In most games the AI is probably a mess of exceptions-heavy complicated code acting on multiple abstraction levels. It follows that after reaching a barely acceptable functionality everyone will stop tinkering in it, because any small one-line change will need 3 rounds of bug-fixing with extensive test-runs until a new equlibrium is reached, if at all. Most changes have to be reversed though becaause the change literally does anything but the intended. :crushed:Most of the complaints about Z behavior are due to pathfinding. Things such as Z's spinning below the player, walking exactly on the voxel grid below them and failing to climb a single block causing them to carve paths through the floor. All of these are long-running complaints that have been going for years now.
It would have been far easier to sort Z AI first, release it to the public, and fix bugs in the rudimentary behavior before trying to add the complex decision making and teamwork required by bandits.
So the AI code becomes the personal hell of everyone on the team. And everyone walks the halls in constant fear the head developer could assign him to work on that part.
This is not gloom! I did say "in most games", there's the loophole. :cocksure:
EDIT: @The Gronk: I see you stumbled upon this explanation too
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