It's hard to say, but Custom Death Randomness (set to 0%), Enemy Self Preservation (with flee chance floated between 10% and 50%, and No One Left Behind makes the AI seem more humanlike.
It's hard to say, but Custom Death Randomness (set to 0%), Enemy Self Preservation (with flee chance floated between 10% and 50%, and No One Left Behind makes the AI seem more humanlike.
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