Hello :)
I've only been working on the implementation of a new pathfinding algorithm (HPA*), more efficient than the old one (simple A*).
I still have some work to do before it's 100% operational, but as it stands, the performance gain is already quite impressive.
With the old one, on a 200/200 map with hundreds of enemies, FPS simply dropped to zero. Too many calculations. Characters had to constantly recalculate paths, and the impact on performance was enormous.
With the new implementation, under the same conditions, the impact on performance is minimal.
Here's a short video demonstration for those interested!