Been working a bit on melee and stealth.
Regarding stealth, I've customized monsters with more realistic fields of view and viewing distances. Nothing too stringent, but still, it's notable in some places (for example Crawlers have a narrower field of view, while Cerberi can see way over 180 degrees due to their side heads. In similar fashion, Initiates have a slightly more restrained FOV because they are hooded, while Cultists and Conscripts retain a normal human's 180 degree FOV; Iron Maiden have the longest hearing distance as a result of their blindness and acoustic training).
In addition to this, I've figured a way to prevent monsters from reacting if you get to close behind them. It's kind of a hacky script chunk, and it might cause some bugs to happen, but I rely on the testing to iron that out. They still aggro if you bump into them from behind, but at least they give you a good chance to attack and take them down silently with your fists without causing an alert.
Melee wise, fists now deal less pushback on attack, making stealth kills more manageable (you won't be pushing your enemy into other enemies' field of view now while attacking). The Axe also received a new feature - a cleave attack bonus. Basically Axe attacks now affect the enemies close by to your primary target too, making it a more reliable control weapon for melee attacks.