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That's not a glitch, but official behavior.

 

But you can switch that off if you want. There are a bunch of config settings regarding this:

 

monster.conf

// How often should a monster rethink its chase?
// 0: Every 100ms (MIN_MOBTHINKTIME)
// 1: Every cell moved
// 2: Every 2 cells moved
// 3: Every 3 cells moved (official)
// x: Every x cells moved
// Regardless of this setting, a monster will always rethink its chase if it has 
// reached its target. Increase this value if you want to make monsters continue
// moving after they lost their target (hide, no line of sight, etc.).
monster_chase_refresh: 3

misc.conf

// Determines max number of characters that can stack within a single cell. 
// Official - Only affects the walking routines of characters, including monsters.
// If a unit stops walking and is on a cell with more than stack limit
// characters on it, it will walk to the closest free cell.
// Set to 0 for no cell stacking checks and free movement.
// Custom - This variation will make every full cell to be considered a wall.
// NOTE: For the custom setting to take effect you have to use a server compiled
// with Cell Stack Limit support (see src/map/map.h)
official_cell_stack_limit: 1
custom_cell_stack_limit: 1

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