Every Mob Has a Mind. Every Group Has a Strategy.
SentientMobs v2.2.0
"Every Mob Has a Mind. Every Group Has a Strategy."
The largest AI evolution in SentientMobs history has arrived.
Version 2.2.0 introduces three major AI pillars:
Personality, Squads, and Memory.
Mobs no longer act as predictable machines. They develop unique personalities, coordinate with allies, remember past encounters, and adapt their behavior based on experience.
The world now feels smarter, more dangerous, and more alive than ever before.
➕ Added
- Added a full Personality System for enhanced mob AI.
- Added persistent personality profiles that are assigned when supported mobs spawn.
- Added personality archetypes:
- Aggressive
- Cautious
- Hunter
- Ambusher
- Coward
- Social
- Bruiser
- Balanced
- Added numeric personality traits:
- Aggression
- Bravery
- Cooperation
- Intelligence
- Patience
- Curiosity
- Self-Preservation
- Added mob-specific personality defaults so different mob types naturally behave differently.
- Added configurable personality randomness for unique individual behavior.
- Added a complete Squad AI System.
- Added squad formation logic for nearby compatible mobs.
- Added squad roles:
- Leader
- Flanker
- Bruiser
- Ranged
- Reserve
- Support
- Added squad target sharing for coordinated threat response.
- Added squad threat tracking based on member health and active targets.
- Added squad coordination for:
- Zombies
- Skeletons
- Illagers
- Spiders
- Creepers
- Endermen
- Villagers
- Herd Animals
- Iron Golems
- Added a complete Memory System.
- Added short-term memory for recent sightings, threats, targets, and tactics.
- Added long-term memory for:
- Danger zones
- Escape routes
- Hostile players
- Repeated player interactions
- Added player reputation tracking for mobs and villages.
- Added memory-based danger avoidance.
- Added memory recording when mobs:
- Observe entities
- Target entities
- Deal damage
- Receive damage
- Added memory recording when nearby player deaths occur, creating remembered danger zones.
- Added new configuration options for personality, squad, and memory systems.
- Added detailed configuration comments for server owners.
- Added persistent personality data storage on supported entities.
Changed
- Upgraded the AI core to initialize Personality, Squad, and Memory systems for all enhanced entities.
- Improved decision-making so mob behavior is no longer purely deterministic.
- Improved Zombie AI:
- Retreat timing
- Encirclement behavior
- Pursuit speed
- Group coordination
- Improved Skeleton AI:
- Retreat sensitivity
- Repositioning distance
- Strafing frequency
- Hunter-style tactics
- Improved Villager panic behavior:
- Panic duration
- Flee speed
- Improved Herd Defense behavior through personality influence.
- Improved Illager formation logic:
- Formation willingness
- Formation speed
- Group coordination
- Improved Raid behavior:
- Target scoring
- Blitz movement speed
- Improved pathfinding to avoid remembered danger zones.
- Improved damage handling so mobs remember attackers.
- Improved targeting events to feed directly into the Memory System.
- Improved reload handling for clean Personality, Squad, and Memory resets.
- Improved plugin shutdown cleanup for squad and memory data.
- Updated configuration versioning for the new AI framework.
✨ Improved Gameplay Experience
- Mobs now feel significantly more alive and unpredictable.
- Two mobs of the same type can now react completely differently to the same situation.
- Zombies may:
- Rush aggressively
- Retreat early
- Wait for reinforcements
- Coordinate encirclements
- Skeletons may:
- Maintain cautious distance
- Apply aggressive pressure
- Hunt patiently from range
- Use evasive strafing tactics
- Villagers may react with varying levels of panic, caution, social awareness, or bravery.
- Herd animals now defend groups more naturally based on bravery and cooperation.
- Illagers behave more like organized tactical units.
- Mobs remember recent combat encounters instead of instantly forgetting targets.
- Players can develop a reputation based on repeated hostile actions.
- AI squads share awareness and react collectively to threats.
- Combat encounters now feel more tactical and coordinated.
- Squad behavior scales dynamically with nearby allies.
- Pathfinding considers remembered danger from previous encounters.
⚙ Technical
- Added modular AI managers for Personality, Squad, and Memory systems.
- Integrated all new systems into the existing AI architecture.
- Maintained compatibility with the existing behavior tree implementation.
- Maintained compatibility with the existing state machine architecture.
- Added memory cleanup systems to prevent unbounded growth.
- Added squad cleanup for dead and unloaded entities.
- Added persistent personality loading and saving.
- Added configuration-backed tuning for all AI systems.
- Maintained compatibility with config reload workflows.
- Maintained compatibility with existing mob behavior classes.
- Successfully built and packaged the plugin.
Fixed
- Fixed squad coordination compilation issues by safely reading targets only from supported mob entities.
- Fixed missing default configuration entries for new AI systems.
- Fixed missing runtime initialization for Personality, Squad, and Memory managers.
- Fixed memory persistence issues during entity state resets by separating behavior memory from long-term memory.
- Fixed squad cleanup when members die or unload.
- Fixed potential unbounded memory growth through per-entity memory limits and expiration cleanup.
SentientMobs 2.2.0
"Creatures no longer simply exist.
They think.
They remember.
They coordinate.
They survive."