diff --git a/CHANGELOG.md b/CHANGELOG.md
index d2a842d4df..66cec07206 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -42,6 +42,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
 - Training dummy items
 - Added spin attack for axe
 - Creature specific stats
+- Minimap compass
 
 ### Changed
 
diff --git a/common/src/path.rs b/common/src/path.rs
index 8388edb36c..d6c10bed98 100644
--- a/common/src/path.rs
+++ b/common/src/path.rs
@@ -4,7 +4,7 @@ use crate::{
     vol::{BaseVol, ReadVol},
 };
 use hashbrown::hash_map::DefaultHashBuilder;
-use rand::{thread_rng, Rng};
+use rand::prelude::*;
 use std::iter::FromIterator;
 use vek::*;
 
@@ -56,6 +56,18 @@ impl From<Path<Vec3<i32>>> for Route {
     fn from(path: Path<Vec3<i32>>) -> Self { Self { path, next_idx: 0 } }
 }
 
+pub struct TraversalConfig {
+    /// The distance to a node at which node is considered visited.
+    pub node_tolerance: f32,
+    /// The slowdown factor when following corners.
+    /// 0.0 = no slowdown on corners, 1.0 = total slowdown on corners.
+    pub slow_factor: f32,
+    /// Whether the agent is currently on the ground.
+    pub on_ground: bool,
+    /// The distance to the target below which it is considered reached.
+    pub min_tgt_dist: f32,
+}
+
 impl Route {
     pub fn path(&self) -> &Path<Vec3<i32>> { &self.path }
 
@@ -70,91 +82,228 @@ impl Route {
         vol: &V,
         pos: Vec3<f32>,
         vel: Vec3<f32>,
-        traversal_tolerance: f32,
+        traversal_cfg: TraversalConfig,
     ) -> Option<(Vec3<f32>, f32)>
     where
         V: BaseVol<Vox = Block> + ReadVol,
     {
-        let next0 = self
-            .next(0)
-            .unwrap_or_else(|| pos.map(|e| e.floor() as i32));
-        let next1 = self.next(1).unwrap_or(next0);
-        if vol.get(next0).map(|b| b.is_solid()).unwrap_or(false) {
-            None
-        } else {
-            let next_tgt = next0.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
-            if pos.xy().distance_squared(next_tgt.xy()) < traversal_tolerance.powf(2.0)
-                && next_tgt.z - pos.z < 0.2
-                && next_tgt.z - pos.z > -2.2
+        let (next0, next1, next_tgt, be_precise) = loop {
+            let next0 = self
+                .next(0)
+                .unwrap_or_else(|| pos.map(|e| e.floor() as i32));
+
+            // Stop using obstructed paths
+            if vol.get(next0).map(|b| b.is_solid()).unwrap_or(false) {
+                return None;
+            }
+
+            let diagonals = [
+                Vec2::new(1, 0),
+                Vec2::new(1, 1),
+                Vec2::new(0, 1),
+                Vec2::new(-1, 1),
+                Vec2::new(-1, 0),
+                Vec2::new(-1, -1),
+                Vec2::new(0, -1),
+                Vec2::new(1, -1),
+            ];
+
+            let next1 = self.next(1).unwrap_or(next0);
+
+            let be_precise = diagonals.iter().any(|pos| {
+                !walkable(vol, next0 + Vec3::new(pos.x, pos.y, 0))
+                    && !walkable(vol, next0 + Vec3::new(pos.x, pos.y, -1))
+                    && !walkable(vol, next0 + Vec3::new(pos.x, pos.y, -2))
+                    && !walkable(vol, next0 + Vec3::new(pos.x, pos.y, 1))
+            });
+
+            let next0_tgt = next0.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
+            let next1_tgt = next1.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
+            let next_tgt = next0_tgt;
+
+            // Maybe skip a node (useful with traversing downhill)
+            let closest_tgt = if next0_tgt.distance_squared(pos) < next1_tgt.distance_squared(pos) {
+                next0_tgt
+            } else {
+                next1_tgt
+            };
+
+            // Determine whether we're close enough to the next to to consider it completed
+            let dist_sqrd = pos.xy().distance_squared(closest_tgt.xy());
+            if dist_sqrd < traversal_cfg.node_tolerance.powf(2.0) * if be_precise { 0.25 } else { 1.0 }
+                && (pos.z - closest_tgt.z > 1.2 || (pos.z - closest_tgt.z > -0.2 && traversal_cfg.on_ground))
+                && (pos.z - closest_tgt.z < 1.2 || (pos.z - closest_tgt.z < 2.9 && vel.z < -0.05))
                 && vel.z <= 0.0
+                // Only consider the node reached if there's nothing solid between us and it
                 && vol
-                    .ray(pos + Vec3::unit_z() * 0.5, next_tgt + Vec3::unit_z() * 0.5)
+                    .ray(pos + Vec3::unit_z() * 1.5, closest_tgt + Vec3::unit_z() * 1.5)
                     .until(|block| block.is_solid())
                     .cast()
                     .0
-                    > pos.distance(next_tgt) * 0.9
+                    > pos.distance(closest_tgt) * 0.9
+                && self.next_idx < self.path.len()
             {
+                // Node completed, move on to the next one
                 self.next_idx += 1;
+            } else {
+                // The next node hasn't been reached yet, use it as a target
+                break (next0, next1, next_tgt, be_precise);
             }
+        };
 
-            let line = LineSegment2 {
-                start: pos.xy(),
-                end: pos.xy() + vel.xy() * 100.0,
-            };
-
-            let align = |block_pos: Vec3<i32>| {
-                (0..2)
-                    .map(|i| (0..2).map(move |j| Vec2::new(i, j)))
-                    .flatten()
-                    .map(|rpos| block_pos + rpos)
-                    .map(|block_pos| {
-                        let block_posf = block_pos.xy().map(|e| e as f32);
-                        let proj = line.projected_point(block_posf);
-                        let clamped = proj.clamped(
-                            block_pos.xy().map(|e| e as f32),
-                            block_pos.xy().map(|e| e as f32),
-                        );
-
-                        (proj.distance_squared(clamped), clamped)
-                    })
-                    .min_by_key(|(d2, _)| (d2 * 1000.0) as i32)
-                    .unwrap()
-                    .1
-            };
-
-            let cb = CubicBezier2 {
-                start: pos.xy(),
-                ctrl0: pos.xy() + vel.xy().try_normalized().unwrap_or_else(Vec2::zero),
-                ctrl1: align(next0),
-                end: align(next1),
-            };
-
-            let tgt2d = cb.evaluate(0.5);
-            let tgt = Vec3::from(tgt2d) + Vec3::unit_z() * next_tgt.z;
-            let tgt_dir = (tgt - pos)
-                .xy()
-                .try_normalized()
-                .unwrap_or_else(Vec2::unit_y);
-            let next_dir = cb
-                .evaluate_derivative(0.5)
-                .try_normalized()
-                .unwrap_or(tgt_dir);
-
-            //let vel_dir = vel.xy().try_normalized().unwrap_or(Vec2::zero());
-            //let avg_dir = (tgt_dir * 0.2 + vel_dir *
-            // 0.8).try_normalized().unwrap_or(Vec2::zero()); let bearing =
-            // Vec3::<f32>::from(avg_dir * (tgt - pos).xy().magnitude()) + Vec3::unit_z() *
-            // (tgt.z - pos.z);
-
-            Some((
-                tgt - pos,
-                next_dir
-                    .dot(vel.xy().try_normalized().unwrap_or_else(Vec2::zero))
-                    .max(0.0)
-                    * 0.75
-                    + 0.25,
-            ))
+        fn gradient(line: LineSegment2<f32>) -> f32 {
+            let r = (line.start.y - line.end.y) / (line.start.x - line.end.x);
+            if r.is_nan() { 100000.0 } else { r }
         }
+
+        fn intersect(a: LineSegment2<f32>, b: LineSegment2<f32>) -> Option<Vec2<f32>> {
+            let ma = gradient(a);
+            let mb = gradient(b);
+
+            let ca = a.start.y - ma * a.start.x;
+            let cb = b.start.y - mb * b.start.x;
+
+            if (ma - mb).abs() < 0.0001 || (ca - cb).abs() < 0.0001 {
+                None
+            } else {
+                let x = (cb - ca) / (ma - mb);
+                let y = ma * x + ca;
+
+                Some(Vec2::new(x, y))
+            }
+        }
+
+        // We don't always want to aim for the centre of block since this can create
+        // jerky zig-zag movement. This function attempts to find a position
+        // inside a target block's area that aligned nicely with our velocity.
+        // This has a twofold benefit:
+        //
+        // 1. Entities can move at any angle when
+        // running on a flat surface
+        //
+        // 2. We don't have to search diagonals when
+        // pathfinding - cartesian positions are enough since this code will
+        // make the entity move smoothly along them
+        let corners = [
+            Vec2::new(0, 0),
+            Vec2::new(1, 0),
+            Vec2::new(1, 1),
+            Vec2::new(0, 1),
+            Vec2::new(0, 0), // Repeated start
+        ];
+
+        let vel_line = LineSegment2 {
+            start: pos.xy(),
+            end: pos.xy() + vel.xy() * 100.0,
+        };
+
+        let align = |block_pos: Vec3<i32>, precision: f32| {
+            let lerp_block =
+                |x, precision| Lerp::lerp(x, block_pos.xy().map(|e| e as f32), precision);
+
+            (0..4)
+                .filter_map(|i| {
+                    let edge_line = LineSegment2 {
+                        start: lerp_block(
+                            (block_pos.xy() + corners[i]).map(|e| e as f32),
+                            precision,
+                        ),
+                        end: lerp_block(
+                            (block_pos.xy() + corners[i + 1]).map(|e| e as f32),
+                            precision,
+                        ),
+                    };
+                    intersect(vel_line, edge_line).filter(|intersect| {
+                        intersect
+                            .clamped(
+                                block_pos.xy().map(|e| e as f32),
+                                block_pos.xy().map(|e| e as f32 + 1.0),
+                            )
+                            .distance_squared(*intersect)
+                            < 0.001
+                    })
+                })
+                .min_by_key(|intersect: &Vec2<f32>| {
+                    (intersect.distance_squared(vel_line.end) * 1000.0) as i32
+                })
+                .unwrap_or_else(|| {
+                    (0..2)
+                        .map(|i| (0..2).map(move |j| Vec2::new(i, j)))
+                        .flatten()
+                        .map(|rpos| block_pos + rpos)
+                        .map(|block_pos| {
+                            let block_posf = block_pos.xy().map(|e| e as f32);
+                            let proj = vel_line.projected_point(block_posf);
+                            let clamped = lerp_block(
+                                proj.clamped(
+                                    block_pos.xy().map(|e| e as f32),
+                                    block_pos.xy().map(|e| e as f32),
+                                ),
+                                precision,
+                            );
+
+                            (proj.distance_squared(clamped), clamped)
+                        })
+                        .min_by_key(|(d2, _)| (d2 * 1000.0) as i32)
+                        .unwrap()
+                        .1
+                })
+        };
+
+        let bez = CubicBezier2 {
+            start: pos.xy(),
+            ctrl0: pos.xy() + vel.xy().try_normalized().unwrap_or_default() * 1.0,
+            ctrl1: align(next0, 1.0),
+            end: align(next1, 1.0),
+        };
+
+        // Use a cubic spline of the next few targets to come up with a sensible target
+        // position. We want to use a position that gives smooth movement but is
+        // also accurate enough to avoid the agent getting stuck under ledges or
+        // falling off walls.
+        let next_dir = bez
+            .evaluate_derivative(0.85)
+            .try_normalized()
+            .unwrap_or_default();
+        let straight_factor = next_dir
+            .dot(vel.xy().try_normalized().unwrap_or(next_dir))
+            .max(0.0)
+            .powf(2.0);
+
+        let bez = CubicBezier2 {
+            start: pos.xy(),
+            ctrl0: pos.xy() + vel.xy().try_normalized().unwrap_or_default() * 1.0,
+            ctrl1: align(
+                next0,
+                (1.0 - if (next0.z as f32 - pos.z).abs() < 0.25 && !be_precise {
+                    straight_factor
+                } else {
+                    0.0
+                })
+                .max(0.1),
+            ),
+            end: align(next1, 1.0),
+        };
+
+        let tgt2d = bez.evaluate(if (next0.z as f32 - pos.z).abs() < 0.25 {
+            0.25
+        } else {
+            0.5
+        });
+        let tgt = if be_precise {
+            next_tgt
+        } else {
+            Vec3::from(tgt2d) + Vec3::unit_z() * next_tgt.z
+        };
+
+        Some((
+            tgt - pos,
+            // Control the entity's speed to hopefully stop us falling off walls on sharp corners.
+            // This code is very imperfect: it does its best but it can still fail for particularly
+            // fast entities.
+            straight_factor * traversal_cfg.slow_factor + (1.0 - traversal_cfg.slow_factor),
+        ))
+        .filter(|(bearing, _)| bearing.z < 2.1)
     }
 }
 
@@ -178,41 +327,64 @@ impl Chaser {
         pos: Vec3<f32>,
         vel: Vec3<f32>,
         tgt: Vec3<f32>,
-        min_dist: f32,
-        traversal_tolerance: f32,
+        traversal_cfg: TraversalConfig,
     ) -> Option<(Vec3<f32>, f32)>
     where
         V: BaseVol<Vox = Block> + ReadVol,
     {
         let pos_to_tgt = pos.distance(tgt);
 
-        if ((pos - tgt) * Vec3::new(1.0, 1.0, 2.0)).magnitude_squared() < min_dist.powf(2.0) {
+        // If we're already close to the target then there's nothing to do
+        if ((pos - tgt) * Vec3::new(1.0, 1.0, 2.0)).magnitude_squared()
+            < traversal_cfg.min_tgt_dist.powf(2.0)
+        {
+            self.route = None;
             return None;
         }
 
         let bearing = if let Some(end) = self.route.as_ref().and_then(|r| r.path().end().copied()) {
             let end_to_tgt = end.map(|e| e as f32).distance(tgt);
-            if end_to_tgt > pos_to_tgt * 0.3 + 5.0 || thread_rng().gen::<f32>() < 0.005 {
+            // If the target has moved significantly since the path was generated then it's
+            // time to search for a new path. Also, do this randomly from time
+            // to time to avoid any edge cases that cause us to get stuck. In
+            // theory this shouldn't happen, but in practice the world is full
+            // of unpredictable obstacles that are more than willing to mess up
+            // our day. TODO: Come up with a better heuristic for this
+            if end_to_tgt > pos_to_tgt * 0.3 + 5.0
+            /* || thread_rng().gen::<f32>() < 0.005 */
+            {
                 None
             } else {
                 self.route
                     .as_mut()
-                    .and_then(|r| r.traverse(vol, pos, vel, traversal_tolerance))
+                    .and_then(|r| r.traverse(vol, pos, vel, traversal_cfg))
+                    // In theory this filter isn't needed, but in practice agents often try to take
+                    // stale paths that start elsewhere. This code makes sure that we're only using
+                    // paths that start near us, avoiding the agent doubling back to chase a stale
+                    // path.
+                    .filter(|(bearing, _)| bearing.xy()
+                        .magnitude_squared() < 1.75f32.powf(2.0)
+                        && thread_rng().gen::<f32>() > 0.025)
             }
         } else {
             None
         };
 
-        // TODO: What happens when we get stuck?
-        if let Some(bearing) = bearing {
-            Some(bearing)
+        if let Some((bearing, speed)) = bearing {
+            Some((bearing, speed))
         } else {
+            // Only search for a path if the target has moved from their last position. We
+            // don't want to be thrashing the pathfinding code for targets that
+            // we're unable to access!
             if self
                 .last_search_tgt
                 .map(|last_tgt| last_tgt.distance(tgt) > pos_to_tgt * 0.15 + 5.0)
                 .unwrap_or(true)
+                || self.astar.is_some()
+                || self.route.is_none()
             {
                 let (start_pos, path) = find_path(&mut self.astar, vol, pos, tgt);
+                // Don't use a stale path
                 if start_pos.distance_squared(pos) < 4.0f32.powf(2.0) {
                     self.route = path.map(Route::from);
                 } else {
@@ -225,6 +397,24 @@ impl Chaser {
     }
 }
 
+#[allow(clippy::float_cmp)] // TODO: Pending review in #587
+fn walkable<V>(vol: &V, pos: Vec3<i32>) -> bool
+where
+    V: BaseVol<Vox = Block> + ReadVol,
+{
+    vol.get(pos - Vec3::new(0, 0, 1))
+        .map(|b| b.is_solid() && b.get_height() == 1.0)
+        .unwrap_or(false)
+        && vol
+            .get(pos + Vec3::new(0, 0, 0))
+            .map(|b| !b.is_solid())
+            .unwrap_or(true)
+        && vol
+            .get(pos + Vec3::new(0, 0, 1))
+            .map(|b| !b.is_solid())
+            .unwrap_or(true)
+}
+
 #[allow(clippy::float_cmp)] // TODO: Pending review in #587
 fn find_path<V>(
     astar: &mut Option<Astar<Vec3<i32>, DefaultHashBuilder>>,
@@ -235,19 +425,7 @@ fn find_path<V>(
 where
     V: BaseVol<Vox = Block> + ReadVol,
 {
-    let is_walkable = |pos: &Vec3<i32>| {
-        vol.get(*pos - Vec3::new(0, 0, 1))
-            .map(|b| b.is_solid() && b.get_height() == 1.0)
-            .unwrap_or(false)
-            && vol
-                .get(*pos + Vec3::new(0, 0, 0))
-                .map(|b| !b.is_solid())
-                .unwrap_or(true)
-            && vol
-                .get(*pos + Vec3::new(0, 0, 1))
-                .map(|b| !b.is_solid())
-                .unwrap_or(true)
-    };
+    let is_walkable = |pos: &Vec3<i32>| walkable(vol, *pos);
     let get_walkable_z = |pos| {
         let mut z_incr = 0;
         for _ in 0..32 {
@@ -291,23 +469,23 @@ where
             Vec3::new(0, 0, -1),  // Downwards
         ];
 
-        let walkable = [
-            is_walkable(&(pos + Vec3::new(1, 0, 0))),
-            is_walkable(&(pos + Vec3::new(-1, 0, 0))),
-            is_walkable(&(pos + Vec3::new(0, 1, 0))),
-            is_walkable(&(pos + Vec3::new(0, -1, 0))),
-        ];
+        // let walkable = [
+        //     is_walkable(&(pos + Vec3::new(1, 0, 0))),
+        //     is_walkable(&(pos + Vec3::new(-1, 0, 0))),
+        //     is_walkable(&(pos + Vec3::new(0, 1, 0))),
+        //     is_walkable(&(pos + Vec3::new(0, -1, 0))),
+        // ];
 
-        const DIAGONALS: [(Vec3<i32>, [usize; 2]); 8] = [
-            (Vec3::new(1, 1, 0), [0, 2]),
-            (Vec3::new(-1, 1, 0), [1, 2]),
-            (Vec3::new(1, -1, 0), [0, 3]),
-            (Vec3::new(-1, -1, 0), [1, 3]),
-            (Vec3::new(1, 1, 1), [0, 2]),
-            (Vec3::new(-1, 1, 1), [1, 2]),
-            (Vec3::new(1, -1, 1), [0, 3]),
-            (Vec3::new(-1, -1, 1), [1, 3]),
-        ];
+        // const DIAGONALS: [(Vec3<i32>, [usize; 2]); 8] = [
+        //     (Vec3::new(1, 1, 0), [0, 2]),
+        //     (Vec3::new(-1, 1, 0), [1, 2]),
+        //     (Vec3::new(1, -1, 0), [0, 3]),
+        //     (Vec3::new(-1, -1, 0), [1, 3]),
+        //     (Vec3::new(1, 1, 1), [0, 2]),
+        //     (Vec3::new(-1, 1, 1), [1, 2]),
+        //     (Vec3::new(1, -1, 1), [0, 3]),
+        //     (Vec3::new(-1, -1, 1), [1, 3]),
+        // ];
 
         DIRS.iter()
             .map(move |dir| (pos, dir))
@@ -331,24 +509,26 @@ where
                                 .unwrap_or(true)))
             })
             .map(move |(pos, dir)| pos + dir)
-            .chain(
-                DIAGONALS
-                    .iter()
-                    .filter(move |(dir, [a, b])| {
-                        is_walkable(&(pos + *dir)) && walkable[*a] && walkable[*b]
-                    })
-                    .map(move |(dir, _)| pos + *dir),
-            )
-    };
-
-    let crow_line = LineSegment2 {
-        start: startf.xy(),
-        end: endf.xy(),
+        // .chain(
+        //     DIAGONALS
+        //         .iter()
+        //         .filter(move |(dir, [a, b])| {
+        //             is_walkable(&(pos + *dir)) && walkable[*a] &&
+        // walkable[*b]         })
+        //         .map(move |(dir, _)| pos + *dir),
+        // )
     };
 
     let transition = |a: &Vec3<i32>, b: &Vec3<i32>| {
+        let crow_line = LineSegment2 {
+            start: startf.xy(),
+            end: endf.xy(),
+        };
+
+        // Modify the heuristic a little in order to prefer paths that take us on a
+        // straight line toward our target. This means we get smoother movement.
         1.0 + crow_line.distance_to_point(b.xy().map(|e| e as f32)) * 0.025
-            + (b.z - a.z - 1).max(0) as f32 * 3.0
+            + (b.z - a.z - 1).max(0) as f32 * 10.0
     };
     let satisfied = |pos: &Vec3<i32>| pos == &end;
 
diff --git a/common/src/spiral.rs b/common/src/spiral.rs
index 5a13b93d9d..2a76a3484d 100644
--- a/common/src/spiral.rs
+++ b/common/src/spiral.rs
@@ -16,6 +16,7 @@ impl Spiral2d {
 impl Iterator for Spiral2d {
     type Item = Vec2<i32>;
 
+    #[allow(clippy::erasing_op)]
     fn next(&mut self) -> Option<Self::Item> {
         let layer_size = (self.layer * 8 + 4 * self.layer.min(1) - 4).max(1);
         if self.i >= layer_size {
diff --git a/common/src/states/utils.rs b/common/src/states/utils.rs
index 7ebec30dc4..ce01809f80 100644
--- a/common/src/states/utils.rs
+++ b/common/src/states/utils.rs
@@ -31,9 +31,9 @@ impl Body {
     pub fn base_accel(&self) -> f32 {
         match self {
             Body::Humanoid(_) => 100.0,
-            Body::QuadrupedSmall(_) => 80.0,
+            Body::QuadrupedSmall(_) => 85.0,
             Body::QuadrupedMedium(_) => 180.0,
-            Body::BirdMedium(_) => 70.0,
+            Body::BirdMedium(_) => 80.0,
             Body::FishMedium(_) => 50.0,
             Body::Dragon(_) => 250.0,
             Body::BirdSmall(_) => 75.0,
@@ -41,7 +41,7 @@ impl Body {
             Body::BipedLarge(_) => 120.0,
             Body::Object(_) => 40.0,
             Body::Golem(_) => 130.0,
-            Body::Critter(_) => 65.0,
+            Body::Critter(_) => 85.0,
             Body::QuadrupedLow(_) => 120.0,
         }
     }
diff --git a/common/src/sys/agent.rs b/common/src/sys/agent.rs
index 5fcfd5d47a..36b8afd4e9 100644
--- a/common/src/sys/agent.rs
+++ b/common/src/sys/agent.rs
@@ -3,11 +3,11 @@ use crate::{
         self,
         agent::Activity,
         item::{tool::ToolKind, ItemKind},
-        Agent, Alignment, CharacterState, ChatMsg, ControlAction, Controller, Loadout, MountState,
-        Ori, Pos, Scale, Stats, Vel,
+        Agent, Alignment, Body, CharacterState, ChatMsg, ControlAction, Controller, Loadout,
+        MountState, Ori, PhysicsState, Pos, Scale, Stats, Vel,
     },
     event::{EventBus, ServerEvent},
-    path::Chaser,
+    path::{Chaser, TraversalConfig},
     state::{DeltaTime, Time},
     sync::{Uid, UidAllocator},
     terrain::TerrainGrid,
@@ -38,9 +38,11 @@ impl<'a> System<'a> for Sys {
         ReadStorage<'a, Stats>,
         ReadStorage<'a, Loadout>,
         ReadStorage<'a, CharacterState>,
+        ReadStorage<'a, PhysicsState>,
         ReadStorage<'a, Uid>,
         ReadExpect<'a, TerrainGrid>,
         ReadStorage<'a, Alignment>,
+        ReadStorage<'a, Body>,
         WriteStorage<'a, Agent>,
         WriteStorage<'a, Controller>,
         ReadStorage<'a, MountState>,
@@ -62,9 +64,11 @@ impl<'a> System<'a> for Sys {
             stats,
             loadouts,
             character_states,
+            physics_states,
             uids,
             terrain,
             alignments,
+            bodies,
             mut agents,
             mut controllers,
             mount_states,
@@ -78,6 +82,8 @@ impl<'a> System<'a> for Sys {
             alignment,
             loadout,
             character_state,
+            physics_state,
+            body,
             uid,
             agent,
             controller,
@@ -90,6 +96,8 @@ impl<'a> System<'a> for Sys {
             alignments.maybe(),
             &loadouts,
             &character_states,
+            &physics_states,
+            bodies.maybe(),
             &uids,
             &mut agents,
             &mut controllers,
@@ -126,7 +134,8 @@ impl<'a> System<'a> for Sys {
             // and so can afford to be less precise when trying to move around
             // the world (especially since they would otherwise get stuck on
             // obstacles that smaller entities would not).
-            let traversal_tolerance = scale + vel.0.magnitude() * 0.3;
+            let node_tolerance = scale + vel.0.xy().magnitude() * 0.2;
+            let slow_factor = body.map(|b| b.base_accel() / 250.0).unwrap_or(0.0).min(1.0);
 
             let mut do_idle = false;
             let mut choose_target = false;
@@ -199,8 +208,12 @@ impl<'a> System<'a> for Sys {
                                     pos.0,
                                     vel.0,
                                     tgt_pos.0,
-                                    AVG_FOLLOW_DIST,
-                                    traversal_tolerance,
+                                    TraversalConfig {
+                                        node_tolerance,
+                                        slow_factor,
+                                        on_ground: physics_state.on_ground,
+                                        min_tgt_dist: AVG_FOLLOW_DIST,
+                                    },
                                 ) {
                                     inputs.move_dir =
                                         bearing.xy().try_normalized().unwrap_or(Vec2::zero())
@@ -315,8 +328,12 @@ impl<'a> System<'a> for Sys {
                                     pos.0,
                                     vel.0,
                                     tgt_pos.0,
-                                    1.25,
-                                    traversal_tolerance,
+                                    TraversalConfig {
+                                        node_tolerance,
+                                        slow_factor,
+                                        on_ground: physics_state.on_ground,
+                                        min_tgt_dist: 1.25,
+                                    },
                                 ) {
                                     inputs.move_dir = Vec2::from(bearing)
                                         .try_normalized()
diff --git a/server/src/sys/message.rs b/server/src/sys/message.rs
index 3ea09a0003..f346f1fab0 100644
--- a/server/src/sys/message.rs
+++ b/server/src/sys/message.rs
@@ -146,20 +146,20 @@ impl Sys {
                 },
                 ClientMsg::SetViewDistance(view_distance) => {
                     if let ClientState::Character { .. } = client.client_state {
+                        players.get_mut(entity).map(|player| {
+                            player.view_distance = Some(
+                                settings
+                                    .max_view_distance
+                                    .map(|max| view_distance.min(max))
+                                    .unwrap_or(view_distance),
+                            )
+                        });
+
                         if settings
                             .max_view_distance
-                            .map(|max| view_distance <= max)
-                            .unwrap_or(true)
+                            .map(|max| view_distance > max)
+                            .unwrap_or(false)
                         {
-                            players.get_mut(entity).map(|player| {
-                                player.view_distance = Some(
-                                    settings
-                                        .max_view_distance
-                                        .map(|max| view_distance.min(max))
-                                        .unwrap_or(view_distance),
-                                )
-                            });
-                        } else {
                             client.notify(ServerMsg::SetViewDistance(
                                 settings.max_view_distance.unwrap_or(0),
                             ));
diff --git a/voxygen/src/hud/minimap.rs b/voxygen/src/hud/minimap.rs
index 3a0225539b..b696c2c66b 100644
--- a/voxygen/src/hud/minimap.rs
+++ b/voxygen/src/hud/minimap.rs
@@ -8,7 +8,7 @@ use common::{comp, terrain::TerrainChunkSize, vol::RectVolSize};
 use conrod_core::{
     color, position,
     widget::{self, Button, Image, Rectangle, Text},
-    widget_ids, Colorable, Positionable, Sizeable, Widget, WidgetCommon,
+    widget_ids, Color, Colorable, Positionable, Sizeable, Widget, WidgetCommon,
 };
 use specs::WorldExt;
 use vek::*;
@@ -23,7 +23,11 @@ widget_ids! {
         mmap_plus,
         mmap_minus,
         grid,
-        indicator
+        indicator,
+        mmap_north,
+        mmap_east,
+        mmap_south,
+        mmap_west,
     }
 }
 
@@ -39,6 +43,7 @@ pub struct MiniMap<'a> {
     fonts: &'a ConrodVoxygenFonts,
     #[conrod(common_builder)]
     common: widget::CommonBuilder,
+    ori: Vec3<f32>,
 }
 
 impl<'a> MiniMap<'a> {
@@ -49,6 +54,7 @@ impl<'a> MiniMap<'a> {
         rot_imgs: &'a ImgsRot,
         world_map: &'a (img_ids::Rotations, Vec2<u32>),
         fonts: &'a ConrodVoxygenFonts,
+        ori: Vec3<f32>,
     ) -> Self {
         Self {
             show,
@@ -58,6 +64,7 @@ impl<'a> MiniMap<'a> {
             world_map,
             fonts,
             common: widget::CommonBuilder::default(),
+            ori,
         }
     }
 }
@@ -195,10 +202,12 @@ impl<'a> Widget for MiniMap<'a> {
                 [w_src, h_src],
             );
 
+            let map_size = Vec2::new(170.0, 170.0);
+
             // Map Image
             Image::new(world_map.source_north)
                 .middle_of(state.ids.mmap_frame_bg)
-                .w_h(170.0 * SCALE, 170.0 * SCALE)
+                .w_h(map_size.x * SCALE, map_size.y * SCALE)
                 .parent(state.ids.mmap_frame_bg)
                 .source_rectangle(rect_src)
                 .set(state.ids.grid, ui);
@@ -212,6 +221,37 @@ impl<'a> Widget for MiniMap<'a> {
                 .floating(true)
                 .parent(ui.window)
                 .set(state.ids.indicator, ui);
+
+            // Compass directions
+            let dirs = [
+                (Vec2::new(0.0, 1.0), state.ids.mmap_north, "N", true),
+                (Vec2::new(1.0, 0.0), state.ids.mmap_east, "E", false),
+                (Vec2::new(0.0, -1.0), state.ids.mmap_south, "S", false),
+                (Vec2::new(-1.0, 0.0), state.ids.mmap_west, "W", false),
+            ];
+            for (dir, id, name, bold) in dirs.iter() {
+                let cardinal_dir = Vec2::unit_x().rotated_z(self.ori.x as f64) * dir.x
+                    + Vec2::unit_y().rotated_z(self.ori.x as f64) * dir.y;
+                let clamped = (cardinal_dir * 3.0)
+                    / (cardinal_dir * 3.0).map(|e| e.abs()).reduce_partial_max();
+                let pos = clamped * (map_size * 0.73 - 10.0);
+                Text::new(name)
+                    .x_y_position_relative_to(
+                        state.ids.grid,
+                        position::Relative::Scalar(pos.x),
+                        position::Relative::Scalar(pos.y),
+                    )
+                    .font_size(self.fonts.cyri.scale(18))
+                    .font_id(self.fonts.cyri.conrod_id)
+                    .color(if *bold {
+                        Color::Rgba(0.75, 0.0, 0.0, 1.0)
+                    } else {
+                        TEXT_COLOR
+                    })
+                    .floating(true)
+                    .parent(ui.window)
+                    .set(*id, ui);
+            }
         } else {
             Image::new(self.imgs.mmap_frame_closed)
                 .w_h(174.0 * SCALE, 18.0 * SCALE)
diff --git a/voxygen/src/hud/mod.rs b/voxygen/src/hud/mod.rs
index 5e4bc19d81..4177177ca8 100644
--- a/voxygen/src/hud/mod.rs
+++ b/voxygen/src/hud/mod.rs
@@ -600,6 +600,7 @@ impl Hud {
         debug_info: DebugInfo,
         dt: Duration,
         info: HudInfo,
+        camera: &Camera,
     ) -> Vec<Event> {
         let mut events = std::mem::replace(&mut self.events, Vec::new());
         let (ref mut ui_widgets, ref mut tooltip_manager) = self.ui.set_widgets();
@@ -1499,6 +1500,7 @@ impl Hud {
             &self.rot_imgs,
             &self.world_map,
             &self.fonts,
+            camera.get_orientation(),
         )
         .set(self.ids.minimap, ui_widgets)
         {
@@ -2251,7 +2253,7 @@ impl Hud {
         if let Some(maybe_id) = self.to_focus.take() {
             self.ui.focus_widget(maybe_id);
         }
-        let events = self.update_layout(client, global_state, debug_info, dt, info);
+        let events = self.update_layout(client, global_state, debug_info, dt, info, camera);
         let camera::Dependents {
             view_mat, proj_mat, ..
         } = camera.dependents();