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Today's update: rebalancing damage, and more

< playtest starts at 20:00 GMT+1 >

Balance:
- pain tolerance removed
- body damage multipliers decreased: head 2.2 to 2.0, chest 1.45 to 1.3, stomach 1.45 to 1.25, arms 1.4 to 1.2.
- axe: player speed increased, hit detection improved. -5 hit damage
- Carbine and Henry rifle base damage increased
- Walker: faster reload, higher damage to compensate body multiplier decrease

Added:
- weapon throw as projectile added as secondary skill. Press drop key at same time than primary or secondary attack to throw active gun at enemy
- chain reaction: if a player carries dynamite and receives blast damage from a explosion, their sticks will explode immediately
- a lighted dynamite in player hand will drop and explode if player gets killed
- fixed ancient axe exploit (throw then primary attack), only 7 years around!
- slightly higher gravity damage, cannot be set to other mode than 'realistic' and gravity damage is quite higher than usual when a player has been kicked off
- bandana as indicator of player health: it's on when player HP is greater than 50