It can be found here: http://te4.org/games/addons/tome/better-tactical-ai-0
This addon develops and extends the excellent addon, betterai, devised by lukep, and full credit must go to him for the key architecture regarding improving how the tactical ai weightings for talents can be modified.
I have introduced these additional improvements:
1. Improved the use of collecting combo points for brawler talents
2. fixed amakthel talent from lukep's code
3. increased range for checking talent use of traps and mucus by 1 (i.e. npcs place traps/mucus in the space between you/your summons and them as you approach)
4. increased range for checking talent use of summons, rampage, and crate minions by 8 (i.e. npcs summon/rampage when you are 8 paces away, rather than 1!)
5. fixed attack talents that have no required target (such as flurry, radius damage attacks)
6. allowed the ai to deactivate mindslayer shields and auras
7. fixed thought forms so solipsist npcs reactivate them if the thought-forms are killed
8. introduced a canHeal check - if npc has *no* healing talents at all, then this check is removed from calculations. So npc will attack rather than escape. Currently, they just move away from you and are easy to hunt down and kill. Now they are more kamikaze!!
9. fixed solipsists so thought-form does not count as an ally by the npc for use of talents like Mind Sear etc. Otherwise, npcs won't use mindsear for fear of hurting this ally.
10. removed weighting for closein talents (like Rush, Blindside) that scaled higher the further away you are from npc.
11. added buff and escape to slime roots
12. stopped ai thinking slime roots hits itself (not sure why it does think this, but it means they are often not used currently)
13. made leaves tide talent activate as soon as player is seen, as it is such a good defensive talent
14. fixed mindlash so it works for npc even if conduit is not active (thanks to Hachem)
updated uppercut & body shot so that the stun disable increases as combo points increase
15. fixed concussive shot so attackarea is taken into account with combo points (and added to main attack)
16. fixed haymaker so combo points are included in calculation of attack strength
17 fixed nourishing moss to heal rather than disable
18. added buff for dream hammer as it cools down talents
19. added HEAL to Time Shield
20. nerfed Mark Prey, to stop ai from using it constantly. This is because the ai has had no chance to kill your subtype and so benefits little from using predator
21. added scaling tactical values to indominatable cure and defend, as it scales off talent level
22. reduced healing nexus disable to 1 from 3, as it is not very useful
23. changed tactics calculation, so each tactic weighed on its own tactical ai merit, (eg disable receives no attack bonus)
24. changed buff tactic to require visible enemies, otherwise heroism etc is used when no one is around
25. numerous small tweaks of various talents
26. added sort routines for closein, defend, buff tactics, to choose best option for each
What is the result? ALL npcs are much tougher to beat because they:
1. heal sooner
2. always prefer instant cast talents
3. summon sooner
4. choose stronger talents more reliably
5. use all available talents
6. use movement to and from player much more effectively
7. Use defensive talents much more regularly (time shield, displacement shield, healing talents, leaves tide, etc).
Which npcs are most notably improved?
1. Rogues
2. Solipsists
3. Shadowblades
4. Summoners
5. Oozemancers
what should I be most careful about? **** RANDOM BOSSES **** (i.e. farportal and last peak). These npcs are SERIOUSLY difficult, when they get certain combinations of talents. So shadowblade + temporal wardens are DEADLY, and will use their powerful disabling and high damaging talents first off. And as for the Dark Crypt..... I'll leave that for you to experience. Finally, you'lll be playing a version of yourself closer to how strong you really are.

So for those who are annoyed at tactical ai not working very well, this is the addon for you !!!!
I"m hoping many of the code changes can be introduced into the main game, even if they are in modified form. The code is well documented to show changes to existing code.
The following forum posts discuss the issues herein:
Improving tactical information for AI http://forums.te4.org/viewtopic.php?f=39&t=36957
[1.0.4] tactical ai never uses Mindlash... http://forums.te4.org/viewtopic.php?f=42&t=38745
[1.0.4] Reduce Howl tactical value to 1 or 2 http://forums.te4.org/viewtopic.php?f=39&t=38766
[1.0.4] Nourishing Moss tactical ai should include HEAL... http://forums.te4.org/viewtopic.php?f=42&t=38754
[1.0.4] Consolidated list of changes to TACTICAL ai http://forums.te4.org/viewtopic.php?f=42&t=38771
Tactical AI Analyses and Discussion http://forums.te4.org/viewtopic.php?f=36&t=38513
Finally, the player also benefits from this addon in several ways. Norgan and other friends (think, last battle) play much better for you, thought-forms use tactical ai

enjoy ......


