Some thoughts as we were going around:
Starting with the blatant bugs.
Scrap golems consistently turn into "Remains" where they have Stolen Treasure instead of regular loot bodies.
There's a good chunk of places where mobs spawn into the terrain. We encountered at least 4 inaccessible spots going around the areas.
There's a place that is accessible but only from the other side, in a place that LOOKS like should be walkable without issue and mobs gets stuck trying to go through. (First zone away from the caravan)
Other inaccessible place where enemies got stuck, this one in the 'main' area that connects to Rider's Peak and the forge.
Finally: New dreadsteeds have Nightmares descriptions. I assume they need their own, since I don't think those are necessarily nightmares.
Feedback now:
The whole place is great, I'd gather that it is meant to be a low 20/high teen area.
One of the greatest strengths we found, both mechanically and aesthetically, is the array of different enemies. Just getting swarmed with ogres, trogs, drow and constructs all at the same time was great.
What aren't great are the Towering Foundry Golems.
We managed to kill all mobs outside with relative ease with a party of 3 lvl 30 meleers, but there was one type of mob that I didn't like.
The Towering Foundry Golems slowed us down to a crawl every time we encountered one in the forge, and they spawned in groups of 3. They hit considerably harder and they have not the worst AB - this is OK- but they have a stupid high DR to everything and only a few types of damage went through. This is not OK. This sole mob seems to go against the diverse, myriad-mob design of the outside area and pretty much defeats the purpose of having mixed spawns when they are the only thing that is an actual threat, and simultaneously the hardest one to bring down by far.
On another note, as we entered the forge room boss it was completely overfilled with enemies, and we ended up very slowly fighting at the door, as they were stuck and had no way to go through. Since the other door was locked, we couldn't go around to flank them either to make better sense of the space and the map geometry.
I don't know if Rust monsters are scripted to work as one would suspect they do, and if they are, that'd make them very scary opponents.
We found a few chests around.
The slime dungeon was the tamer one, and it had... nothing of note. The ambushes were a nice touch, but I feel it's missing both a loot incentive (we found a lot of zinc at the entrance, but that hardly qualifies to explore the rest of the dungeon), perhaps in the form of chests, and some meaner trick, like dropping acid fogs, some mind saves, sneak attacks, etc.
Something happened with the black dragon:
He acid breathed on us three times in a row, and then kinda stood there, like it was trying to cast an out of reach spell. So unless this particular dragon knows how to parry or counterspell, something borked out, but that could've been just NWN being a 2004 game or the server instability in general.
That's all for now.
That's all for now.