There's a bit of a gap in ZC's difficulty curve when using the default enemies. Usually it hits me at around the level 5/6 area that I'm using a lot of blue darknuts and wizzrobes as my main dungeon enemies, but a lot of the stronger default enemies in ZC tend to be a bit excessive. Not a lot of the stronger default enemies are suitable to be just a regular enemy sprinkled throughout a dungeon. So I figured, if the ZC defaults aren't good enough, why don't we just make some new (unofficial) defaults?
I'm personally not the best at balancing enemies in the editor and I can't imagine I'm the only one. So the idea here is we suggest stats for premade custom enemies and hopefully establish a consistent difficulty standard for tier 3+ enemies, for those who might want to use them.
- Name: Darknut (L3)
- Type: Walking Enemy
- Weapon: (None)
- O.Anim: Darknut (NES)
- E.Anim: 4 Frame 4-Dir
- Item Set: Magic + Life
- HP: 24
- Damage: 12
- Hunger: 0
- Random Rate: 3
- Halt Rate: 0
- Homing Factor: 180
- Step Speed: 80
- F.Rate: 16
- Flags: Shielded in front, hammer can break shield
Suggestions don't necessarily have to be upgrades of existing enemies. You can post downgrades, sidegrades or even something totally new. I might edit some of the more popular ones into the OP.
Here's some information on what some of the enemy editor fields do, taken from ZCWiki:
- HP: The enemy's max health. Each point of damage in the item editor deals 2 points of damage in enemy HP.
- Damage: The enemy's contact damage. 4 damage = 1 heart.
- W. Damage: Damage the enemy's projectiles do, same as above.
- Hunger: Determines the enemy's attraction to the bait item. Range is from 0 (no attraction) to 4 (max attraction)
- Random Rate: How often the enemy will change directions after moving to a new combo. Ranges from 0 (never) to 16 (always).
- Halt Rate: How often the enemy will consider stopping to attack after moving to a new combo. Ranges from 0 (never) to 16 (always).
- Homing Factor: How often the enemy will turn to face Link when changing directions. Ranges from 0 (never) to 256 (always).
- Step Speed: How fast the enemy moves. 100 step = 1 pixel per frames.
- F. Rate: How fast the enemy animates. Ranges from 3 (fastest) to 256 (slowest). 0-2 appear to result in no animation at all for some reason.
Lastly, some of my general suggestions of things to avoid:
- Anything that can reasonably OHKO green tunic Link at the point it's introduced.
- Splitting enemies that take more than a couple hits to kill or frequently drop health.
- Excessive bullets.
- Step speed close to or higher than Link's (150).
- Creativity. Link wears green. Green is not a creative color. Be like Link.