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- Leveled lists have been altered so that all creatures appear at player level 1. This way every creature has a chance of appearing from the start of the game.
- The chance of more difficult creatures spawning is much more rare than the easy creatures to make up for all of them being
capable of appearing from the start. For example, rats and deer have a much higher chance of spawning than bears and lions, and mythic creatures like imps have an even smaller chance.
- There used to be spots in the game where creatures had a 25%, 50%, or 75% chance of spawning... now they all have a 100% chance
of spawning, which means yay more creatures!
- Many creatures now have chances of spawning in groups (schools of slaughterfish, groups of mudcrabs, packs of wolves, families of rats, etc...) instead of the standard singular spawns. Again, yay more creatures! The amount of creatures per group tend to be random between 1 and 9, and can include a mixture of different
creatures from the same "family".
- Many creatures have had their aggression lowered to compensate for the larger amount of them.
- Changes listed above apply to general Daedra and general wildlife.
- Added a new weak Daedra, the Young Daedroth, to go along with the Stunted Scamps and Clanfear Runts
- New standard wilderness creatures: Young rat, giant rat, young wolf, young timber wolf, fawn, young boar, baby mudcrab, king mudcrab, titan mudcrab, young mountain lion, small laughterfish,
giant slaughterfish, young black bear, young brown bear
- The lists for the Kvatch exterior, and town only include weak Daedra, to make it possible for new players to go there and not die upon arrival, and to go along with the idea that it is a first
assault from Oblivion, so it's only the weakest soldiers.