LW Rebalance v1.43.05: Sneaky Slayers

Strategic:
 - Alien Grenade Foundry Project now grants +2 range to AP and HE grenades - Accommodates for decreased range on AP and HE grenades

Difficulty:
 - Impossible Difficulty add +3 HP to all units (from +2 HP) - Increase in early game difficulty
 - Easy Difficulty reduces mobility by -1.3 (from -2) - Was causing some problems at so much mobility reduction

Tactical:
 - Cleaned up some code to make the game a little smoother - QoL
 - Aliens will now open doors - Improved AI! =D
 - Improved Sneak mechanic on aliens: If XCOM completely breaks LoS and sneak activates, aliens that use cover will now become hidden from vision. XCOM units that see an exposed unit within 10 tiles will reveal them (works like concealment but no heavy cover requirement and must be within 10 tiles). The chance to sneak will be 0% for easy/classic, 50% for brutal, and 100% for impossible - Makes the aliens better at dealing with LOS breaks, if they use cover
 - Combat Readiness grants a 20% chance for graze (from 10%) and reduces rocket scatter by 20% (from 10%) - Buff to the effect on both XCOM and Aliens
 - Concussive Blast no longer auto disorients against fliers - Was a little too effective vs that group and is already effective enough without this extra buff, also a simplification
 - Noise Level modification: The 1st alien pod being prepared is no longer a 100% chance but instead the chance is based off of Noise Level and Difficulty as follows: Easy (0/15/30% chance), Classic (0/25/50% chance), Brutal (0/35/70% chance), Impossible (50/85/100% chance) - Makes noise more important and gives players on lower difficulties the possibility to avoid most 'prepared' activations

Slayer:
 - New Perk 'Slayer': All weapons and equipment deal bonus % weapon damage equal to the target's current HP - It was a feature of multiple items/abilities and is now being condensed into a perk, for simplification of descriptions and ease of understanding
 - New Perk 'Gun Slayer': Primary weapon shots deal bonus % weapon damage equal to the target's current HP, stacks with Slayer - A perk for the plasma stellerator
 - Close Encounters no longer grants bonus damage based on Enemy HP to targets within 4 tiles but instead grants Slayer - Buff to grenadier Assault, especially late game
 - Shock and Awe no longer grants bonus damage to Collateral damage, Rockets, and standard shots based on enemy HP but instead gains Slayer - Buff to grenadier Rocketeer, especially late game
 - Plasma Stellerator grants Gun Slayer instead of just the ability - No change

Perks:
 - Leader perk (for alien leaders) no longer applies to other alien leaders - Reduces late game def stacking
 - Psi Lance does base 4 damage (from base 5 damage) - Decrease in ethereal damage output
 - Mayhem grants +70% weapon damage (from +90%) - Balance on the sniper tree
 - Danger Zone grants a +35% increase in radius (from +50%) - at 50% it was a little too much on rockets (sometimes a negative) and with the recent buff on HE grenade radius the +50% was too strong, this puts it in a more reasonable place for both, last the grenadier rocketeer is already getting a buff with new slayer

Equipment:
 - AP and HE grenade range to 10/8 (from 14/10) - Accommodates for Alien Grenade Foundry project boost (where they get range back), tones back early game strength
 - HE Grenade radius to 2.5 (from 3) - Slight tone back as it was a little too strong

XCOM:
 - Scout base aim to +10 (from +15) - Slight nerf to bullseye scout

Aliens:
 - Level 1 Muton leaders HP bonus to 5 (from 10) and aim to 10 (from 20) - Makes them a little less punishing early game
 - Level 9 Muton leaders HP bonus to 10 (from 5) and level 6 Muton Leader aim to 20 (from 10) - Accommodates for Level 1 leader stat adjustment
 - Ethereal base regen to 1 (from 3) - Makes them less important to alpha strike to kill

Bug Fixes:
 - Fixed a display bug where it looked like Outsider non-leaders had indomitable
 - Critically wounded units that fly to heaven will drop back to earth at the beginning of each XCOM turn
 - Fixed a bug where Repulsor didn't show up with an actual title in the F1 aim panel
 - Fixed a bug where lead and rear stances weren't granting appropriate aim in the air game
 - Fixed a bug where you could equip a Fusion lance before you had researched Fusion Weapons
 - Fixed a bug where Tac Armor wasn't giving 10 base DR
 - Fixed some code where only requiring 2 hacks on exalt covert op extractions was too common
 - Typos