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I don't see a report specifically about circle kick targeting on the technical bug tracker (closest thing is one about attack bonus progression), so it may be worth reporting at https://github.com/Beamdog/nwn-issues. A side by side comparison video of EE and Diamond would be ideal to demonstrate the issue.
Ming is 100% correct. Manually switching targets will cost your characters their remaining attacks for the round. Don't do that. It looks like yet another bug that was supposedly fixed in the EE has regressed its way back into the game. If you think that's annoying, you should take a look at the Github issue I have linked to my comment. As if there wasn't enough reason to avoid Circle Kick, now it seems there is sufficient reason to avoid gaining any free attacks after the first one for the round.
Ever since BioWare released Patch 1.68 for Neverwinter Nights on August 30, 2006, the combat UI has seemingly been applying an off-hand attack progression to free attacks done by a character attacking with neither two weapons nor a double weapon. Even a monk striking unarmed is not safe from this false progression. The point of the -2 penalty applied to all the monk's unarmed attacks by Flurry of Blows is the monk is sacrificing accuracy for an extra opportunity to score damage for the round. It defeats the purpose of having that ability, let alone using it in combat, when the combat UI stacks an additional -5 attack progression with the -2 penalty already applied by FoB. IMHO, that (for lack of a better word) mechanic is FUBAR.
To the developers @Aspyr Media/Beamdog,
This is NWN, not the NHL. There is no reason why a character's base attack bonus should be stuck in a perpetual penalty box. What is so balanced about a single-digit bonus becoming a double-digit penalty round, after round, after round, after round? If numbers truly translate to power, then why must a character specially optimized for melee combat be rendered nearly powerless in every round of melee combat the more attacks that character gains? Please, stop the combat UI from applying an off-hand attack progression to what are clearly not off-hand attacks. I don't mind my character's free attacks switching targets or even attacking the same target twice, so long as they have an impartial and unbiased chance to hit their targets. Fair enough?
Thank you for reading. Happy, healthy (both mentally and physically) gaming to all.
I wasn't sure if you were already aware of this, but the issue with the additional attack progression also affects druids in their Wildshape forms, especially those with the Circle Kick/Cleave combo. Watch the combat log very closely after gaining an "Attack of Opportunity", and you will see what I mean.