Enemies

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Level Scaling[edit | edit source]

In some cases, NPCs (such as humans) will often better match your level, even if they were already spawned 20 levels ago. This was a huge problem in vanilla FO4, as these NPCs would be feel way too easy if you came back to an "already spawned" area later on. Some people think that simply changing the NPC's level to automatically match the player's level magically fixes it, but it does not. A special system needed to be created in order to make NPCs truly scale better. Your own companions use a similar system as well.

Higher level enemies vary based on the type. Creatures are often still balanced in "tiers" like vanilla was. Higher levels ones are tougher than lower types.

  • NPCs that use the scaling system gain resistances as you level
  • NPCs that use the scaling system gain damage as you level
  • The level that the NPC spawns as, still effects what equipment and items they spawn with

Vulnerabilities and Defenses[edit | edit source]

NPCs also have had their vulnerabilities adjusted. Some take more damage in vulnerable areas, and/or take less damage in some defensive areas.

Each section below will list these vulnerabilities and defenses.

  • VATS: The base chance to hit on increased vulnerabilities of most of these creatures in VATS is slightly reduced
  • VATS: The base chance to hit on reduced damage areas of most of these creatures in VATS is slightly increased

Humans[edit | edit source]

This includes: Raiders, Triggermen, Gunners, All humans in major factions, etc.

  • Uses the new level scaling system
  • Has normalized health pools, regardless of their personal level
  • Humans average 60-100 HPs, but their armor and resists scale up much higher than before
  • Gain resistances as they (or you) increase in levels
  • Gain damage as they (or you) increase in levels
  • Some higher level types also gain additional armor and defenses
  • Vulnerability: Head damage increased to 3.0x (up from 2.0x)

Raiders[edit | edit source]

General changes[edit | edit source]

  • Raiders are setup to be moderately easy enemies, that scale with the player's level
  • Some types of raiders will now have a unique feel
  • Raiders will now use a wider variety of weapons with levels (the defaults were blocking weapons out)
  • Any raider that carries a grenade will carry a wider variety of raider-style grenades
  • Raiders can now carry appropriate personal junk with a small chance for rare junk
  • Legendary raiders now carry grenades and additional items
  • Legendary raiders can now appear starting at level 4
  • Raider Bosses now carry grenades and additional items
  • Raider Bosses carry modded weapons


Types[edit | edit source]

  • Raider Pyro: Equipped with a flamer and molotovs - Can appear starting at level 11
  • Psychos: Gain +15% damage and 15 DR from being drugged up
  • Wasters: Now uses pipe bolt-action rifles, and the AI is more cautious and defensive
  • Survivalist: Has a moderate chance of carrying (and using) Adrenaline Injectors to heal themselves
  • Survivalist: Has increased base resists
  • Survivalist (Grenade variant): Armed with a Cluster Bomb (NEW)
  • Survivalist (Legendary): Armed with multiple Cluster Bombs

Misc humans[edit | edit source]

  • Gunners: Use level scaling and have some loot changes
  • Gunners: Some types (and legendaries) can carry Flashbang grenades
  • Gunners: Have a specific loot table for their personal loot now
  • Triggermen: Use level scaling
  • Coursers: Use level scaling and have some loot changes
  • Brotherhood: Use level scaling and have some loot changes
  • Railroad: Use level scaling
  • Minutemen: Use level scaling
  • Children of Atom: Use level scaling

Super Mutants[edit | edit source]

General Changes[edit | edit source]

  • Uses the new level scaling system (resists and damage scale with level)
  • Has normalized health pools, regardless of their personal level
  • Average 200 HP, and gain increased resists with levels
  • Can now regenerate health, both in and out of combat
  • Higher level Super Mutant types also gain additional armor
  • Some loot is changed (I want to expand this more still)
  • Any mutant that carries a grenade will carry a wider variety of grenades
  • Vulnerability: Head damage increased to 3.0x (up from 2.0x)

Types[edit | edit source]

  • Sapper: Armed with Cluster Bombs
  • Commando: Armed with Cluster Bombs
  • Nightkin: A very few Nightkin have made their way east, and can rarely be found
  • Nightkin are not common, but may begin appearing above level 10-15
  • Nightkin activate their stealth only while moving or stalking their enemies
  • Nightkin lack the ability to regenerate their health in combat
  • Nightkin have 2 kinds: Nightkin and Nightkin Masters
  • Nightkin currently don't have a New Vegas style texture, but I may add one in later
  • Enforcers: Snipers armed with bolt-action rifles (also has a sniper-based AI)
  • (I plan on expanding each type to be more unique as I go)

Synths[edit | edit source]

General changes[edit | edit source]

  • Synths use the level scaling system
  • Synths will almost always be above the player's level
  • Synth spawns now start at "Synth Strider"
  • The different types of synths will appear sooner as you level
  • Average 200+ HP, and increased defenses
  • Has fairly high fire resistance and are immune to poison
  • AI is much more aggressive in groups, but is more defensive when solo
  • Will dodge more attacks
  • Has much higher accuracy
  • Generally have much higher perception now
  • Gen1/Gen2's no longer drop caps
  • All scrounger loot is appropriate for synths
  • Legendary Synths can now appear starting at level 6
  • Vulnerability: Head damage reduced to 1.0x (down from 2.0x)
  • Vulnerability: Arm damage increased to 2.5x (up from 1.0x)
  • (I may rebalance the vulnerabilities later - I need more testing with Protectrons first)


Types[edit | edit source]

  • Seekers: Snipers that can stealth while standing still (uses a cautious/defensive AI)
  • Troopers: Carries Cryoblast Grenades (NPC-only grenade type)
  • Assaulters: Carries a Gatling Laser (always drops as broken with a broken fusion core)
  • Stormers: Carries a Cryolator and Cryoblast Grenades (always drops as broken)
  • Eradicators: Carries Shock Grenades and Cryoblast Grenades
  • Eradicators: Significantly more health/resistances than other synths
  • Eradicators: Significantly more XP
  • Eradicators: Even the non-legendary versions will drop extra synth-based loot (parts with rare mats)
  • (I plan to add more to synths as I go)

Robots[edit | edit source]

General Changes[edit | edit source]

  • Robots currently do not have a scaling system, but are balanced in "tiers" like vanilla
  • Robots can drop special new junk items (mainly for Technologists)


Protectrons[edit | edit source]

Protectrons are in a somewhat experimental phase. I'm trying to make leg damage very vulernable to being crippled, but not be a high source of damage.

Unfortunately, the engine doesn't seem to allow me to do exactly what I want, so it's still being tweaked.

  • Protectron armor is VERY high for it's chest and most body parts
  • Leg health is very low, to encourage firing at the legs to cripple them
  • The combat inhibitor on their back is very vulnerable to damage
  • Vulnerability: Body damage reduced to 0.1x (down from 1.0x)
  • Vulnerability: Head damage reduced to 0.2x (down from 0.33x)
  • Vulnerability: Leg damage increased to 0.5x (down from 1.0x)
  • Vulnerability: Combat Inhibitor damage increased to 2.0x (up from 1.0x)


Mr Handy[edit | edit source]

  • Flamethrowers do fire damage now
  • Vulnerability: Body damage reduced to 0.25x (down from 1.0x)
  • Vulnerability: Eye damage increased to 2.0x (up from 1.25x)
  • Vulnerability: Thruster damage increased to 3.0x (up from 2.0x)
  • Vulnerability: Combat Inhibitor damage increased to 2.5x (up from 2.0x)


Sentry Bots[edit | edit source]

  • Very high fire resistance
  • High damage resistance
  • Moderate energy resistance
  • Vulnerability: Fusion Core damage increased to 9.0x (up from 5.0x)
  • Vulnerability: Shoulder damage increased to 1.5x (up from 1.0x)
  • Vulnerability: Body damage reduced to 0.5x (down from 1.0x)


Assaultrons[edit | edit source]

  • Very high fire resistance
  • High damage resistance
  • Moderate energy resistance
  • Their main gun damage is reduced, so they can't just 1-shot you as easily
  • Vulnerability: Body damage reduced to 0.25x (down from 1.0x)
  • Vulnerability: Combat Inhibitor damage increased to 2.5x (up from 2.0x)


Feral Ghouls[edit | edit source]

Feral Ghouls are currently not rebalanced for Horizon yet, outside of a few minor changes.

  • Can now drop bonus loot for hunters which can contain a trophy head and/or extra blood samples
  • Glowing Ones: Loot changes
  • Vulnerability: Head damage increased to 2.5x (up from 2.0x)
  • Vulnerability: Leg damage increased to 1.25x (up from 1.0x)
  • Vulnerability: Body damage reduced to 0.85x (down from 1.0x)


Animals and Creatures[edit | edit source]

Bloodbugs[edit | edit source]

  • Different types will now appear lower in levels
  • Health/resists are adjusted
  • Infected/Red Widow/Vampiric types are no classified as "infected", and can poison you
  • Glowing Bloodbugs have very high energy resists
  • Legendaries have more health/resists than normal versions


Bloatflies[edit | edit source]

  • Different types will now appear lower in levels
  • Health/resists are adjusted
  • Glowing Bloatflies have very high energy resists
  • Legendaries have more health/resists than normal versions


Molerats[edit | edit source]

  • Different types will now appear lower in levels
  • Health/resists are adjusted
  • Glowing Molerats have very high energy resists
  • Legendaries have more health/resists than normal versions


Radscorpions[edit | edit source]

  • All health is lowered and normalized better (higher level scorps no longer have bloated health)
  • Has very high resistance to ballistic and energy damage
  • Is vulnerable to fire, and takes 300% damage from fire
  • Glowing Radscorpions have extra high energy resistance
  • Albino Radscorpions have extra high resistances, but take 500% damage from fire
  • Players with Hunter rank 2+ can now harvest 4 new Radscorpion parts
  • Legendaries have a chance to drop some of the new parts even if you're not a hunter (if you're a hunter you get even more)


Mirelurks[edit | edit source]

  • Mirelurks have 2 new parts that drop for Hunter rank 2+
  • Queens now drop a few extra parts for hunters and non-hunters
  • Mirelurks Hunters/Kings have their own loot table now
  • Health pools normalized better
  • Generally has low energy resistance
  • Has moderate physical and fire resistance

Dogs[edit | edit source]

  • Normal dogs (i.e. guard dogs, not mongrels) now have their own loot table
  • AI: Dogs will flank around the target for less time

Yao Guai[edit | edit source]

  • Has high health, but low resistances
  • Is vulnerable to fire, and takes 200% damage from fire
  • All legendaries give double experience

Fog Crawlers[edit | edit source]

  • Is highly vulnerable to fire, and takes 800% damage from fire
  • Damage dealt is significantly lower
  • Health reduced
  • Resistances are rebalanced based on the type and level
  • Higher minimum spawn level; better level scaling
  • Legendaries have increased resists/health and drop extra loot

Gulpers[edit | edit source]

  • Damage dealt is significantly lower
  • Health reduced
  • Resistances are rebalanced based on the type and level
  • Higher minimum spawn level; better level scaling
  • Legendaries have increased resists/health and drop extra loot
  • Gulpers are slightly reduced in size
  • Gulper junk loot is balanced better


Angler[edit | edit source]

Damage dealt is significantly lower Health reduced Resistances are rebalanced based on the type and level Higher minimum spawn level; better level scaling Legendaries have increased resists/health and drop extra loot


Vulnerabilities[edit | edit source]

  • Feral Ghouls: Head damage increased to 2.5x (up from 2.0x)
  • Feral Ghouls: Leg damage increased to 1.25x (up from 1.0x)
  • Feral Ghouls: Body damage reduced to 0.85x (down from 1.0x)
  • Dogs: Head damage increased to 3.0x (up from 2.0x)
  • Mutant Hounds: Body damage reduced to 0.75x (down from 1.0x)
  • Mutant Hounds: Head damage increased to 1.75x (up from 1.25x)
  • Mutant Hounds: Leg damage increased to 1.5x (up from 1.0x)
  • Bears: Head damage increased to 2.0x (up from 1.25x)
  • Radstags: Left Head damage reduced to 0.25x (down from 1.25x)
  • Radstags: Right Head damage increased to 3.0x (up from 2.0x)
  • Radstags: Body damage reduced to 0.75x (down from 1.0x)
  • Brahmin: Left Head damage reduced to 0.25x (down from 0.5x)
  • Brahmin: Right Head damage increased to 1.5x (up from 0.5x)
  • Brahmin: Body damage reduced to 0.75x (down from 1.0x)
  • Gorillas: Head damage increased to 2.5x (up from 2.0x)
  • Mirelurks: Shell damage reduced to 0.1x (down from 0.25x)
  • Mirelurks: Head damage increased to 2.0x (up from 1.0x)
  • Mirelurks: Torso damage increased to 2.0x up from 1.0x)
  • Mirelurk Hunters: Shell damage reduced to 0.25x (down from 1.0x)
  • Mirelurk Hunters: Head damage increased to 2.0x (up from 1.0x)
  • Mirelurk Hunters: Torso damage increased to 2.0x up from 1.0x)
  • Mirelurk Kings: Head damage increased to 3.0x (up from 2.0x)
  • Mirelurk Kings: Torso damage increased to 1.5x (up from 1.0x)
  • Mirelurk Queens: Shell damage reduced to 0.1x (down from 0.25x)
  • Mirelurk Queens: Head damage increased to 1.5x (up from 1.0x)
  • Deathclaws: External body damage reduced to 0.1x (down from 0.33x)
  • Deathclaws: Underbelly damage increased to 3.5x (up from 2.0x)
  • Deathclaws: Head damage increased to 1.5x (up from 1.0x)
  • Deathclaws: Arms/legs/feet damage reduced to 0.5x (down from 1.0x)
  • Deathclaws: Tail damage reduced to 0.1x (down from 0.5x)
  • Radscorpions: Head damage increased to 3.5x (up from 2.0x)
  • Radscorpions: Stinger damage increased to 2.0x (up from 1.0x)
  • Radscorpions: Body damage reduced to 0.75x (down from 1.0x)
  • Radscorpions: Claws damage reduced to 0.25x (down from 0.5x)
  • Stingwings: Head damage increased to 4.0x (up from 2.0x)
  • Bloatflys: Head damage increased to 4.0x (up from 2.0x)
  • Bloodbugs: Head damage increased to 3.0x (up from 1.0x)
  • Angler: Head damage increased to 1.75x (up from 1.25x)
  • Angler: Leg damage increased to 2.0x (up from 1.0x)
  • Fog Crawler: Head damage increased to 2.0x (up from 1.25x)
  • Gulper: Head damage increased to 2.5x (up from 1.5x)
  • Wolf: Head damage increased to 3.0x (up from 2.0x)

Categories:Game mechanics