@schwanz9000
Can you ask whomever adjusted the feral sense, to check it please?
I have always played with high volume spawn, so I became accustomed to the
ai reactions. The feral sense is functioning like it is on an increasing intensity timer.
The reason I noticed it is because I have feral sense disabled.
The action is mostly viewed with the wander, heatmap is off, but without doing
any action, in an enclosed space, actually it was in the middle of Jen's. I had dispatched
all entities either by melee or decoy passed their patrol area.
Doors closed in the middle of the floor, and the complete spawn ""wandered"" to beat
down the fence. After that all spawns continued the feral attack.
So to see it better I found a poi and crouched on a roof watching the spawn all around.
They once again wandered in smaller circles until they began to dismantle the house.
Test 3: I lowered the feralsense parameter to .1 and changed
From default
SetNearestEntityAsTarget class=EntityPlayer,0,0,EntityBandit,0,-10 "/>
***************************to***************************************
SetNearestEntityAsTarget class=EntityPlayer,20,8,EntityBandit,0,-10 "/>
<!-- SetNearestEntityAsTarget class=class, hear dist, see dist (checked left to right)
(0 dist uses entity default, neg no sense scale) -->
Now it has returned to a wander, until interfered with. I don't know if the mob mentality
was intentional, but that part I like. If I start fighting one, it becomes a mob unless I dispatch
them quickly.