Guards on patrol (path) will not properly reset back to it's path and gets often stuck. Now you need to move the npc, delete its path and set it again.
When a Bouncers aggros on a mob and it kills it, the bouncer won't return to it's exact starting position quite often.
XP orbs float towards the npc but it can't absorb them ofcourse. Is there a way no make them not float towards npcs ór (even better) let monsters not drop XP orbs when an NPC kills them?
Bouncers trying to find a path to a mob but can't find it often start spinning around on a spot.
In 29-09 10:19 dev build bouncers will only attack for a limited time after server reboot. In the 27-09 14:07 dev build this keeps working!
Suggestion:
Make Bouncers have an option to stay in one place. I don't want my archers to drop down from their walls and attack constantly. And get themselves blown up by creepers and demolishing the landscape.
(now a wall of 5 seems high enough to keep them on the wall although they use a sign to drop down on aswell)
Limit the height a Bouncer is willing to fall to attack a mob. (Maybe this can even be set per NPC?) This has the benefit that the bouncer (with bow) will follow a wall a bit to get better range on a mob but will stay up there.
Make Snowballs useable as weapons for Guards. (throwable ofcourse)
Add a flag so you can add npc's to a guards flags. Then you can stage fights which make the world look more alive ánd add cool events! (add kill X "npc-name" to the quester so people have a reason to take part to these events)
Players have (or will get shortly) a bow animation. Skeletons already have those. Can't those be used for the Guards with bows aswell?
Non-guard Suggestion:
Perhaps add a function in your config that will make NPC's flee for a while once they get attacked/hit? Like the animals currently do.
Excluding guards obviously.
A Guard seems to see an opening with Iron Bars as a possible way to path through. That might need to be fixed when NPCs look for a path to get to a mob.
Bugs:
Suggestion:
Non-guard Suggestion: