I've noticed that in Ironwail, mobs have a larger area of awareness on player actions compared to the KEX Engine.
For example, if an enemy is hiding around a corner on a map, it's easier to lure them from hiding by attacking another nearby enemy in Ironwail than in the KEX Engine.
I've also noticed that attacking mob usually alerts more enemies in Ironwail than in KEX.
This is difficult to solve with so many different mods.
For example, the maps and enemy placement in the official "MG1" mod were created with the KEX Engine in mind, but unofficial mods like "QBJ3" may have been based on enemy behavior present in the Ironwail Engine (I'm not certain on this, but the fact that QBJ3 can be downloaded as a standalone version based on the Ironwail Engine suggests that the behavior of enemies in Ironwail is desired).
I've noticed that in Ironwail, mobs have a larger area of awareness on player actions compared to the KEX Engine.
For example, if an enemy is hiding around a corner on a map, it's easier to lure them from hiding by attacking another nearby enemy in Ironwail than in the KEX Engine.
I've also noticed that attacking mob usually alerts more enemies in Ironwail than in KEX.
This is difficult to solve with so many different mods.
For example, the maps and enemy placement in the official "MG1" mod were created with the KEX Engine in mind, but unofficial mods like "QBJ3" may have been based on enemy behavior present in the Ironwail Engine (I'm not certain on this, but the fact that QBJ3 can be downloaded as a standalone version based on the Ironwail Engine suggests that the behavior of enemies in Ironwail is desired).