Dynamic Encounters

 is a new system that will spawn random enemies in your nearby area who are actively hunting you down.

General

 * This system is somewhat considered a beta at first and can be disabled in the Horizon Holotape options
 * This system is adaptive, and scales based on your progress and/or Threat Level
 * Threat depends on amount of ammo and healing items you carry and time since your last death. If alternate death mode is off, your death-related threat level is zero.
 * Active companions and pets EACH add a significant amount of threat
 * Being inside of Power Armor adds a significant amount of threat
 * There are 2 separate categories of spawns: "Predators" and "Death Squads"
 * "Predators" usually consist of animals, creatures, and common enemies
 * "Predators" will spawn more enemies based on your Threat Level
 * "Death Squads" usually consist of faction-based enemies
 * "Death Squads" will usually only start appearing once you've pissed off a faction
 * "Death Squads" will spawn more enemies based on how many of that faction you have killed

SUMMARY: Spawns should reliably spawn at better distances, and not as often unless you're a high enough threat
 * Dynamic encounters shouldn't occur at all until after you reached level 3
 * Dynamic encounters will spawn less frequently below level 10
 * The option to disable is in the holotape
 * The time inbetween potential attacks under level 10 is longer now
 * Enemies spawn further away from you now, and also have a more randomized distance
 * The system will attempt to not spawn enemies too close to the player
 * Enemies will spawn faster together as a group
 * Enemy spawn locations can come from more directions
 * A group of enemies usually spawns together from 1 general location
 * When packs are large enough (6+), they have a random chance to split up at 2 locations for a pincer attack
 * The perception message will display AFTER all the enemies have spawned
 * The timings for spawning events should be much smoother (and random) now
 * When you exit a "safe area" the encounters shouldn't just immediately want to attack you

Basic Mechanics

 * Spawn events can only occur outdoors
 * Spawn events won't trigger while you're inside of a settlement
 * Spawn events won't trigger while you're inside or near Diamond City and Goodneighbor
 * Spawn events won't trigger while you're near certain vendors/doctors (includes Far Harbor and Nuka World)
 * Spawn events won't trigger while you're already in combat
 * Spawn events won't trigger while you're in a dialog scene
 * Spawn events won't trigger while your health is below 5% or you're knocked out
 * The rate at which enemies will spawn, is based on your threat level and some randomization
 * Enemies that are too far away from the player, will be removed
 * Enemies and their corpses that are in range will remain until the next spawn cycle (you should have plenty of time to loot them)
 * When packs are large enough (6+), they have a random chance to split up at 2 locations for a pincer attack

Warning

 * The Perception required for warnings is 8
 * If you have MAX (M.A.X.I.N.E.) enabled, it will warn you of incoming enemies

Spawns

 * Most sub-types of enemies will now spawn at all levels! (which adds much more variety at any level)
 * Common sub-types may spawn more often than uncommon types
 * Sub-types of enemies are no longer vastly different in difficulty, however many have different strengths and weaknesses
 * XP for sub-types is normalized better, but varies based on their specific difficulty (and legendaries still give double XP)
 * Most NPCs who are immune to radiation, were given 9000 rad resists too, just in case some types of effects didn't properly check the immunity
 * "Boss" type enemies will no longer spawn with weaker sub-types
 * Some enemies that are supposed to be rolled as Legendary, no longer have a chance to roll non-legendary types (which was reducing your chance of seeing legendary enemies)

AI
NOTE: Predators and Death Squads are SUPPOSED to be actively hunting you down, they're NOT passive spawns NOTE: The spawn locations aren't guaranteed to be perfect spots.. so every once in awhile you're likely to get some spawns in weird places or spots they won't reach you, but this shouldn't happen too much hopefully
 * All spawns have a large bonus to perception, and can see through stealth much easier than standard enemies
 * After they first spawn, they will begin to path in your direction
 * They will not engage in combat with you, unless they actually spot you
 * If any enemies fail to ever reach you, they will be removed before the next spawn

Types

 * Animals: mole rats, mongrels, wolves, rad-rats, yao guai
 * Insects: bloatflies, radroaches, stingwings, bloodbugs, crickets, ants
 * Creatures: radscorpions, deathclaws, mirelurk hunters (a new smaller type)
 * Factions: raiders, gunners, triggermen, children of atom, BOS, RR, minutemen, institute, rust devils
 * Humanoids: super mutants, feral ghouls

NOTE: The DLC enemies above can spawn in the Commonwealth; if you don't have the DLCs, they are replaced by vanilla types

Extra
Some enemies have a chance to spawn an "extra" enemy with them
 * Each Raider has a small chance to spawn with an Attack Dog
 * Each Minuteman has a small chance to spawn with a Guard Dog
 * Each Brotherhood has a small chance to spawn with a Guard Dog
 * Each Super Mutant has a small chance to spawn with a Mutant Hound
 * Each Rust Devil has a moderate chance to spawn with a robot
 * Each Yao Guai has a small chance to spawn with a Young Yao Guai (i.e. a parent teaching it's young how to hunt)
 * Each Deathclaw has a small chance to spawn with a Young Deathclaw

Boss
Some enemies have a chance to spawn a "boss" enemy with them
 * Boss enemies unlock based on certain conditions being met, such as killing a certain amount of a faction
 * Boss enemies also have random chance, depending on the NPC type
 * Usually only 1 boss enemy can spawn per pack of NPCs
 * Boss enemies aren't always necessarily "bosses", they can be different based on the type of NPC spawn
 * Raiders can randomly spawn a "Raider Overlord" or a raider in Power Armor once you kill a certain amount of Raiders
 * Triggermen can randomly spawn a "Triggerman Kingpin" once you kill a certain amount of Triggermen
 * Gunners can randomly spawn a high-ranking Gunner or Gunner Sentry Bot once you kill a certain amount of Gunners
 * Super Mutants can randomly spawn a minigun boss once you kill a certain amount of Super Mutants
 * Vicious Dogs can sometimes spawn with an Alpha dog (killing the alpha dog, will demoralize the pack)

Threat
NOTE: Threat increases the size of animal/creature groups, and increases the frequency of all encounters
 * Active companions and pets EACH add a significant amount of threat now (lots of pets = lots of threat!)
 * Being inside of Power Armor now adds a significant amount of threat now
 * Item threat values are reworked to be more accurate, and more easily support DLC and external items
 * Encounters are less frequent if your threat level is fairly low, and even less if its very low
 * Feral Ghouls have a chance of spawning with lower threat now
 * If you have the Ghoulish rank 3 perk, there's less of a chance Feral Ghouls will attack you

Misc Fixes/Tweaks
NOTE: realize this type of system will never be perfect, you'll still rarely get spawns in weird spots
 * There's a new option stage in the config holotape called "ON (Casual)", which allows slower spawns without disabling them completely
 * Checking to see if you're inside of a settlement should work better now (especially after you caravan travel)
 * Some additional areas should now block dynamic spawns
 * The simulation zone in Far Harbor should block spawns (needs testing)

Custom Threat Multiplier (Modder Setting)
NOTE: This is for players who want to manually make their own ESP override patch As usual, if you want to change the defaults, make your own ESP with the override, never edit Horizon directly
 * The global variable "PlayerThreatLevelMultiplier" is created to allow you to tweak how much threat you get (for stuff like dynamic encounters)
 * The allowed range for this is 0.25 to 5.0 (default is 1.0)
 * This can allow players to make the dynamic encounters harder if you choose to not use the alternate revival system
 * It's not recommended to change this value unless you absolutely know what you're doing!

Technical Notes

 * Firstly, this initial version of the dynamic spawn system is somewhat of a beta feature, you can turn it off if it's causing any problems or it's too difficult for you.
 * Second, I'm trying to keep this system as clean and simple as possible, so that things don't linger around longer than needed and eat performance/memory. This may mean it isn't perfect as to where/when things spawn/despawn, but it should be efficient on your game.
 * Third, I'm trying to keep it balanced, adaptive, and actually fit in with the game itself. I don't want it to just be some random spawn thing that is stuck on top.