Ok, this one is a simple one: It never worked quite well. At one point, they had to fix the “hate” system (which is what Conan Exiles use as the “aggro” system in other games. It is another version that does not follow the strict sense of aggro), because said system were crashing the game. (there are fix notices for that a while back).
The problem is the AI does not really “complex” trace it, instead it “brute forces” what the NPC does. It uses “trial and error”, and the “inactivity” you see is when the NPC enters a pattern of “error”.
Old times, you could kill any enemy by simply building a box with one side open, a stair outside, and enter the box, climp the wall to a platform, and the NPC would be stuck inside because it would not “think” about going around, even if the stair was there. Once it was “in range”, it would keep trying to attack, otherwise “wait”.
To make an AI effective (minimally), there are three things Funcom seems to not use, despite them being native to Unreal Engine: Count, Pathfinding, and Contact angle.
The AI in conan exiles seem to follow the “step by step guide” you find in the results of “how to make a simple behavioral tree” in YouTube. ChatGPT of all things do better work on that though.
The “regular” idea of AI is 3 fold:
- Priority
- Positioning
- Plurality
That means you use the approach Funcom seem to be using “alone” to define priority, and from that, define positioning, instead of making positioning and plurality its own thing.
I can cite my own work on the dodging feature of my mod in which I tried to do what effective games do, like Horizon Zero (saw how it works in GDC). The NPC looks at the position of the enemies and trace a certain pattern of routes, and from those, trace the destination for positioning, ensuring that it does not get locked, out of range, or cornered. Priority must take that into account. I have a copy of the target list when setting the dodge to ensure that the most targets are in the zone of attack as a result of dodge. Plurality means I have to have the notion that not only enemies are around, but obstacles too, so I need to be sure that I can reach or flee from enemies I am facing, not “nerd focus the top of my list”, instead I can prime it, but not forget others.
There isnt much you can do about the NPCs without changing how they work from the basic AI. The way they work is flawed from the base of the tree and you cant change them to work another way by “updating” the system that is not working. “Standing doing nothing” is something NPCs in conan exiles do since day 1.
To make my mod I had to create an actor from scratch to make thralls simply ignore their AI and follow it instead:
While from a player perspective the npcs are “doing nothing”, from the game perspective they are trying to do the tons of things they are programmed to do, but they lack the information to “turn” to the best direction, to go to the best place, and to position at the advantageous position. Without that, you can get them a “ton of actions”, they will fail.