More information in the Rites, AI, and Fauna sections
During the Story Mode, there are two basic types of enemies: The Nothings and The Ánimas.
The Nothings will spawn all around the polluted area. They always have the same combat type. The Wooden ones will use Toxic Gas Grenades that will drain 3 points of health per second while the players are in the area and also, will dizzy them. (The screen will become blurred, and it will have some wave movement like in Don’t Starve when players lose their sanity, maybe I also can add come color distortion like the Bliss on Far Cry5). This moment will be taken by the Metal ones that will attack with a sword, making 50 points of damage to the players (all the damage points will be adjusted after the alpha tests). Avoid this attack will be difficult, so players should have extra careful in the polluted areas. (More information in the Enemies Section).
The Ánimas only spawn in the Corvo village area. Each member will have its spawn (Marker on the Clinic, Hunter on the Square area, Watcher on the Church’s entrance, Backup all around the Church, and the Estadea on the Church’s graveyard). Also, each member will have its weapon, combat mode, and stats (More information in the Enemies Section). For example, the Backup will have more resistance points than the rest, and the Watcher will be faster.
After the Story Mode, players will still have Nothings spawning all around the polluted areas, but there will also be Ghosts. The Ghosts are the crazy NPCs from Corvo, and they will spawn randomly around the entire map. (I based this mechanic on Far Cry Franchise. I like that everything can happen because make the map alive and keep the players interested in the game). Ghosts are violent, and it will be two types: the Possessed and the Statues. The Possessed will be running, chasing other enemies or mobs. They will ignore the players if they aren’t too close or if they don’t attack them. The Statues will be steady in a position in silent. They will attack the players when they came too near or if they attack them. (More information in the Enemies Section)
Regarding the Mobs, each one will have its spawn, behavior, and stats. However, they can be classified into three types:
These will never attack the players. They will run away from the players, and they must chase them if they want to kill them.
Example: The Dusty (desert hares).
These will only attack the players if they attack first. They will continue attacking while players are in the area, but they will not chase them.
Example: The White Death (lake frogs).
These will attack the players always. They will chase the player during a time (like 15 or 30 seconds), and if the players enter on their attack area again, they will hunt them again. When the time has passed, the mobs will stay in the new area instead of coming back to the first area. So if players want to explore a dangerous zone and they don’t want to fight, they can lure the mobs to chase them to move them away from the area. Also, the timer will be reset each time that the players enter in the mobs’ action area or that they attack them.
Example: The Urcos (forest wolfs).
(More information on the Fauna and AI Sections)