i made a discord server for this project, where also anything (most things) can also be discussed. Including game design, this/your game projects, favorite/upcoming games, or any sort of random thing, casual or intellectual. It's also likely where I'll dole out test builds.
https://discord.gg/tzhHA6Z
I've been working on some enemy-based mechanics. Firstly, now whenever a PC "engages" an enemy, you can see what that enemy plans to do. Whether they will attack, defend, rest, or move. There will also non-engaging skills that reveal enemy plans, and some may be very effective at doing this, like revealing the plans of all enemies in the front row. Possible expansions of this is, showing 2 step plans for enemies if they move then do another action, and showing plans of various special attacks or commands that I decide enemies should have.
In the lower left corner is the UI for essentially the enemy "team". It shows incoming enemies at "distance 1" and "distance 2". Distance 1 enemies can enter the fight next round, while Distance 2 could move to Distance 1.
However, that they don't always move into battle just because they can. Sometimes they will feel safer staying at distance 1 or that the current battlers are beyond help, and wait for you to come to them. Other times they will wait for a big enough group to join, or other times rush in one by one.
This is where the enemy group traits come into play... Ferocity, Discipline, Teamwork and Training.
Ferocity is the aggression level of enemies. High ferocity means they will attack with no second thought, similar to how AI enemies often work in games. High ferocity enemies can be quite dangerous when they outnumber the player, but the higher predictability of their behavior can also be used against them.
Discipline is the self-control and fear management of the enemies. They will less likely run away, and less likely hunker down on defense when wounded or when allies die.
Teamwork is not so much an emotional trait, but just how well the enemies coordinate their attacks/defenses against the player characters. Lots of RPG games would basically have a 0 teamwork value, often by design because intelligent foes with higher stats and group sizes could otherwise be brutally difficult. However focus fire/cooperative defense is a feature of some RPG games.
Training is more just a substitute for general difficulty. Higher training means the enemies will have on average higher technique, strength, agility, stamina.
Note, the enemies at distance 1 and 2 will not always be visible to the player. In a castle "stage" with small corridors, you won't be able to see the enemies around the corner (although may know their approximate number based on footsteps/shadows/etc., so just a number range of enemies would be listed) . Wide open spaces like villages or farms would have visibility up to distance 2. If I stick with the plan to have night raids, this could effect the distance of enemy visibility.