... The intended behavior is that zombies will path to your location if there exists a path and if there is no path they will go into a frenzy and start destroying blocks to try and collapse your perch. ...
I think that pure destruction mode is a bad option. Few players will find fun fixing their heavily destroyed base. Destruction mode should only be considered as the last option by "artificial intelligence." It would be better if the zombies try to hit a staircase in walls in several groups to get to the player. That should be a priority. That the zombies can't get directly to the player on Horde Night is the rule! So the destruction mode would also be the rule! And that, unfortunately, is what it looks like at the moment.
... It's entirely possible in future builds we scale back the zombies and leave the smarter bits for the bandits but only after we get them really great challenge wise.
I would like to see zombies and bandits attack the player together on Horde Night (for example, from Gamestage 200) in the future. The bandits should conduct long-distance combat. For example, a sniper and a bandit with rockets to enable the zombies ' breakthrough. Just such a scenario happens in movies like "The Walking Dead." The zombies are used by humans as the first line of attack. They themselves form the second line of attack. In doing so, you would create a real challenge.
It's not about stupid or smart zombies. It's about zombies being challenging. Especially if you set a higher level of difficulty. A game that offers no-interesting-challenge is no fun. Especially at Horde Night.
A "working stiff" or "book store" can be secured by simple means against collapse and build a small shelter on the roof (because of vultures). That's enough to go at the highest level of difficulty at Gamestage 300 away from keyboard at Horde Night.
You're always preparing for a strong horde that never comes.
The trend has been going away from stupid zombies in movies and series for years to zombies with rudimentary "intelligence" or to zombies with instincts (for example, "Land of the Dead," "Warm Bodies" and "Resident Evil" see "wikipedia List of zombie films"). Zombies don't have to be so stupid that they can't find the way.
Currently, you can easily control the zombies "artificial intelligence" by putting a wooden frame up or taking it away again. So clear the way or block it again. The zombies behave like remote-controlled "7 dwarfs" from the fairy tale Snow White and walk in a row. It would be better if a random factor were incorporated and the zombies follow two different possible paths. And don't always break those paths immediately just because you put a wooden frame or take it away.
In my opinion, you should prioritize what promises the most gameplay. For Horde Night (from Gamestage 200), you could also occasionally turn up bandits to Horde Night in waves that act as remote fighters. To do this, the bandits do not have to be programmed with a great deal of intelligence. In doing so, they would also send a signal for further development. And zombies should be able to hit stairs in wall to get to the player.
(Unfortunately, I can only speak very little English. I have used translation program German - English.)