Development Update: NPC AI, Stealth & Improved Mob Behaviour
We've been putting significant work into making the world feel alive, and that starts with how NPCs and monsters behave.
Mobs now run on a 14-state AI system covering everything from patrol and idle behaviour through to chasing, fleeing, and returning to their post after a fight. Certain enemies also support stealth — they can hide from players until the right moment and then ambush. When a cloaked mob is nearby, the visual effect is rendered on the client so the encounter feels intentional rather than a surprise bug.
Aggro mechanics have also been improved. Mobs now factor in the level gap between themselves and their attacker when deciding how aggressively to respond, which means pulling a mob twenty levels below you will feel different from fighting something at your level.
Boss encounters are scripted using a JSON-driven system that supports stage transitions, phase changes, and custom buff and debuff management — so dungeon bosses can have genuine multi-phase fights with distinct mechanics.