Changelog
- Limit the 30 second wait and the evade (full life, untargetable, no acquisition) to ordinary monsters through Creature.EvadesHome; guards, patrols and bosses head home at once, stay attackable, keep scanning and keep their life
- Record the tiles a creature leaves while outside its return field in ProcessMove, ProcessJump and ProcessPath, cutting loops and capping at 4096 tiles
- Retrace that trail home one step at a time from beyond the return field instead of instant-resetting; the jump remains only for an empty or persistently blocked trail
- Clear the trail on respawn
- Cover guard, patrol and boss returns and a long pull walking all the way home in tests
- Update the monster characterization and pathfinding docs