Enemy

From HoloCure Wiki
Jump to navigation Jump to search
Enemy lists
Shrimp.gif Stage 1
Sukonbu.gif Stage 2
Matsurisu.gif Stage 3
Moonafic.gif Stage 4
Dark Shrimp.gif Stage 1 (Hard)
Kuro Sukonbu.gif Stage 2 (Hard)
Matsurisu3.gif Stage 3 (Hard)
Reddit-niki Green.gif Time Stage 1

As the player progresses through the game, different enemies will appear and make attempts to deal contact damage. Some are capable of additional attacks while others only appear in time events in a fixed formation. Stronger boss-type variants will also appear now and then.

Behavior

In general, enemies will move towards the player at their designated movement speed. When an enemy collides with the player's collision box, the player will take damage according to the enemy's ATK Up Icon.png ATK stat. During this time, the enemy will attack every time its attack cooldown is over.

The enemy defeated counter will increase by one when the player defeats an enemy.

Some enemies have a set maximum lifetime. When this time is up, the enemy will automatically be "defeated". Enemies whose lifetimes expire do not drop pickups, nor count for the total enemies defeated counter.

Drops

When an enemy is defeated, it may drop any combination of the following:

Drop item Drop chance Drop increase method
EXP Icon.pngEXP 1/1 EXP stat, Study Glasses Icon.pngStudy Glasses, EXP Gain Up Icon.pngEXP Gain Up
Food Icon.pngFood 1/200 Uber Sheep Icon.pngUber Sheep, Food Drops Up Icon.pngFood Drops Up
HoloCoin Icon.png10 HoloCoins 1/90 Super Chatto Time! Icon.pngSuper Chatto Time!, Money Gain Up Icon.pngMoney Gain Up
AnvilTransparent.png Anvil 1/1301 Credit Card Icon.pngCredit Card, Kaela Kovalskia Icon.pngKaela Kovalskia's Blacksmith Icon.pngBlacksmith Skill
ExpMagnet.gif EXP Magnet 1/3000 Super Study Glasses Icon.pngSuper Study Glasses

Knockback

When an enemy is knocked back, it travels in the opposite direction based on the speed and duration of the knockback effect. If at any point during the knockback duration the enemy collides with another enemy or an environment obstacle (e.g. fences), the knockback immediately stops (the other enemy knockback is also stopped, in the case of colliding with another enemy).

All enemies have some level of knockback resistance. Knockback resistance reduces the strength of the knockback effect by multiplying the knockback speed by . Whenever an enemy is hit by knockback, they will gain an additional 10% knockback resistance, stacking up to 90%. Knockback resistance resets if the enemy has not been hit by a knockback in the last 10 seconds. Some characters have attacks that can ignore knockback resistance. There are also some variations of enemies (mainly bosses) that are completely immune to knockback effects, including effects that ignore knockback resistance.

Special enemies

Bombers

These self-destructive enemies warn the player with a red circle when the player approaches them, and after a set time, they explode within the radius of the circle, and cause damage. Some examples are the SSRB.gif SSRBs in Stage 2 and Oruyanke 2x.gif Oruyanke in Stage 2 (Hard). Stats of these enemies depends on the exact time that they spawn:

[Toggle display]
ATK = 2 + minutesTimer * 0.15
SPD = 0.35 + 0.015 * minutesTimer
HP = round(4^(3.6 + minutesTimer/8.5) - 127)
expValue = round(5^(1 + (minuteTimer + secondTimer /30)/25))

where minuteTimer and secondTimer is the minute and second component of the timer respectively.

Shooters

These enemies act as rangers, which move slowly (or not at all), and shoot ranged attacks against the player, in the form of danmaku-style bullets. Some examples are the Rooted Sapling.png Rooted Saplings in Stage 1 (Hard) and Shiokko2.gif Mahou Shiokko in Stage 3. The stats of these enemies depends on the exact time that they spawn:

[Toggle display]
ATK = 2 + minutesTimer * 0.8
SPD = 0.35 + 0.015 * minutesTimer
HP = round (4^(3.6 + minutesTimer/8.5) - 127)
expValue = round (5^(1 + (minuteTimer + secondTimer / 30) / 25))

where minuteTimer and secondTimer is the minute and second component of the timer respectively.

Chargers

These ramming enemies display a warning indicator in the form of two large red exclamation points ( !! ) along with an audio cue. Immediately after, they will quickly charge towards the last known location of the player character. Some examples are the Rosetai4.gif Rosen Jousters and Thicc Bubba.gif Thicc Bubbas in Stage 3 (Hard).

Area effect enemies

These enemies periodically apply an effect within a certain radius, either to the player or to other enemies. Currently, all are variations of the Reddit-niki enemy.

Reddit-niki Green.gif Restores the HP of other enemies.
Reddit-niki Red.gif Applies an ATK debuff to the player.
Reddit-niki Blue.gif Applies a SPD debuff to the player.

It is recommended to defeat these enemies quickly, as several of them hiding within a large group of enemies can quickly overwhelm an unprepared player.

Bosses

Mini-boss and Boss enemies generally behave the same way as regular enemies. The key difference between them are their (usually doubled) size, vastly increased stats, and the amount of drops they provide. These enemies are also immune to all instant KO effects, and some are completely immune to knockback effects. Mini-bosses spawn every 2 minutes, while main bosses spawn every 10 minutes. The amount of boss and mini-boss enemies defeated are one of the variables used when calculating the final score.

If a mini-boss or boss is a Bomber, its stats depends on the exact time that they spawn:

[Toggle display]
ATK = 2 + 0.225 * minutesTimer
SPD = 0.42 + 0.018 * minutesTimer
HP = round(1000+1000^(1 + minutesTimer/25)
expValue = round(750^(1 + minutesTimer/60 ))

where minuteTimer and secondTimer is the minute and second component of the timer respectively.

Harmless enemies

Harmless Takodachis

Harmless Takodachis of various sizes

Ninomae Ina'nis Icon.pngNinomae Ina'nis' skill The Ancient One Icon.pngThe Ancient One is capable of converting enemies into Harmless Takodachis. When an enemy is converted, the enemy is replaced with a ghost-version of the Takodachi.gif Takodachi enemy. These enemies behave like a regular Takodachi enemy, except it cannot take damage through any other method but colliding with the player character, upon which it is instantly defeated.

Harmless Takodachis can stack by colliding with each other, forming bigger Harmless Takodachis. Touching a Harmless Takodachi will heal the player for 1HP per stack, and deal AoE damage based on its size. They can drop EXP, HoloCoins, or Food upon defeat. They are still considered enemies by the game, which causes on-target weapons, like Plug Type Asacoco Icon.pngPlug Type Asacoco or Flattening Board Icon.pngFlattening Board, to target Harmless Takodachis.

Silver YAGOOs

Added in Version 0.5, Silver YAGOOs are harmless enemies that hop around quickly and drop HoloCoins whenever they are hit. There is a 30% chance for a Silver YAGOO to spawn on a certain time period on any map.

Although they technically have extremely high HP, they will vanish after receiving enough hits, and drop a random Stamp. Otherwise, they will disappear after 25 seconds.

Silver YAGOO spawn time and max amt. of coin drop
(not incl. Halu, Shop upgrades and Holozon Box)
Stage Timestamp Amount of coins
Grassy Plains 3:00
9:00
17:00
Holo Office 3:00
9:00
17:00
Halloween Castle 3:30
9:XX
17:XX
Gelora Bung Yagoo 3:XX
9:XX
17:XX
Grassy Plains (Night) 3:XX
9:XX
17:00
Holo Office (Evening) 3:00
9:00
17:15
Halloween Castle (Myth) 3:00
9:00
17:XX

Golden YAGOOs

Added in version 0.4, Golden YAGOOs are harmless enemies that hop around quickly and drop HoloCoins whenever they are hit. There is a 20% chance for a Golden YAGOO to randomly spawn on any map at certain timestamps, listed below.

Although they technically have extremely high HP, they will vanish after receiving enough hits, and drop a massive amount of HoloCoins and a Holozon Box. Otherwise, they will disappear after 25 seconds.

Golden YAGOO spawn time and max amt. of coin drop
(not incl. Halu, Shop upgrades and Holozon Box)
Stage Timestamp Amount of coins
Grassy Plains 5:00 400
15:30 1,800
Holo Office 5:00 480
15:00 2,160
Halloween Castle 5:00 520
15:00 2,340
Gelora Bung Yagoo 5:XX 560
15:XX 2340
Grassy Plains (Night) 5:00 560
16:00 2,520
Holo Office (Evening) 5:00 600
15:15 2,700
Halloween Castle (Myth) 5:00 640
15:XX 2,880

Spawning

The game follows certain rules when attempting to spawn enemies.

Spawn pool

Throughout the run, the game will keep adding and removing enemies from the spawn pool. These enemies are then selected at random based on their spawn weight, with enemies that weigh more being spawned more often.

Spawn rate

This determines how many enemies can appear on screen at once. This value changes throughout the run.

Enemy level

This determines which variation of the enemy is going to be spawned. In a time event, enemies could spawn with their original stats, or with modified stats (signified by an "override" command in the code).

Example Deadbeat enemy with five levels.
Level Sprite HP ATK SPD EXP value Other features
Level 1
Deadbeat.gif
40 4 0.4 7
Level 2
Deadbatter.gif
150 7 0.6 9
Level 3
Riot Deadbeat.gif
380 5 0.65 8 Immune to knockback
Level 4
Deadbrawler.gif
80 7 1.0 8
Level 5
Deadbrawler.gif
1500 20 0.1 4

Spawn cooldown

This determines how fast the game will spawn enemies.

Maximum enemy limit

This determines how many enemies are allowed to be spawned at any given time. The game will stop periodically spawning enemies when this value is reached. However, enemies spawned via time events (including bosses) will still be spawned. This value changes throughout the run.

Timed events

For a list of timed events for each stage, visit that stage's enemy page.

These are events that trigger based on the current time. When the specified time is reached, the game forcibly spawns enemies in the given pattern, amount, and size. Spawn rate and enemy limits are often modified during these events as well. Timed events can also control the spawned enemies' stats like HP, ATK, SPD, EXP, and lifetime.

Spawn pattern

For a full list of spawn pattern in each stage's timed events, visit that stage's enemy page.

This determines how enemies are spawned. Periodical spawning simply spawns in a random pattern while timed events can spawn with different patterns (see below).

  • Cluster - Large groups of enemies spawn together, but otherwise behave normally with no adjustments to behavior or stats.
  • Horde - Large amounts of enemies move at very high speeds to catch the player off-guard. However, they charge in a straight line, meaning that the player can avoid most of them by stepping out of the way. The enemies within the horde usually have very low HP and EXP drops. Hordes are a good way to trigger On Defeat effects such as the Nurse's Horn's healing effects.
    • Horde Rush - A variation of the Horde where hordes are spawned rapidly, quickly filling the entire screen with hordes. This version is usually announced by an alert indicator.
  • Ring - Enemies spawn surrounding the player, forming a ring shape. The enemies usually creep in to trap the player but there are cases where the ring simply acts as a barrier to prevent the player's safe escape.
  • Wall - Walls of enemies appear in straight vertical or horizontal lines, usually on both sides of the screen. Sometimes they appear at the same time, forming a box shape. The enemies move towards the player at varying speeds.
    • Stampede - A variation of the Wall in which the enemies are spawned in a linear formation but are much faster than regular walls. Stampedes are always announced by a quick alert indicator revealing which direction they will appear from. They will also usually have holes in the formation where players can fit through.
      • Wave - A variation of the Stampede where enemies fly rapidly across the screen in a sine-wave pattern in an attempt to confuse the player.
  • Airdrop - Before spawning, a red circle appears, followed by a damage burst as an enemy is spawned in, similar in fashion to a Bomber-type enemy. Airdrops can occur either in a coherent formation or as a random scatter based around the player.
  • Fastball - An enemy turns itself into a projectile aimed at the player, signified with with a red line spanning across the screen. In harder stages, these appear rapidly and in copious amounts.
  • Ambush - A combination of Airdrop and Fastball, where enemies drop in at select spots and immediately charge up to ram the player.

Enemy power scaling

For a list of enemies' base stats for each stage, visit that stage's enemy page.

Enemy stats calculation depends on their base stats and how long the run have been going.[1]

Time scaling

The game calculates two following values:

[Toggle display]
a = max(0, minuteTimer - 23) + 37 * hourTimer

where minuteTimer and hourTimer as in the minute and hour component of the timer respectively.

For example, if a run is at 2 hour 30 minute, then minuteTimer = 30 and hourTimer = 2a = 81

[Toggle display]
b = minutesPast30 + 60 * hourPast1

where minutesPast30 and hourPast1 are the total full minutes passed since the 30:00 marks and total full hours passes since 1:00:00 respectively. If time is less than 30:00 (less than 1 hour), then minutesPast30 (hourPast1) = 0.

For example:

  1. If a run is at 2 hour 45 minute, then minutesPast30 = 135 and hourPast1 = 1 ⇒ b = 195.
  2. If a run is at 0 hour 25 minute, then minutesPast30 = hourPast1 = 0, therefore b = 0.

Stats scaling

Enemies' ATK, SPD and HP stats are calculated every minute based on these following formulas:

[Toggle display]
ATK = (baseATK + 2a )^(1+b/25)
SPD = (baseSPD + 0.12a)^(1 + b/25) (300 maximum)
HP = (baseHP + baseHP * 0.05 * a)^(1 + b/50)

Formulas for a and b are mentioned in Time Scaling.

Phases

Based on the formulas, a stage could be divided into three phases:

  • Pre-Endgame (Before 23:00): a and b are both equal to 0, enemy stats are essentially equal to their base stats.
  • Endgame (23:00 - 30:00): a is now larger than 0, enemy stats are increased gradually through time.
  • Kill screen (After 30:00): b is now larger than 0, Spawn pool are totally replaced with YAGOOs, enemy stats skyrocket every minute.

List of enemies

For a list of enemies that appear in a certain stage, click on that respective stage name.
List of stages in Holocure
Stage no. Normal mode Hard mode
Stage 1 Grassy Plains Grassy Plains (Night)
Stage 2 Holo Office Holo Office (Evening)
Stage 3 Halloween Castle Halloween Castle (Myth)
Stage 4 Gelora Bung Yagoo
Time Stage 1 Concert Stage

Trivia

  • According to Kay Yu, the lead developer of Holocure, the difficulty for Normal stages onward will be no more than Stage 2 while Hard mode stages will continue to keep climbing in difficulty.[2]
  • Aside from major bosses and YAGOO, all enemies in game are supposed to represent the fans of Hololive members. However, not all enemy designs are actually fan mascots. This is due to either the member not having a canon fan mascot design or the dev team not being aware of said design. As a result, some of the enemies are either based on other mascots created/associate with a member or are created by the dev team.

References