I come up with a different solution to tweaking the enemy behaviour. The one showed in the video doesn’t cover any non-archer enemy, which will happily stand as stationary target for the player’s projectiles (unless you give everybody an extra long chase distance).
I added a hasBeenAttacked bool with a getter to Health. The bool is false by default and set to true when the enemy takes damage.
In the AiController I added an extra clause in Update that checks said bool and if it’s true, it multiplies the chaseDistance by a tunable amount (I did some tests to make it so that the distance is larger than the player’s projectile range). This way the moment the player shoots an enemy, the enemy starts chasing them no matter what their type is. It also leaves the door open for an ambush-like attack, where if you have a ranged weapon/spell that kill them in one hit, you can do that without alerting them first.
I realize that probably having Health raise an event to change the chaseDistance would be a better solution than checking the bool at each frame, but it felt a bit too elaborated for something that will probably be refactored again in some future lesson.