Ok, the pathfinding / pathtraversal is in (a very important part) and works pretty well. But there are several other core systems for human-like ai that should be needed for bandits (different from zombies).
Things like finding cover / leaving cover, finding suitable locations for distant attacks, melee attacks (humanlike), throwing grenades, patrol actions, manipulating doors / containers, idle actions, retreating, flanking maneuvers, group signalling.
And then also triggers for various situation specific audio-callouts.
Getting all fancy with a a GOAP system, and then reverting back to a simple state machine etc..