Sup with that? Thanks for your reply.
So I'd set all sprites of the current enemy's height level to low cost and all others to high, right? An idea if that would be applicable per enemy instance, each having their own cost situation? Guessing thats probably all in the obstacle map too and hence not instanciatable either, no?
Just thinking out loud, all it would take is a gap in walkable cells between two sprites of different height. A staircase sprite could bridge that gap. Is there a way to edit or manipulate the walkalble cells other than through solid objects?