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.
Asprins are better used now, but Im just so surprised at how quickly numbers add up to what I consider dangerous. never before have I been okay with 60+ pain, but its still functional.
I like it. It simultaneously makes the Rambo approach a lot more risky and mitigates stupid nonsense like a small bruise on your arm destroying your ability to read at a college level.
One thing I would like to say is that the Sensory Dulling CBM (http://cdda.estilofusion.com/bio_painkiller) works better than a strong painkiller, reducing pain per turn till all of it is gone and doesn’t even use any Power.
The description says that it can cause drowsiness but I didn’t feel anything even when I used it for 50+ turns with my cyberjunkie character; I could be wrong though as cyberjukie starts with Endocrine Enervator but as of now I think it should be nerfed to at least use some power.
With proper equipment it can technically make a character almost invincible against hordes since it stacks with other painkillers and doesn’t have any significant side-effects like addiction. I am not sure about the spawn-rate of the CBM but I’m sure it isn’t very rare.
[quote=“hexman, post:14, topic:12577”]One thing I would like to say is that the Sensory Dulling CBM (http://cdda.estilofusion.com/bio_painkiller) works better than a strong painkiller, reducing pain per turn till all of it is gone and doesn’t even use any Power.
The description says that it can cause drowsiness but I didn’t feel anything even when I used it for 50+ turns with my cyberjunkie character; I could be wrong though as cyberjukie starts with Endocrine Enervator but as of now I think it should be nerfed to at least use some power.
With proper equipment it can technically make a character almost invincible against hordes since it stacks with other painkillers and doesn’t have any significant side-effects like addiction. I am not sure about the spawn-rate of the CBM but I’m sure it isn’t very rare.[/quote]
solution for this is to have it work, but remove actual ‘pain’ numbers for the player, since if you not feeling it, you do not know how bad it is.
From a post by Coolthulu on github regarding the sensory dulling CBM:
"it provides 1 painkiller per turn, up to limit of pain or 150, whichever is lower.
If painkiller is 150, pain is >150 and stim > -150, it will reduce actual pain and cause negative stim. This will only really happen when abusing nanobots+dulling to become invincible.
Looks good, Coolthulu. How will this new system be incorporated into Kevin’s project of changing the health system? (so that only sleeping heals HP directly, and healing is slower)
And also, when will this be in the game? The next experimental, or the next stable?
[quote=“Straume21, post:18, topic:12577”]Looks good, Coolthulu. How will this new system be incorporated into Kevin’s project of changing the health system? (so that only sleeping heals HP directly, and healing is slower)
And also, when will this be in the game? The next experimental, or the next stable?[/quote]
Already in current experimentals.
Any changes to health system that will make everything slower are unlikely to happen anytime soon.
If anything, I’d rather greatly shorten the time it takes for a limb to mend and add some passive regen that doesn’t require sleeping. Not full roguelike wound mending, but enough to make it possible to balance sleep regen without introducing a giant downtime every time you step on a lego.
This makes pain behave the way my brain expects it to function. Don’t know if just me, but it is nice to have a slight delay between “oh shit I’m getting injured” and “oh, all of my stats are zero and I can’t really move. K, newgame.” It’s not a lot of reaction time, but it is more manageable. Fun, without removing the worst sides of the mechanic. A+!