Hey there, This sounds like you either don't have a death animation attached to your AI's animation settings or the death animation you are using is not properly rigged with your AI's model. Ensure the animations are properly working with your AI prior to applying them. If your AI is not properly facing its target, it most likely is the Combat Idle's Y animation position. This can be adjusted by going to the animation object in the Project tab and going to the Animation tab in the Import Settings. 1) Yes, currently an AI can only use melee or ranged attacks. I plan on adding a modular ability system that will allow users to create a series of attacks, abilities, and spells an AI can use. AI will also be able to switch between melee and ranged attack based on certain conditions such as distance and randomly. 2) More attack animations will come. With the modular ability system, users will be able to choose which animation is played for each modular ability. There still needs to be a cap of how many attack animations can be used because every attack animation needs to have a created state in the Animator Controller. 3) An interesting suggestion. I could see how that could be useful. I will certainly consider it. 4) I plan on more events to Emerald AI. So, some sort of casting or pre-attack event could be useful. 5) Currently, the AI's name and title font can be adjust by going to the AI Health Bar Canvas in the project and adjusting the AI Name Text manually. Thanks, I have a lot planned for Emerald AI with the next couple of updates. AI don't currently have states, but with I'm working on a modular abilities system. This will allow an AI will have abilities that can be used based on certain conditions, as well as randomly, during combat. I plan on adding blocking with one of the feature updates. This will expand an AI's Confidence Level options such as having an AI block more when their health is low. An AI's settings can be altered with events, you would just need a reference to the Emerald AI object you would like to adjust. Is there one attached to any portion of your player? I believe this is the only way an object can move a Nav Mesh object. Very cool! Emerald AI's breeding system is still be rewritten, but mating will be possible after this feature is released. It will also allow AI to spawn offspring according to different rarities, like it could previously. As for player relations, the faction system is used by AI. I do plan on adding one for the player though. Group forming isn't currently available, but is a feature coming with the next update.