Chapter
What the code would need
Today an enemy's data has maxHp, attackDamage, attackIntervalSeconds, firstAttackDelaySeconds and color, and an encounter names one enemy. This bestiary adds, roughly in the order the acts need it:
- Act 1:
- Encounters with more than one enemy, and with waves.
- Packs: one enemy with a count and a leader, and spells that hit the whole pack (Repel, Squall, Gale).
- Shields on enemies, regrowing or opened by a stagger (the Wyrm's plates; Bevel Lash's shield-piercing matters from Act 2).
- Specials with tells: a wind-up time the battle view shows, that a stagger cancels.
- Enemy casts telegraphed in the upper middle, that a stagger cancels (Tamsin in the Ring; Act 2's raiders).
- Phases: HP thresholds that change the attack and specials.
- A cast cancelled by an enemy hit (the toad's Gulp).
- Act 2:
- Resistance by drawing style (mirrored, parallel, asymmetric) and stagger multipliers by style: the Glass rules.
- Flying: half damage from ground spells. Airborne: only Gale hits, and a Gale hit grounds (the Windglass Kite).
- A protect objective on an encounter: wagon HP (the wind pass).
- Reflecting spells (the stag), echoing spells (the owl), recasting the player's last spell (the echo glint), and auras on the player's breath window (the hushed one).
- Weakness and immunity by effect type (the bramble glint, healed by growth spells).
- Immunity to the last spell that hit (the Vault's wards).
- Pairs that share a ward (the menders).
- Damage that ignores the player's shield.
- Enemy bindings that fizzle a known spell for a time (never Repel; not un-teaching).
- The player's casts sped up or delayed (glare, stagger on the player).
- Fleeing at an HP threshold.
- (No reflected glyph mid-battle: the square half of Facet Seal is traced in the field during the storm, before the
storm_glintfight.)
- Act 3:
- Adds spawned mid-fight.
- A fight timer that a spell slows, and an enemy attack aimed at scenery when it runs out (the colossus's reaching blow).
- Enemies casting the player's own spells and threads, with tells showing their glyph.
- Enemy regeneration, damage-over-time attacks, Tally.
- Act 4:
- One enemy made of several voices, each with its own HP and ability (the chorus).
- An ally with its own HP bar, and enemies that attack it instead of the player (the guarded chorus, the Culet cutters).
- The Pane gauge (Still to Shattered), moved by drawing style, and floor hazards (cracks) that a cast clears.
- Copying the player's casts (the mirror double).
- (The hold is a field-cast sequence,
<<hold_pane>>, not a battle.)
- Every act: humans yield at 0 HP, with a choice afterwards for morality.
Element and colour come from each enemy's color, like spells.