This update contains the Luck vs Luck Damage Calculation for Close Combat too, as it was for Ranged Combat in update #14, and on top of several balance fixes also contains several important fixes around issues that could cause exceptions and engine misbehavior.
While the changelog should be fairly self-explanatory, it can be worth briefly motivating 2 minor adjustments; The Lifetime of the Light Flare special ability is extended by 120 ticks (2 seconds, aka 1 round), and any Ranged Attack against a target further away than a character's Perception value in meters (1 tile = 1 meter) suffer a penalty of -15 against their Skill level of this weapon, to indicate that it is harder to accurately predict and aim towards a target that is too far away. Also note that the Light Flare bonus is to give +15 in Skill for attacks against any target that is Highlighted by it, so in part counteracts the penalty above. These Buffs for Light Flare should bring it closer to the value of other Special Abilities.
Full Changelog
* Added usage of Luck vs Luck for Damage Calculations for Close Combat
* Added descriptive hints to Character Creation for Attribute point allocation section
* Adjusted selected highlight outline to now be visible behind objects and walls too
* Adjusted Light Flare Time To Life, increase from 6 to 8 seconds (~3 to 4 rounds)
* Adjusted Status message animation slightly to reduce overlap when triggered with separation in time
* Adjusted Ranged Combat to now apply -15 to Skill if target is outside of Perception range in meters
* Fixed critical issue when Casting Freeze Spell and the target Monster dies at the same time (Thank you to THECHILIBOMB)
* Fixed issue where Operator that is downed could still cast BoostInjection in the same round
* Fixed scripted Actor de-spawning, such as removal of object based on triggers, to avoid late Look/Interact attempts
* Fixed critical issue when reviving team-mate as a secondary or later order in a round
* Fixed Freeze Spell icon shown for Operator in Team Info panel
Other Notes
If you ended up all they way down here then perhaps you are more than just browsing and actually follow the progress of the game. As was flagged during the soft launch into Early Access, the development phase is estimated to not be fast but somewhat fairly stable. I believe this has been the case for the past almost 6 months and it was the case during the Alpha and Pre-Alpha the year before that.
But that notwithstanding, during the next month a lot of equipment and computers will be on a boat traveling halfway across the globe as I am moving with my family back to another continent. While this will make it harder to perform some aspects of testing etc, I will have access to my main development machine and as such fixes and development will carry on.
In other news, since it was mentioned this would be flagged about well before in time, after level 5 is 'released' (with 2+ new Monsters), there will be a slight adjustment of the price for the game towards the final MSRP. It will not happen the day after and an exact date will announced when it is known - so there will be plenty of time ahead of it happening.