I only anticipated the NPC choosing a new goal point whenever it reached it's current goal point, and that it would walk in a straight line there. Of course, pretty soon, we're going to get into the famous pathing problems that Verant spent about 5 years (ok, maybe it only _seemed_ like that long

) figuring out. I've noticed that right now mobs just appear by your side (walls and other obstacles like distance be damned) to beat on you, and running away really doesn't help all that much. Kind of makes it hard to run to the guards (not that they help that much either).
Perhaps we need some sort of unified movement code. The NPC can wander (patroll, random, stand still, whatever) when it's not aggro'ed on something, but aggro'ing it causes your position to be it's new goal destination. At all times, it's trying to reach it's goal. That way, we have all the movement code in one place (easy modifcations to work with walls, etc).
Also, that flocking demo is really cool. That would be another really neat feature to put into the emulator (though, I'm not sure I really want to see a flock of split paw gnolls bearing down on me

)