Reject partial pathfinder results for combat approach tiles so unreachable targets stop combat and show "I can't reach that!" instead of endlessly queueing chase movement.
Also clear stale combat state on teleport/cross-map targets, keep combat movement queues to immediate steps, and prevent NPC retaliation from forcing run movement.
Add a late combat movement pressure pass after world pulses so melee attackers can react to target run paths queued by live walk packets in the same tick. This prevents the attacker from lagging one tile too far behind when a PvP target starts running away.
Also add regressions for melee pressure against running targets, including the live WorldspaceWalk path with run enabled and dragon scimitars, and update the combat movement rewrite notes.
Replaced CombatPulse's private MovementPulse pathing with an engine-side CombatMovementIntents queue resolved before normal walking queues. Exposed candidate attack tiles from CombatMovementPlanner so intents can select and reserve deterministic melee approach paths.
Enabled the first pending combat movement scenario using an open wilderness fixture, added intent resolver coverage, and updated the combat movement rewrite living document.
Move shared combat reach checks out of swing handlers and update melee, range, and magic handlers to delegate to the new reach boundary. Add focused combat tests for large-target melee reach and planner behavior, and update the living combat movement rewrite notes with completed progress and next steps.
Fixed bot head item randomisation
Fixed thief NPC bot stuck in bronze outfit
Added outfits for poor/average/rich classes of bots
Changed sex ratio of bots to 1:3 F:M from 1:5 (open to adjustment with era-authentic sources)