Nathan Karr wrote:
Probably the easiest feedback would be to make those icons appear either next to the monster's name when being aimed at or over the top of the sprite itself using the same icon, font color, and outline pixels they have on the heroes' HP bars. Just remembering "Okay, this is the mage that passed his Mute save, gotta kill him first" or "This is the monster that's asleep, time for the Thief to Coup de Grace him" - perhaps this being disabled by default for the purpose of retaining old aesthetics in old games.
Here's an idea that just came to mind -- how about having the option for any active status effect icons to show up in place of the default big flashing down arrow that appears when targeting an enemy?
Heck, that arrow is pretty big so you'd probably even have room for two rows of status icons. Default to poison/stun top row, mute/regen bottom row? And then when (if) new statuses become possible, you could customize which row they appear on. Being single-font-character sized means you'd have a lot of room that way -- if each row can be as long as the enemy name's text string, you could have up to 32 icons hovering over an enemy at a time before you run out of space this way.
That would solve the problem of making status ailments on enemies visible in some way, while avoiding the problem of having them awkwardly mashed onto the end of a (possibly long) enemy name.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]