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(+1)

Ranged units are always the annoying ones to bolt onto an existing RTS template - kiting logic and aggro range tend to break whatever pathfinding you already tuned for melee. Curious if you're designing these enemy sprites with a specific attack range/behavior in mind or leaving that entirely up to whoever integrates them.

Yes! I mainly focus on the assets and animations, and leave the attack range, aggro, and behavior up to the developer implementing them. :)