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> |
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