Herding is a movement scenario: the old CurrentSpeed getter hack forced
0.3 on the fused clock, which under the split misclassified - a herded
mob whose active think happens to be 0.3 walked at its (slow) move value
while any other mob got a bespoke 0.3. Now CurrentMoveSpeed drives a
herded creature at a fixed 0.3s per step - RunUO's forced pace, without
its TransformMoveDelay inflation to 0.6 - so herding is never penalized
by a slow creature. Thinking is untouched.
CheckHerding walks through MoveToPoint (cached boxed goal) instead of a
greedy per-think DoMove, so the movement clock actually governs pace
between think ticks - and herded creatures path around obstacles instead
of walking into them.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>