This time we did some more finetuning to the new AI Actions system, we adjusted some data that was incorrectly imported from the old system, we adjusted the way the new system reacts to skills being on cooldown, and we finalized the exact place where we call the in-combat/out-of-combat actions… We’ve also found and fixed a bug in the behavior trees that caused monsters to get stuck while fleeing.
We still have a few minor adjustments to make before we can call it done, and then we can get back to working on the bosses.