ok good news - i managed to repro the ogre freeze and the weirdly-high walljump
the weirdly-high walljump was triggered because i forgot to reset the neglect-gravity timer when entering a vanilla wall jump
the ogre-freeze triggers when the ogre is hit without being noticed by the player. the crashes on an AI codepath that assumes an actor target has been assigned (which should be the player), but didn't happen because i mixed up 2 lines of code lul
big surprise - SetTargetToWhoeverHitMe doesn't really work if the buffer that contained by last hit got cleared (thanks to ClearLastHitReceived).
So, those fixes have been addressed locally on my end. And I'll roll-out those fixes on Saturday/Sunday with these fixes plus several other AI tweaks to general enemy behaviour. so that'll be fun to try out ( '3')