Dev team is trying to create a "map erasing" mechanic linked to "memory" for a while now.
No, actually we want to add more map memory. Kevin is the only one who wants to add more forgetting and he didn't work on the game for like a year.
But let's not change the topic - this is about uses of intelligence (or general "mind" stat), not specific details about one feature that could get affected by it.
- Reduce chances of being stunned or KO'd by attacks.
This one sounds OK. Having intelligence decrease chances of negative effects procing (stun) and getting applied (grab) could be helpful and not too far-fetched.
Though it would make more sense to also rename it to willpower or something like that.
- Crit % boosting
You mean just chance to crit or crit scaling?
If chance, it would need to replace dexterity (otherwise strength would be the only stat not affecting crit rate).
Scaling could be interesting, though then we'd have 3 skills affecting crits, so dex should still stop affecting crits. Having perception affect crit rate and intelligence affect crit scaling could be a good idea.
Alternatively, intelligence could help with armor piercing.
Int should be QoL, since int is, irl, a tool of culture and QoL.
If intelligence can't be anything but QoL, then it shouldn't be in the game. Could be replaced with willpower.
A skill boost from intelligence sounds fine, but I think it should be more of a multiplier. Maybe higher base intelligence should raise both the skill cap and the experience gained? For example, the new cap for a skill might be level 15, but it takes the same amount of time to reach as the old level 10.
Experience gained would not help with the biggest problem intelligence has: not being useful after a while. In this case when intelligence boosts (most likely flat) would be countered by quadratically increasing requirements.
Multiplier on "effective skill level" could work, but it would require a whole lot of redesigning in the code. And could possibly be very hard to balance, with strong characters improving dramatically with slight boost, but weak ones not noticing the difference between 8 and 20 intelligence.
Does intelligence have an effect on how well you can treat yourself with first aid? If not, on a high-int character could receive a decent bonus when using healing items.
As mentioned by another person, high-intelligence characters receiving a flat bonus to all skills would be immensely useful.
First aid boost would only really help early on, when you don't have enough of the skill. At the moment first aid is pretty broken and you can heal from the brink of death to full with a stack of bandages, which in turn are very cheap later on, making HP recovery boosts rather unimportant.
Flat boost to skills sounds very hard (if at all possible) to balance. Later on, it would stay useful (good), but early on it would turn the balance upside-down, with lanky, clumsy, four-eyed nerds beating up hulks due to intelligence boosting the skills to mid-range levels. Alternatively, it would be too weak to really matter.