recovery to the packs you carry: the truck has a healer of its own, health and stamina can be upgraded between runs, and a failed heal is a state the game keeps.
What the game establishes
- The truck has a healer of its own rather than only a drop-off point. (checked against the game's own files)
- Healing has its own effects, including one for a heal that failed. (checked against the game's own files)
- The build names a heal sphere and a set of heal particles beside the failed-heal effects. (checked against the game's own files)
- Health and stamina can both be upgraded, each with its own wording. (checked against the game's own files)
- The game works out how many health packs are available and keeps an amount of them. (checked against the game's own files)
- An enemy can heal over time through an aura of its own. (checked against the game's own files)
In play
The truck is not only where the haul is dropped off. It has a healer of its own, so a run has somewhere to recover that is not the health packs the crew is carrying.
The healer is an object inside the truck with a material of its own, which is why it can be seen rather than being an invisible trigger you have to be told about.
Healing has effects, and some of them are for failure. The game keeps particles for a full heal, for the smoke that goes with it and for a heal that did not work, so a failed heal is a state the game knows about rather than nothing at all.
Health can be raised rather than only restored. There are upgrade records for health and for stamina with wording of their own, which is why the crew can come back stronger between runs instead of only patching up.
Stamina is tracked separately from health. That is why a run can end because a player is worn out rather than only because they were hurt, and why the two upgrades are not the same purchase.
The game works out how many health packs a run may hold rather than using one fixed number. It keeps the packs that could be available and an amount of them, so what you find can depend on the run rather than on the shop.
One monster heals rather than only hurts. There is a healing aura that ticks on an enemy, so some encounters get harder the longer they are allowed to go on.
What this entry does not tell you: how much any heal restores, how much a health or stamina upgrade adds, or how long a heal takes. We have not verified those numbers, so we do not print them.
Related
Gear and itemsHealth, damage and recoveryPlayers have tracked health.
Gear and itemsThe revive itemReviving is done with a carried item rather than a command.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.