-Boats move on 3th speed over shallow water and 4th over deep water, knarrs even slower on shallow water.
-All animals when already in combat have an "upset" status that allow them to switch target based on proximity and if they have or not clear path to the target.
-For the cave in&out thing, when you switch from pocket worlds/caves, etc.. to real world you always go out of combat and the animals will wander away from the enter/exit proximity, they will never stop close by.
-In general for all animals, not having clear path to reach you will cause them to flee/wander away.( I know pathfinding is a bitch for developing)
Idk if they are all viable options, and probably we need more also....but I believe not bad to start with. Cheers