I'm getting a bit ahead of myself as usual, but I'm trying to figure out a way for this to happen:
I have a little mini group of ratmen guarding a chest, which will, among other things, contain an as-yet-unimagined item that is needed for later on in the dungeon. The chest will be locked, but pickable, and if you don't happen to have a thief then you need to kill the ratman mage that is guarding it, or perhaps some other creature in the dungeon and it will have a key on him that will open it(I have a mini-question right here, could you direct me to a post that explains how to create a specific key that can unlock a specific chest? It seems easy but I haven't found anything. Would I just use a switch for this?). What I want is there to be an effect on already spawned creatures, like an alarm being raised, when the chest is opened or looted, for instance having patroling ratmen within a range moving towards the area of the chest as a reaction, among other things. In my imagination I think you could perhaps spawn a waypoint in the location when the chest is looted and have certain fairly nearby sentries move towards it. The mechanics are a bit over my head right now.
I desire to add some strategy to a game that is not so strategic in its mechanics, and give choices to the players that will have different consequences. The dungeon I am working in gives you more than one way to go, and you can quickly go to this area, if you choose, and try to get what's in the chest, but if you don't go directly for the chest things could turn out to be easier as you could take down the nearby reinforcements, and when you finally looted the chest, you would have some time before the smackdown reaches you.
I guess in general, my question is, can you change properties of multiple mobs, such that when a certain event happens, the mobs behaviour changes, and perhaps even the props of the mob itself? It seems theoretically possible, but I need a point in the right direction here.TIA