The pain formula has been revised (by me). Pain accumulates slightly faster, but the penalties are lower.
Before, tiny scratches (less than 4 damage) would not cause any pain due to pain being rounded down. Now the rounding is probabilistic, meaning that 100 hits for 1 damage and 1 hit for 100 damage will result in similar pain.
Speed penalty is heavily scaled down. It starts out at low pain, but needs huge pain values to get crippling.
Stat penalties are similar - they will start earlier than before (due to more pain per hit), but will take more and more pain per point of stat taken away.
The primary change in the gameplay is that there is a bigger leeway for minor to moderate failure. You can afford to take a few bruises and cuts and don’t need to kite each and every semi-dangerous critter.
HP is now more important. “Tough” trait is still not good, but may be useful in some cases. “Pain resistant” stops being great. Due to lower penalties from pain, “High adrenaline” goes back to low tier (reminder that adrenaline currently works as 100% efficient pain killer - this can and does save lives). Slow and fast healer get more important, but still not enough to really matter, as regeneration speed is still huge.
Stronger painkillers are less of an overkill now, but also less necessary.
Armor coverage is less important since you can take those few hits now.
So far it plays more “fun” to me, since there is more action now, but it’s just me.
Thoughts? Adjustments?
Simple suggestions can also go here, but anything more complex than “revert fucking everything, I want to lose all stats when I stub my toe”, “make weak pain matter more”, “buff painkillers to compensate” or “make pain affect stamina recovery” is unlikely to happen.