I hope the community keeps its expectations about TFP vanilla bandit functionality at a reasonable level. Bandits are not "easy" to develop in the context of this game. Over the past several alphas our NPC team has put many hundreds, if not thousands of development hours into extending the existing NPC and zombie code, leveraging already built systems like factions, buffs, cvars etc. We extended the EAI "AI" used by zombies, but found that while efficient, was limited in how much we could extend it for humanlike behavior without issues. This forced us to extend some abandoned UAI code that permitted NPCs to make real-time (several times per second) choices of behavior based on the current situation. This works well, but there is a performance hit, and I expect TFP to focus on relatively "dumb" AI bandits based on EAI at first so there isn't a major performance impact on the game when more than a dozen operate in an area. Our NPC modding team will reuse whatever TFP bandit code base they provide in A21, and likely we will continue to focus on smarter versions using UAI.