It doesn't even have to be that complicated.

The monster AI doesn't need anything more than the following to stop the stealth cheese:

if (in combat && no target)
then (walk a set path)
else if (in combat && target)
then (kill it)

Then, like clever game designers are want to do, the pathing can overlap and create sneaking puzzles ... not that anyone actually wants to do rogue stuff other than pick locks and sneak attack, right?

edit: and, to add voice to the above .. when one party member is in combat ... ALL members within the same map set should be in combat. Example: the catacombs on the beach have two distinct inner areas separated by zone doors - within a given zone, combat should trigger everyone. Outdoor areas and cityscapes would have, naturally, a radius beyond which combat isn't entered when the party is split (obviously so as not to aggro a whole city at once).

Last edited by pachanj; 01/02/23 05:02 PM.