So i finally have 3 days off to work on this. I started by remaking the way the bots think about how they will do stuff.
Previously i had one task running per player just to see how far this could go and it because obvious that after 200 players the thing went kraaaa.
However i reworked the way this logic in handled and now with a reasonably low cpu usage.
To test it i spawned 666 bots of two types, AttackerAI (general purpose) and SpellHowlerAI (class specific) and the load is kept low, so im happy withe the performance side of things.
Next thing in the todo list is to create individual class based AI for combat and social interaction.
Bots should behave differently in different scenarios and even though fake, their decisions should at least look authentic.