16 Bit Tactics needs more monsters. It needs me to work on the gear section as well but monsters are more fun and so they win out.
So to that effect, today's post comes with an updated monster doc. I've added damage affinities (Weak, Strong Absorb) to all the existing entries and as you can guess from the title and the adorable creature pictured here, I have also added Flayers as a monster type.
Flayers blast your mind. At low levels they aren't that scary, all they do is squiggle with their tentacles and spray ink at you (Blind). Mid-level ones have the irritating ability to dispel your positive statuses and high level ones have Mind Blast. And that's always bad. One thing to note is that all these attacks also deal full, normal, dark element damage. So they can't just be laughed off and the statuses removed. You'll need items or plenty of MP to handle these guys.
The monsters are still on my mind so here's the upcoming ones: Hydra, Demon, Dryad, Coerl, Chocobo, Automaton, and Minotaur.
In addition to the additional types of monster will be variant monsters. If you look at the doc now, you may notice that all dragons breath fire and that all flan are water-type. Those are some obvious ones begging for variants. In most cases a variant is as simple as just changing the element of an attack and altering its damage affinities to conform.
Sometimes though, you aren't just switching out a power but adding a new one. Maybe you want to make one of the monsters a spellcaster, so you give it Thundaga. In this case, the monster might be more dangerous than another monster of its level so you need to increase the XP awarded. To figure out how much, I'll be going to the school of B/X D&D and counting special abilities and then setting an award based on that.
The current XP/AP system only uses level as well as relative number of monsters and PCs to determine the XP/AP award. It doesn't count monster type.