@nprofile1q... and
@nprofile1q... This is a really good idea I'll probably put in down the line once I have a tighter grasp on the overworld stuff movement rules. specifically for later in this area, though.
i spent an inordinate amount of time extending the default yanfly eventchaseplayer plugin as the basis of all enemy movement logic, because that's the one that all rpgmaker games use and i want to establish "yes, this is a normal rpgmaker game, don't worry about it :)" early on. once the player probably knows what to expect and how to handle enemies, they get to start dealing with curveballs like "they react to sound and can hear you run" and "they can track you by the physical evidence you left behind and adjust patrol routes" and whatnot. having a few later on that do not move with the normal yanfly logic would increase player uncertainty, but i need to establish the rules before i can start breaking them
video related, it's them tracking the player via blood trail (placed statically here, generated dynamically as you move around while injured)