Enemies

Level Scaling
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
 * Many sub-types of NPCs are given specific hardcoded levels, so they balance with the Intimidation perks
 * In short.. a "Skull" enemy doesn't necessarily mean it's going to be overpowered

NOTE: - Enemy levels for humans only determines what gear they have equipped (same as usual) - Enemy levels do NOT effect health (same as usual) - Enemy resists and durability may be effected by the player's current level, NOT the enemy's level - Enemy damage output is effected by the player's current level, NOT the enemy's level\

Durability Scaling
Certain enemy types now have increased "durability" which somewhat emulates health scaling, but without the terrible drawbacks that the vanilla health scaling system had
 * Durability reduces most damage taken based on the player's current level
 * Some special types of damage are allowed to penetrate durability, such as certain DOT-type attacks (bleeds, electric dots, etc.)
 * This system can allow certain NPCs to take better damage from lower caliber rounds without as much of a DR penalty (at ALL levels)
 * Just like Horizon's other resistance scaling system, this stat applies dynamically, even if the NPC was already spawned 20 levels ago (which is why health scaling fails)

Durability vs. Damage Resistance
The rule of thumb is that most enemies generally fall into 1 of 2 categories: High armor or low/no armor
 * Enemies that are seen as having thick armor plating, often have resistance scaling (and no durability scaling)
 * Enemies that are seen as having low/no armor, often have durability scaling (and no resist scaling)
 * The base resists can still vary on all enemies.. so some enemies may have higher base resists, but they use durability as you level, instead of increasing resists
 * This allows low calibers to still have a use, without getting washed away by vanilla DR as you level up
 * And vice versa, where some enemies will shrug off low calibers much easier, and really require high calibers or even armor piercing to effectively kill faster
 * Many high armor enemies will now start with lower DR at low levels, and scale upwards smoother
 * It's recommended to use the Awareness perk if you need help in-game to figure out what resists enemies have

Durability/Resistance Cheat Sheet

 * Low calibers now work better against: Feral Ghouls, most animals, most insects, most humanoids (depends on their equipped armor), gulpers
 * Low calibers scale worse against: Deathclaws, mirelurks, robots, radscorpions, power armor, heavily armored humanoids, fog crawlers, anglers

Vulnerabilities and Defenses
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

Enemy Kill Types
Enemy types have a priority (ex: dogs are checked as dogs first, even if they are flagged as being Raiders)* * If you see any types that seem to be taking a priority that seems wrong, let me know

Enemy Kill Rewards

 * If you are allied with the BOS, killing 50/100 Super Mutants sends rewards to your mailbox
 * If you are allied with the BOS, killing 50/100 Synths (or Institute Personel) sends rewards to your mailbox
 * If you are allied with the Minutemen, killing 50/150 Raiders sends rewards to your mailbox
 * If you are allied with the Minutemen, killing 50/150 Feral Ghouls sends rewards to your mailbox
 * If you are allied with the Institute, killing 50/100 BOS Personel sends rewards to your mailbox
 * If you are allied with the Institute, killing 25/100 Railroad Personel sends rewards to your mailbox
 * If you are allied with the Railroad, killing 50/100 Gunners sends rewards to your mailbox
 * If you are allied with the Railroad, killing 5/20 Coursers sends rewards to your mailbox

Enemy Kill Reward Perks

 * Whack-A-Mole - Killing 50/150 Mole Rats will grant you -5%/10% damage taken from them
 * Loaded for Bear - Killing 10/30 Yao Guai will grant you -5%/10% damage taken from them
 * SGhoul Patrol - Killing 50/150/300 feral ghouls will grant you -5%/10%/15% damage taken from them
 * Devil Dogs - Killing 50/150/300 dogs/wolves/hounds will grant you -5%/10%/15% damage taken from them
 * Deadliest Catch - Killing 50/150/300 mirelurks will grant you -5%/10%/15% damage taken from them
 * Exterminator - Killing 100/200/300 insects/arachnids will grant you -5%/10%/15% damage taken from them
 * Rage Against the Machines - Killing 50/150/300 robots will grant you -5%/10%/15% damage taken from them
 * Slayer: Big Game Hunter - Killing 20/50/100 deathclaws/fog crawlers/gatorclaws/behemoths will grant you -5%/10%/15% damage taken from them

NOTE: Some bonus perks may offer additional unlocks for crafting

Enemy Kill Tracking
Accessed using the Field Kit > Skill Menu > "View Enemy Kill Tracking" NOTE: All enemy types are listed here, and my be considered spoilers to some player. Use at your own risk.
 * Humanoids
 * Animals
 * Insects / Arachnids
 * Creatures
 * Robots / Synths

Enemy Tactics

 * Enemies with Cryo resistance usually means it takes increased fire damage
 * "Albino" creatures usually have very high DR, but are vulnerable to fire damage
 * "Glowing" creatures usually have very high ER, but low DR
 * Softer targets that have very low DR allow lower calibers rounds to deliver their damage without be penalized as much
 * Softer targets usually consist of: feral ghouls, molerats, dogs, flying insects, radroaches, etc.
 * Creatures like Deathclaws are SUPPOSED to be tough, and may be bullet sponges. Take advantage of their vulnerabilities if possible.
 * Some robots are supposed to be tough, so use armor piercing or anti-robot weapons/ammo against them.. and find their vulnerabilities

Tactics (Desolation Mode)

 * most if not all Enemies search for close range. lure them into Explosives (Mines), use Molotov Cocktails but always try to "collect" them into a group use narrow spots.
 * Ferals/Ghouls and most Mammals fear Fire (Molotov Cocktails) the most
 * place Combat Pets (Turrets) on higher spots to do the job
 * use Companions as attraction
 * use melee weapons (good start: Machete Sharpened) combined with Sneak skill (~60 and Caution is easily manageable) at nigh time to save ammunition
 * search for range, use a precision rifle and protect your hide out with mines
 * always study AI pathing and start combat afterwards

Drops/Loot

 * NPC loot lists are being setup to support external weapon patches and the weapon pack easier
 * Research Notes can be found on some NPCs above certain level ranges
 * Humanoid NPCs can drop dirty water more often now, and rarely basic food
 * NPCs that roll API weapons, should no longer roll .50 API, and can now also roll lower caliber 5.56 and .45 API as well
 * Some NPCs should roll a better variety of ammo calibers
 * A few unique NPCs now carry random-generated legendary weapons and more loot
 * Many generic NPCs now use a real loot table for weapons
 * Many generic NPCS now often carry a secondary melee weapon in addition to a ranged weapons
 * Many Vault 81 residents should now carry degraded N99's instead of pipe weapons
 * When legendary humans drop legendary parts, they now have a small chance to drop robot/synth-specific parts

Raw Meat
Meat dropped from animals is redesigned
 * All animals and creatures drop low quality or bad meat, regardless of skill
 * Only skilled hunters can learn how and where to harvest full non-diseased cuts from these post-war mutant animals
 * 1 of 3 random meats will always drop from all animals regardless of skill:
 * Meat Scraps - These are generic scraps of meat that can only be converted into "Ground Meat"
 * Exotic Meat Scraps - Same as meat scraps, except drops from exotic creatures
 * Gristly Meat - Cannot be used for any cooking recipes, but can be converted to fertilizer
 * Diseased Meat - Cannot be used for any cooking recipes, but can be converted to fertilizer
 * Different sized animals (small, medium, and large) can drop different amounts of these scraps
 * All DLC creatures that are supposed to be accounted for, are included with these changes

Skin / Hide / Leather / Carapace / Bones / Modules
NOTE: The Table is a work in progress and not done yet. Feel free to add any missing Item(s).

Robot Drops
NOTE: The Table is a work in progress and not done yet. Feel free to add any missing Item(s).

Dynamic Encounters
Dynamic Encounters is a new system that will spawn random enemies in your nearby area who are actively hunting you down.
 * This system is somewhat considered a beta at first and can be disabled in the 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

NPC AI Behavior

 * NPCs will no longer eject from Power Armor just because the core is shot out
 * Many ranged humanoid enemies can no longer unrealistically dodge projectiles (such as crossbow bolts or missiles)
 * Some melee enemies had their dodge slightly reduced (but not removed)
 * More types of synths can now dodge projectiles (instead of just a few specific types)
 * Molerats and radscorpions should burrow less frequently
 * Most deathclaws (the types who can't grab you) have reduced dodge now
 * Mythic deathclaws (who CAN grab you) have no dodge now, but deal increased damage

Adaptive Difficulty
Adaptive Difficulty is intended to figure out how well you're doing, and make the game more difficult based on this
 * NOTE: When I mention "adaptive difficulty", I mean an overall "game design", it's not a specific game mechanic itself
 * The goal is to make the game more challenging, but without punishing you if you're having a hard time keeping up
 * This allows the game to feel more ALIVE, and responsive, and not just a bunch of pre-placed NPCs and objects
 * Starting with v1.6, different areas of the game will begin to use adaptive game design
 * Some game mechanics for 1.6 listed below will be the first to be adaptive..

=Diversity=

General Changes

 * Tougher versions of many NPC types will now appear much lower in level
 * Some NPCs (such as feral ghouls), should be more random in their selection of which types spawn
 * Ruined weapons will (for now) no longer cause the NPC to run out of ammo (until I can figure out a better balance for this)
 * Radiation damage from Feral Ghouls now scales based on your level, and not the type of ghoul
 * A few bosses (and named NPCs) should now have the proper boss loot table, and not ruined weapons
 * Fahrenheit now spawns with a random legendary minigun and more 5mm ammo*
 * Codsworth properly has 30 Fire Resist instead of 30 Poison Resist
 * Settlers should no longer spawn with the old horizon NPC weapons*
 * Lucy Abernathy should spawn with farmer loot and not raider loot
 * If an NPC tries to consume Berry Mentats, it should no longer give the player the buffs
 * NPCs that can roll API, roll API less often, and some types no longer roll it at all
 * NPCs who fire the institute laser should have a proper firing sound effect when in rifle mode
 * Dora and Maisie (cats) should no longer be agro to most attacking enemies
 * Instead of being a random type, Dead Eye is now always a nightkin, and is also legendary and drops additional loot
 * Some named npcs now drop specific types of augments
 * NPCs in Power Armor should now have better balanced defense (in most cases, they will be much tougher now!)
 * NPCs in Power Armor will now drop random "Power Armor Frame Scrap" junk items, which acts as salvage from the destroyed frame
 * Phyllis Daily's hair is changed to a gray color
 * Deezer is now considered neutral and not associated with Covenant's faction
 * Honest Dan now has lower resists, but instead takes reduced damage from other NPCs

Humans/Factions
Raiders, Gunners, Triggermen, Minutemen, Institute, Brotherhood, Railroad, Children of Atom, Rust Devils
 * No longer has a "Legendary" name prefix (it's just a normal named NPC who happens to have acquired a mutagen serum)


 * 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

 * 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
 * All raider types now have the proper Horizon raider scaling/health
 * The types of raiders will now spawn at much lower levels so you see much more variety
 * The types of raiders have been normalized, so they scale better at all levels
 * Raider outfits and weapon variety is being expanded (more will come later too)
 * Not all raiders automatically wear armor pieces, depending on the type
 * Melee raiders can now wield rolling pins, walking canes, and pool cues (always modded with spikes/razors to look like real improvised weapons)
 * Raiders that Bethesda purposely placed as unarmed, are now labeled as "Raider Brawlers" so you know they are not bugged
 * Melee-specific raiders now deal more damage
 * Raiders no longer spawn with the leather coat (piper's type)
 * Raider's chatter frequency has been increased from 15/30 to 60/120 seconds (let me know if these tweaks even seem to work properly)
 * Raiders have a better variety of clothing using the new color variations
 * Some legendary-tier enemies will drop either good condition, modded, or legendary modded weapons
 * Raider snipers can sometimes carry Handmade Gauss Rifle above certain levels
 * All raider types will now spawn starting at level 1
 * uses durability scaling
 * Raiders in Power Armor now use the new PA system that BOS were converted to previously

Pyro

 * has it's own custom outfit
 * Equipped with a flamer and molotovs
 * Can appear starting at level 11

Psycho

 * Gain +15% damage and 15 DR from being drugged up
 * will always have more appropriate headgear now
 * can now drop any of the 4 types of Psycho instead of just the regular one

Psycho (Deranged)

 * variant of the Psycho that has a bizarre choice in fashion, equipped with molotovs

Psycho (Frenzied)

 * melee variant of the Psycho that deals extra damage

Forged

 * Melee Forged raiders can now carry Thermic Lances, Machete Glaives, and Aluminum Bats (instead of wood)
 * Forged no longer drop large amounts of flamer fuel

Waster

 * have their own customized variety of outfits
 * uses pipe bolt-action rifles, and the AI is more cautious and defensive
 * have a chance to carry Lever-Action Rifles if you own Far Harbor

Waster (Scrounger)

 * melee variant of the Waster that now uses ranged weapons and has extra ammo/junk

Scavvers

 * have their own selection of random outfits
 * will have bandanas more often now so they look more like criminal bandits

Survivalist

 * have their own customized variety of outfits
 * Has a moderate chance of carrying/using Adrenaline Injectors to heal themselves
 * Has increased base resists
 * will have bandanas more often now so they look more like criminal bandits

Survivalist (Pillager)

 * grenade variant of the Survivalist, has a custom outfit. (Still armed with cluster bombs)
 * Armed with a Cluster Bomb

Survivalist (Legendary)

 * Armed with multiple Cluster Bombs

Survivalist (Pit Fighter)
melee variant of the Survivalist, has a custom outfit, custom AI, and uses a different selection of melee weapons

Veterans

 * have their own customized variety of outfits
 * have a chance to carry Handmade Rifles if you own Nuka World
 * no longer have an unintendedly high chance to drop magazines/guides

Veterans (Chem Dealer)

 * grenade variant of the Veteran, has high armor, drops chems/caps

Overlord

 * can randomly spawn with dynamic spawns

Gunners

 * Use level scaling and have some loot changes
 * Some types (and legendaries) can carry Flashbang grenades
 * Have a specific loot table for their personal loot now

Triggermen

 * Use level scaling

Minutemen

 * Use level scaling

Brotherhood

 * Use level scaling and have some loot changes

Railroad

 * Use level scaling

Children of Atom

 * Use level scaling

Humanoids
Super Mutants, Feral Ghouls, Glowing Ones

Super Mutants

 * 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)

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
 * are not common, but may begin appearing above level 10-15
 * activate their stealth only while moving or stalking their enemies
 * lack the ability to regenerate their health in combat
 * have 2 kinds: Nightkin and Nightkin Masters
 * 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)

Super Mutant Behemoths

 * Adjustments to health/resists
 * will take +300% damage from explosives
 * Gives more XP
 * No longer drops Deathclaw loot
 * Now drops additional loot
 * New junk items: Shopping Cart, Large Tattered Rags, Concrete Debris, Fire Hyrdant Weapon
 * no longer regen health
 * Tougher versions of Behemoths will appear much lower in level
 * give mutated crafting ingredients and extra loot
 * Can no longer be knocked down
 * Glowing Behemoths can now give irradiated blood or nuclear material

Feral Ghouls
NOTE: 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
 * 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)

Glowing Ones

 * Loot changes

Animals
Mole Rats, Rad-Rats, Radstags, Brahmin, Yao Guai, Mongrels/Dogs, Wolves, Mutant Hounds, Small Animals (misc)
 * Most legendary animals/creatures are now prefixed by "Mutant" instead of "Legendary"

Mole Rats

 * Different types will appear lower in levels
 * low level Mole Rats are harder to kill, but they do less damage
 * uses durability scaling
 * Health/resists are adjusted
 * Health is increased on some types
 * Resists are greatly reduced
 * Are no longer flagged as completely immune to radiation, but now have 100 rad resists
 * Legendaries have more health/resists than normal versions
 * Common/Rabid mole rats should spawn more frequently than rare types
 * should burrow less frequently

COMBAT SUMMARY: Mole Rats will take decent damage even from low caliber hits

Rabid

 * should spawn more frequently than rare types

Glowing Mole Rats

 * have very high energy resists

Rad-Rats

 * uses durability scaling
 * Health/resists adjusted
 * Damage output now scales based on the player's level
 * All types are slightly larger, and mutant versions are larger than normal types
 * Can spawn in the commonwealth with the dynamic spawn system

Radstags

 * All health pools are scaled to fit Horizon's balance
 * All legendaries give double XP
 * Dealing damage to the Radstag left head deals 1.0x damage (up from 0.25x)
 * Dealing damage to the Radstag torso deals 1.0x damage (up from 0.75x)
 * Regardless of your Hunting Skill always give at least some usable "Meat Scraps" (makes these animal feel more worthwhile to purposely hunt down)

Brahmin

 * All health pools are scaled to fit Horizon's balance
 * All legendaries give double XP
 * Regardless of your Hunting Skill always give at least some usable "Meat Scraps" (makes these animal feel more worthwhile to purposely hunt down)

Yao Guai

 * have their own custom loot distribution for mutated parts
 * Always drops 1 Mutated Yao Guai Fur, and sometimes some teeth, and 1 extra part above level 15
 * 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)
 * All legendaries give double experience
 * uses durability scaling
 * Health is increased on some types
 * Resists are greatly reduced
 * Is vulnerable to fire, and takes 200% damage from fire
 * cannot be knocked down anymore
 * Yao Guai's head vulnerability is reduced to 2.0x (down from 3.0x)
 * Are no longer flagged as completely immune to radiation, but have 200 rad resists

COMBAT SUMMARY: Yao Guai have high health, but will take decent damage even from low caliber damage, and are vulnerable to fire damage

Shaggy Yao Guai

 * fur is now 2x more vulnerable to fire than other Yao Guai
 * have higher DR/ER resists

Mongrels/Dogs

 * Normal dogs (i.e. guard dogs, not mongrels) now have their own loot table
 * will flank around the target for less time
 * uses durability scaling
 * Health is increased on some types; Resists are greatly reduced
 * Are no longer flagged as completely immune to radiation, but now have 100 rad resists
 * Wolves can now spawn in the commonwealth with the dynamic spawn system

COMBAT SUMMARY: Canines will take decent damage even from low caliber hits

Albino Mongrels

 * now have some Cryo resistance, and now take 300% extra fire damage

Wolves

 * uses durability scaling
 * Health is increased on some types; Resists are greatly reduced
 * Are no longer flagged as completely immune to radiation, but now have 100 rad resists
 * Wolves can now spawn in the commonwealth with the dynamic spawn system

COMBAT SUMMARY: Canines will take decent damage even from low caliber hits

Mutant Hounds

 * uses durability scaling
 * Health is increased on some types; Resists are greatly reduced
 * Are no longer flagged as completely immune to radiation, but now have 100 rad resists
 * Wolves can now spawn in the commonwealth with the dynamic spawn system

COMBAT SUMMARY: Canines will take decent damage even from low caliber hits

Mirelurks
Standard, Hunters, Kings, Queens, Spawns

Standard

 * All resists scale based on the players's level
 * Health pools normalized better, Health increased
 * have some fire resists
 * usually have less energy resist than damage resist (except glowing types)
 * heads now take 4.0x damage (up from 3.0x)
 * bodies (the soft area in the front) now take 3.0x damage (up from 2.0x)
 * limbs now take 1.0x damage (up from 0.5x)
 * (The shell still takes 0.1x damage)

COMBAT SUMMARY: Mirelurk shells will absorb a LOT of damage, so always aim for their exposed frontal area

Mirelurk Hunters

 * have their own loot table now

Mirelurk Kings

 * Always drops 1 Mutated Poison Gland (new), and a carapace
 * have their own loot table now

Mirelurk Queens

 * Always drops 2 Mutated Poison Glands (new), and 2 carapaces
 * drop a few extra parts for Hunters and non-hunters

Insects
Bloatflies, Bloodbugs, Stingwings, Radroaches, Ants, Cave Crickets, Bloodworms "I'm once again trying to figure out the health bug problem with some insects"

- zawinul


 * Adjusted the level ranges to be much lower (usually this doesn't effect much.. but in this case lets try it)
 * Overall DR and health is reduced for most insects
 * Damage output is reduced on some types
 * Dealing damage to the wings now deals 3.0x damage (up from 1.0x)
 * Dealing damage to the torso now deals 3.0x damage (up from 1.0x)
 * Dealing damage to the head now deals 6.0x damage (up from 4.0x)
 * (This may make non-bugged insects feel very easy, but I'd rather it this way than having super insects that take too many hits to kill)

Bloatflies

 * The lowest type is labeled as "Hatchlings" and is weaker
 * Hatchlings appear less frequently than the 2nd type of each insect
 * Generic Bloatflies should spawn more frequently than special types
 * own custom loot distribution for mutated parts
 * Always drops 1 Mutated Bloatfly Stinger
 * The stinger drops 2 different poisons, which is loosely based on real-life bees/wasps
 * 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

Bloodbugs

 * own custom loot distribution for mutated parts
 * Always drops 1 Mutated Bloodbug Gland
 * 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

Stingwings

 * The lowest type is labeled as "Hatchlings" and is weaker
 * Hatchlings appear less frequently than the 2nd type of each insect
 * own custom loot distribution for mutated parts
 * Always drops 1 Mutated Stingwing Stinger
 * The stinger drops 2 different poisons, which is loosely based on real-life bees/wasps

Radroaches

 * uses durability scaling
 * Health is increased on some types
 * Glowing Radroaches have greatly increased energy resists and damage output
 * Some types of radroaches weren't properly edited by Horizon previously and now are
 * The smallest size of radroaches are now slightly larger
 * Mutant radroaches are always larger than regular roaches now
 * Legendary/Glowing radroaches have increased health/damage
 * Rare types of radroaches are easier at very low levels, but scale up with more resists and damage at higher levels

COMBAT SUMMARY: Radroaches will take decent damage even from low caliber hits

Dusky Radroach

 * a variant that has higher DR than ER, and takes extra fire damage

Large Radroach

 * a variant that has more health and is larger than average

Glowing Radroach

 * should spawn less frequently
 * greatly increased energy resists and damage output
 * increased health/damage

Ants

 * Now uses durability scaling
 * Health/resists adjusted
 * Damage output scales based on the player's level
 * can spawn in the commonwealth with the dynamic spawn system
 * Some types were slightly reduced in damage and health

Cave Crickets

 * Now uses durability scaling
 * Health/resists adjusted
 * Damage output scales based on the player's level
 * no longer have the improper vanilla endurance (which was bloating them)
 * can spawn in the commonwealth with the dynamic spawn system
 * do less base damage; leap attacks do less damage; poison attacks on Piercers do less damage
 * Some types of Crickets have their health lowered, but some types scale up higher with damage or DR

Bloodworms

 * Now uses durability scaling
 * Health/resists adjusted
 * Damage output scales based on the player's level

Creatures
Deathclaws, Gatorclaws, Fog Crawlers, Radscorpions, Gulpers, Anglers

Deathclaws

 * SUPPOSED to be tough, and may be bullet sponges (Take advantage of their vulnerabilities if possible)
 * can no longer be knocked down or disintegrated
 * Mid to high tier Deathclaws now have higher damage output
 * Perception on lower Deathclaws is slightly reduced
 * Damage vulnerability to the underbelly is increased to 4.0x (was 3.5x)
 * Some Deathclaw types are different sizes
 * All resists scale based on the players's level
 * Different types of deathclaws have different scaling ratios
 * Some types can spawn at lower levels
 * On average, deathclaws have much higher resists
 * take double damage from explosives
 * Alpha Deathclaw is just named "Deathclaw", so it doesn't make it sound like it's a high-tier leader or something
 * Most deathclaws (the types who can't grab you) have reduced dodge
 * Low calibers scale worse
 * Belly vulnerability is reduced to 2.0x (down from 4.0x)
 * Head vulnerability is increased to 1.25x (up from 1.0x)

COMBAT SUMMARY: Deathclaws are more resistant to lower caliber damage, but take some extra damage from explosives

Young Deathclaws

 * Tier 1 "Deathclaws" are now "Young Deathclaws"
 * are much weaker and smaller than full-grown ones (similar to New Vegas)

Chameleon Deathclaws

 * Now have a "stealthed while moving" mechanic, like Nightkins have
 * Have lower health/resists than other Deathclaws

Albino Deathclaws

 * have some Cryo resistance, and now take 300% extra fire damage

Mythic Deathclaws

 * can grab you
 * have no dodge, but deal increased damage

Savage Deathclaws

 * deal more damage

Fog Crawlers

 * Damage resistance scales based on the player's level
 * Damage output based on the player's level
 * Health/resists adjusted
 * Is highly vulnerable to fire, and takes 800% damage from fire
 * Legendaries have increased resists/health and drop extra loot
 * Low calibers scale worse

Radscorpions

 * Tougher versions of Radscorpions will now appear much lower in level
 * have some Cryo resistance, and some other stats were adjusted
 * Is vulnerable to fire, take 400% fire damage
 * Mutated: Always drops 1 Mutated Radscorpion Stinger (new), and sometimes a carapace or claw
 * Radscorpion stinger drops 3 different Toxins, which is loosely based on some real-life scorpions
 * 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)
 * Low calibers scale worse
 * All resists scale based on the players's level
 * Has very high resistance to ballistic and energy damage
 * Radscorpion heads only take 2.0x damage (down from 4.0x)
 * Radscorpion stingers only take 1.5x damage (down from 2.0x)
 * Hunters and standard Radscorpions are smaller
 * Glowing/Stalker/Predator/Deathskull Radscorpions no longer tunnel underground
 * should burrow less frequently

COMBAT SUMMARY: Radscorpions are more resistant to lower caliber damage, but are vulnerable to fire damage

Hunter Radscorpions

 * smaller

Radscorpion Stalkers

 * can now stealth while moving (like Chameleon Deathclaws do)
 * are slightly smaller, and move faster
 * don't tunnel underground

Albino Radscorpions

 * are much smaller
 * have extra high resistances, but take 500% damage from fire

Glowing Radscorpions

 * have very high energy resistance
 * take less bonus fire damage
 * have lower physical resist
 * don't tunnel underground

Gulpers

 * Damage resistance scales based on the player's level
 * Damage output based on the player's level
 * Health/resists adjusted
 * Legendaries have increased resists/health and drop extra loot
 * Gulpers are slightly reduced in size
 * Gulper junk loot is balanced better

Angler

 * Damage resistance scales based on the player's level
 * Damage output now based on the player's level
 * Health/resists adjusted
 * Legendaries have increased resists/health and drop extra loot
 * Low calibers scale worse

Robots
Mr Handy/Gutsy, Protectrons, Assaultrons, Sentry Bots, Turrets, Eyebots/Swarmbots
 * Most legendary robots are now prefixed by "Overcharged" instead of "Legendary"

Mr Handy

 * Flamethrowers do fire damage now
 * possible Cryo arm weapons
 * flamer fuel drops from robots with flamer arms
 * 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)

Mr Gutsy

 * Damage resistance scales based on the player's level
 * Has lower resistance at low levels, and more resistance at higher levels
 * Damage output scales based on the player's level

Protectrons
"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."

- zawinul


 * possible Cryo arm weapons
 * flamer fuel drops from robots with flamer arms
 * 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)

Assaultrons

 * 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)

Sentry Bots

 * Very high fire resistance
 * High damage resistance
 * Moderate energy resistance
 * Damage resistance scales based on the player's level
 * Damage output scales based on the player's level
 * Sentry Bots have increased armor, but will take +200% damage from explosives
 * The highest tier Sentry Bot has much higher DR/ER, but takes +300% damage from explosives
 * The Combat Sentry Prototype MK IV sentry bot has it's defenses reduced so it can eventually die from NPCs easier
 * The Sentry Bot at the Training yard will always spawn as a Siege Breaker now, instead of a random type
 * Gunners can randomly spawn a Gunner Sentry Bot once you kill a certain amount of Gunners
 * 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)

Synths

 * use the level scaling system
 * will almost always be above the player's level
 * spawns now start at "Synth Strider"
 * The different types of synths will appear sooner as you level
 * have 3 tiers of resist scaling: light, standard, heavy, to help scale the different NPC types better as you level up
 * 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
 * can dodge projectiles
 * 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
 * Legendary-type synths usually drop prototype devices that can contain rare materials
 * Cryolator parts on synths will always drop as damaged junk items)
 * Most synths should no longer spawn with special barrels on their institute lasers
 * Vulnerability: Synth heads now take 1.5x damage (up from 1.0x)
 * Vulnerability: Synth arms now take 2.0x damage (down from 2.5x)

"I may rebalance the vulnerabilities later - I need more testing with Protectrons first."

- zawinul

Synth Patrollers

 * can sometimes wield melee weapons

Synth Seekers

 * Snipers that can stealth while standing still (uses a cautious/defensive AI)
 * Overcharged Synth Seekers should properly have the stealth capability

Synth Troopers

 * Carries Cryoblast Grenades (NPC-only grenade type)

Synth Assaulters

 * Carries a Gatling Laser (always drops as broken with a broken fusion core)

Synth Stormers

 * Carries a Cryolator and Cryoblast Grenades (always drops as broken)

Synth Stalker

 * A legendary-tier melee synth armed with the new Electro-Blade (this synth replaces the legendary Patrollers)
 * Can become stealthed, but only while moving (also drops a burnt stealth unit)
 * Has a 1 in 3 chance of dropping a legendary Electro-Blade

Synth Demolishers

 * Synths that use X-01 PA with the Institute Paint job

Synth Eradicators

 * this type (the highest tier synth) is MUCH tougher than all other synths
 * Carries Shock Grenades and Cryoblast Grenades
 * Significantly more health/resistances than other synths
 * Significantly more XP
 * Even the non-legendary versions will drop extra synth-based loot (parts with rare mats)

{quote|I plan to add more to synths as I go.|ztawinul}}

Coursers

 * Use level scaling and have some loot changes