I'm not sure i saw any issue reports for the fixed AI. On the other hand, whenever you do add another switch to the scripts, basically offering two modes for double the content but also troubleshoot, i can't help myself but fear that these are the spots where bugs can creep up.
Basically yes, however if there is issue in something that you need to turn on, you can just turn it off and avoid it which is a bit better case of the potential CPP issue as it won't be a problem for anyone not using that feature.
Anyway, while there were some AI problems like monsters too difficult to handle, I realized that what Im proposing is nearly impossible to do, would require two sets of AI libraries and two sets of scripts. Not very good solution for the benefit it gives.
The only AI issues so far were that:
- monsters are using spells they didn't use before, mainly sorcerers, they had those spells all the time but if one of them was dispel or breach it could drastically increase difficulty
- monsters are no longer polymorphing which also made them stronger especially if they have some strong defensive stats on skin which they previously lost in random polymorph - polymorphing must be enabled by variable in CPP to trigger special AI, normal AI cant handle this and it leads into weird behavior
- monsters aren't casting same spells in consecutive fashion - so where monster previously used 5x death howl 2x fear hown 1x beholder dispel, with CPP they casts 1x death, 1x fear, 1x dispel, 1x death, 1x fear, death - while it makes sense such monster can be twice as difficult to handle due to this
- stunning fists are spammed too often as monsters now doesn't take target AC into consideration (basically it has now same usage rate as it had previously for a very low AC target) - that can drastically improve difficulty as well since they werent using it at 10ab/ab difference already
Also i'm not sure if it helps the beta period if you never feature lock it.
Well I think that for the most I could make it a final version long time ago, if not for nwnx. NWNX is the most risky element here which needs a lot of testing and this testing must occur in both singleplayer and multiplayer as the code is different for client and server. And despite all those good fixes it seems nobody actuall wants to give players sticky combat modes, fix for losing spellslots in polymorph and others. That leaves me two options either remove nwnx plugins from CPP which I do not want as I need to supply scripts and 2das with it too, or add more and cooler features to drag builders attention to it and force them to want it and use it.
Either way the final release of 1.72 is scheduled at June (same day when 1.71 was released two years ago), no matter what.