Colorsfade,
Did you implement your "smart" monsters routines for this module? I thought your work on developing the scripts to implement "thinking" enemies was brilliant.
Garet Jax
For some monsters, yes.
Let me try not to spoil too much with specifics, and say this:
1) Anything that casts spells probably has custom AI.
2) Anything that shoots a bow and arrow or crossbow has custom AI.
In the case of the archers, it's very simple AI - it keeps all the archers from making their first shot at the same PC party member. I found this default behavior annoying; it made more sense to me for archers to take aim at multiple opponents. So when you march into a room with a bunch of archers, they are not all going to shoot at the first person who enters (which is default behavior). Instead, they're going to randomly select targets and shoot. It makes for a better encounter, where archers are concerned, IMO.
In the case of some clerics, they do some smart spell casting: they tend to buff first, before you get into range, and then they cast offensive spells, keeping a watchful eye on nearby melee fighters. They will heal allies when allies drop below a certain health number (which is variable based on my scripting). They will also toggle into Defensive Casting Mode if you get too close tot hem. The healing of allies tends not to have such a big effect in the prologue because you're low level and creatures die fast, but I think it will make a difference in later chapters (and it made a difference in playtesting when I was using level 15 characters).
Wizards operate intelligently with their spells, and I think they are much more formidable foes now (and this, honestly, was a huge reason for me doing this campaign, because I love wizards and EK's, and I wanted them to be fearful opponents).
I found in the default AI that wizards tended to cast way too many level 0 spells and not use their useful spells before they are dead. In this module, they will tend to self-buff first (and often by instantly casting spells via a special Rod of Sequencing - more on that later).
There is an encounter, for instance, where you will have a cut-scene, and the wizard will be on the other side of the room, blocked by the natural geography of the room's items. When the fight starts, the wizard will immediately buff with level-appropriate, class-specific spells. Then the wizard will begin casting offensive spells in a smart way. It's a much more challenging encounter this way.
For instance, if the wizard has a Charm Person spell memorized, they will target the PC party member with the lowest Will save, since Charm Person is negated by Will. This gives the spell its best chance to succeed. The wizard will continue casting offensive spells until they are left with level 0 spells, at which time I let the default AI take over, and the wizard can either cast a level zero spell or go into melee (if the wizard had a ranged weapon, which it does not, I'd probably write AI for that).
Rods of Sequencing
And about the Rods of Sequencing: I have (re)designed three rods for this game, they are Lesser, normal and Greater. The game provides three default properties for Rods of Sequencing, but these only allow you to memorize and cast 1, 2, or 3 spells at a time. My rods allow you to store up to 5, 10 and 15 buff-only spells that you may instantly cast on yourself at the start of a battle. Unfortunately, the rods require some scripting changes that do not make them easily portable to other mods (I'm still looking into that, actually, because I'd love to use them in the OC and MoTB).
I wrote (or re-wrote, depending on your point of view) the rods of sequencing because I normally play an EK in NWN2, and by level 10 I end up with about 10 self-buffs I have to cast on myself before battle; by level 20 I don't even know what the count is, but 15 seemed like a good number for the final rod.
I consider buffing a core component to playing a spellcaster, but quite often the game is designed in such a way that it makes it difficult to maintain buffs effectively. For instance, found in the OC that many battles start at the end of a cut-scene, and buffs, especially at lower levels, wear off before a cut-scene ends. I didn't want the NPC's to be at an advantage and be able to self-buff really quickly, while the PC is then hamstrung and can only get off one buff before the fight. I wanted the odds to be more even, and I wanted both sides to be able to use their spells effectively.
So, I provide the rods of sequencing for the PC party members (and you can find or buy multiple rods during the campaign). NPC spellcasters will instantly cast buffs at the start of fights; I do this because it seems unfair to me that when a battle starts, spellcasters don't have the advantage of having their full arsenal of defensive spells active, but a melee fighter has all their gear equipped and ready to go. So to even things out a bit between melee and casters, I make sure NPC's immediately cast buffs (simulating a rod of sequencing) and the PC has the rod of sequencing to use if they wish.
The idea is, as always, to make encounters more challenging. There are a lot of of wizard spells, like Spell Breach, that don't see very much use because NPC spellcasters in the OC and other mods don't fully buff before battle. I want players to have a chance to use their wide array of buffs and debuffs and maybe that ends up being the difference between winning and losing a battle. I notice as I play the OC again, most spellcasting amounts to "take Qara and cast lots of offensive spells". And that can be fun in isolated incidents, but I want something more complex and varied in a game.