It should only be attacking other npc's if they are interacting with the player, does it seem like it goes out of it's way to hit other things? And if so which npc's so I can take a look.
They may be cracking down on Chaos Druids, it is a pretty heavily botted thing in general. As for the thing with randoms, I have replied and explained what is likely happening. I also asked those who experienced the issue if this occurs when the setting in the client "Dismiss all randoms" is enabled or if it is only occurring when that option is disabled, and do not believe I received a response, please correct me if I'm wrong. I will, however, explain again what the issue likely is and why the user should be able to fix it by enabling "Dismiss all randoms".
There are many actions the script will not perform if a random event needs to be handled by the client, this is intentionally programmed into this script so as to allow the client to immediately deal with a random it needs to deal with by exiting or not performing a sequence of actions that may delay the handler from kicking in. The way this is done is by detecting if the client's random solver should kick in, oddly enough it seems that if the option "Dismiss all randoms" is not enabled the method for checking if the random solver should kick in still returns true. This means that if the user has not selected the "Dismiss all randoms" option the script will still skip performing many actions . The way this can be alleviated is by enabling the option "Dismiss all randoms". If you have that option enabled and you are still encountering the issue please let me know as that means there is something else at work causing this bug. However, when I have explained to others what I have explained just now they haven't replied and said "Hey that doesn't work" or anything of the like, this leads me to believe enabling the "Dismiss all randoms" option fixes the issue. Again, please correct me if I'm wrong about this.