That has nothing to do with that I was saying @Taemien
Yes, some of the behavior scripts are environment dependant… obviously…

What I was saying is that ALL NPCs have access to the same AI capabilities… They don’t work the way you think they do… the AI has been replaced a long time ago and they’re using standard behavior trees

See? this is the one that 99% of NPCs have:


The framework is already there… it’s been there for a very long time now… This can be used to do pretty much anything… this is how golems farm… and kurak bosses vanish… and so on and so forth.

So there isn’t any need for some major redesign… all they have to do is make more interesting behavior trees and set some NPCs to use those, people are already doing those with modded bosses for example.

(For example the suggestions made by biggcane55 above can be made in the current game without any redesign needed… they’d just need to make a behavior tree condition that picks one of those two behaviors mentioned based on either the NPC or the enemy health… :man_shrugging: )

I hope that makes sense now.