I'd love to see an adaptive AI, please, since this seems to be the most currently active AI. For example, if leveling at high orcs, a merc can attempt to kill an or archer and then a high orc, and evaluates the damage taken and time it took to kill. Use this data to then evaluate which monster to engage with first, or if it should run to a position with potentially more monsters, or if it should concentrate on monsters attacking it's master first because the master is in too much danger.
I'm planning to add a plugin system to Rampage AI Lite in the near future, and this should be a perfect "example" plugin. It will take some work, so don't expect anything right away. (I'm also quite busy outside of working on RAIL, which slows things down more. Sorry.) That being said, I do plan to add such a feature.
You mentioned briefly "or if it should concentrate on monsters attacking it's master first." I should point out that Rampage AI Lite has a similar defense thresholding system as Rampage AI original, so it has a rather complex way of prioritizing defense. I have not yet written the documentation for Rampage AI Lite, but you can read the documentation for Rampage AI if you're curious.
[From my experience, best option is to MC and start killing stuff while I spam pots
A lif without MC up is a useless lif.
^ agreed! If the Lif has MC, it's probably best to do that than anything else.
Okay. With the most recent update (revision 168), I've implemented both Healing Hands and a bit of logic for MC. Healing Hands will automatically try to heal the alchemist/biochemist when HP drops below 50% (this is configurable). It will only start trying to heal after 3 seconds of being idle (again, configurable).
Urgent Escape will be activated if the alchemist moves, or if the lif starts chasing a monster. MC will be activated if the lif starts attacking or chasing a monster. By default, MC takes priority over UE.
Hopefully the default values will work intuitively. If you teleport into a mob, MC should activate right away. If you teleport to an empty room, Healing Hands should bring you up to 50% hp. And if you're running around town, UE should keep you moving faster than the pack.
And, of course, it can all be configured differently in the state-file if the defaults don't suffice. (This includes the conditions for cast, but I haven't written any documentation on that yet...)
In any case, please test it and let me know how it's working for you now.
One situation that may not be working as intended is teleport-killing. It may remember the time that it cast, and think that MC is still active when its not. Can you check this for me?