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(+1)

It was my pleasure. Obviously don't feel like this is the only solution, but I think making the speed inversely proportional to the players distance from the monster (the monster is faster at closer distances and slower at further distances)  would make it feel a little more dynamic/realistic. That way the player feels some incentive to sneak, and the monster's behavior feels reactionary to the gameplay as opposed to just being stuck at a static speed.