Awright bois and grils, we up to v1.1.0 today! Quite a few changes here, mostly to the Perception tree, but there are also a few changes towards flat damage reduction not completely ruining your life and a bit of expanded Abyssal Clone functionality

(Note that even though the shadow can now wield ranged weapons, their AI is still set to melee, so they won't do so very intelligently -- I'll try to get that working soonish) (E: Also, they're still not compatible with steamsaws/guns yet but it's on my radar)
Changes for v1.1.0 "A Bit of Shut-Eye"Heartstopper now has unique VFX
Clarified that Fade Away allows you to move immediately upon triggering
Fade Away now only grants you Out Of Phase for 2 turns if applicable
Fade Away now tries harder to move the player away if the space behind them is obstructed
Fade Away no longer tries to teleport you away from nonexistent damage sources
Fade Away no longer procs off of dead creatures' DoTs
Fade Away's invisibility power scaling rate has been doubled (it was very low before and would be of little help lategame)
Polygraph now sums up all damage dealt in a tick and applies it as one instance on tick end
Memory damage now properly handles target resistance
Memory damage now ignores flat damage reduction (might be a bit broken but we'll see how this tastes for now)
Eyes Shut's block rate has been increased (40-75 -> 50-80) and no longer uses cTL (instead hard capping at 95%)
Eyes Shut's minimum damage penalty has been decreased (60 -> 50) and the limit has been reduced from 20 to 0
Eyes Shut's invisibility now scales off of a 2:1 ratio of Cunning and Willpower, similarly to Unseen and Fade Away
Eyes Shut's minimum Psi restoration has been increased (15 -> 20)
Abyssal Form now duplicates your quiver slot as well as your Shoot, Master Marksman, and Sling Supremacy talent levels (<3 Erenion)
E: Quick fix because Fade Away was still softlocking the game (thanks to Recaiden for catching this)
Changes for v1.1.1:Fade Away now accounts for damage that DOES have a source but DOES NOT have a valid position (gah!!!)
Range and duration values in descriptions should now properly match up with what they are in-game