Update 019
Enemy Roster - Humans




Today's the start to a busy week. I aim to knock out every last enemy sprite right here and now so I can get to testing battles, starting today with the human/outlaw enemies. I'm not doing any more Bestiary entries, unless you guys demand to know more about a specific enemy, in which case I'll make note of it and upload the original artwork along with a Bestiary entry after the HotOHR contest is done and the game's uploaded.
I actually do plan to continue posting Viridia material until I hit 100 updates total. I'll probably hit the contest deadline between updates 60 and 75 according to my new schedule. We'll see how things go as time goes on. No matter what, though, expect a few artwork updates after the contest is finished.
Onto the enemies! I did a bunch of thinking and sketching over last month's hiatus, and this was the format that worked for me: enemy picture, enemy name, enemy stats on a simple relative scale, and enemy attacks. I'm using a condensed version here to save time. Does it look okay? Is the color scheme all right? It doesn't hurt your eyes or anything, does it? This is a temporary format and I'll take suggestions on how to improve the template.
Here's a quick key as to what all the stat symbols mean, in case it isn't apparent:
Heart = Health
Sword = Physical Strength
X = Accuracy
Shield = Physical Defense
Clover = Dodge
Ring = Magic (magic power and magic defense use the same stat in this game)
Shoe = Speed
The attacks listed today aren't anything special, most of them are basic damage-dealing attacks with little variations on accuracy and damage type. I would like to make note of a few things, the first being the Knave's "Sand Screen" move. A number of enemies on this adventure are cowardly and tend to run away when they are alone or low on health. If they simply flee, then you will get their experience points and item drops as if you'd defeated them normally. If a special move is used to get away, like Sand Screen, the escapee's rewards will be eliminated and you'll walk away with nothing.
The second quirk to enemy behavior in Viridia is the way their attacks target our heroes. Certain attacks are slow and predictable and will always target the first person in the party, especially any move that requires a visible turn of charging. Use this to your advantage and put a high-defense character like the armored knight, Wade, in the front beforehand and make liberal use of defensive skills when fighting enemies with powerful attacks.
I slipped through the cracks and lost a lot of valuable time for Viridia, but I'm going to work harder than before to try and make it in time for the HotOHR contest. I appreciate all the feedback you guys have given me before, immensely so, and I hope I can count on you for your continued support! It's the little responses I get in this thread that motivate me to work harder. ♥