1. Approaching Infinity
  2. News
  3. Monster Modifier Beta

Monster Modifier Beta

Get ready to meet venomous gnashers, disappearing Narcratu, and blinding eye-balls (Yes, really!)...

As what is probably the last big new feature of version 1.6, monsters encountered on away missions will sometimes have different varieties that change their stats and behavior. There are over 60 of these right now, and they're called "Monster Modifiers".

(This is only for those bravest of captains who spend time in the beta branch...)

Not all modifiers can be assigned to all monsters. All creatures are broken down into 6 groups: animal, plant, slime, robot, intelligent, and undead. Each modifier applies to a subset of these (some are for all types, and a few are only for one). Further exclusions are made for breeders and stationary monsters. There's also a hidden 7th group that basically says "don't alter this monster"... things like the outsider and transcendent horror won't get modified. They're already too powerful.

Monsters won't have modifiers until sector 4, and they start off being pretty rare. The rate of occurrence tops out around sector 60, at which point about half of all monsters will be modified in some way.

Take note of monster's names in your targeting information or tooltips: that will be your first clue you're facing a modded monster. The 'burrowing slime' and 'sturdy tusker' are sure to be modified. So get out there and explore, find some modified monsters, and let me know how quickly they kill you ;)


Other Changes


  • Added webs on away missions. They take a turn to break.
  • Fire, acid, and nano destroy webs, and so do the skills cleanse and grav pulse.
  • Being trapped in a web keeps you from moving or attacking. You must break the web before doing anything else.
  • Added monster power: "Weaver": leaves webs behind as it moves.
  • Added monster
  • cooldown* power "Ensnaring": their attack traps you in a web.
  • Added monster power: "Drain XP" : attacks drain officers' XP
  • Added monster power: "Induce Terror": being terrified makes your attacks miss half the time.
  • Added monster power: "Regenerate": monster heals 5% per turn.
  • Added monster power: "Disruption": adds cooldown to a random cybernetic skill.
  • Many monster mods give bonus xp rewards.
  • Decreased the number of grenades in a bunch for most types.
  • Increased the damage of sonic, seismic, and scrambler weapons.
  • Reduced the damage of toxic and monofilament weapons
  • Letters A-Z and numbers 1-9 that are not already assigned are listed on the key rebinding screen.
  • Removed item price scaling based on how much money you have.
  • Added storage rooms to shipwrecks...
  • Officers who are injured on away missions will automatically be returned to the away team when they heal!



Want to see some of this stuff in action? Check out my new video series, "Stealth Runner to the Amulet of Yendor". You'll notice this is my second attempt. Yes I'm bitter.

https://www.youtube.com/watch?v=Yo91OOr23Bc


And now I'll leave you with this convenient...
[h3]...complete list of the (current) monster modifiers:[/h3]

  • Weak : Does 50% less damage than normal.
  • Deadly : Does more damage than normal.
  • Precise : Firing range increased by 2.
  • Sluggish : Moves slower than normal.
  • Swift : Moves much faster than normal.
  • Aggressive : Increased aggression radius.
  • Docile : Just not that into you.
  • Sturdy : Has a 50% bonus to HP.
  • Feeble : Has 50% less HP.
  • Burning : Attacks can set the away team on fire.
  • Freezing : Attacks with extreme cold, slowing the away team.
  • Venomous : Attacks cause poison status effect.
  • Electric : Attacks cause energy-damage status effect.
  • Piercing : Causes suit puncture and oxygen leak status effect.
  • Perplexing : Attacks cause confusion.
  • Acidic : Causes corrosion on anything it touches.
  • Blinding : Attacks can temporarily blind the away team.
  • Vampiric : Hurting you heals this creature!
  • Thieving : Attacks cause the away team to drop things.
  • Avenging : Automatically returns melee attacks (strike-back).
  • Burrowing : Able to dig through walls quickly.
  • Herbivorous : Eats plants and trees as it moves.
  • Grabby : Pulls the away team closer from up to 3 tiles away.
  • Pushy : Melee attack pushes away team.
  • Jumpy : Jumps long distances to attack.
  • Flighty : Jumps away when threatened.
  • Virulent : Attacks can give you disease!
  • Disappearing : Able to become invisible!
  • Camouflaged : Can hide in foliage.
  • Slimy : Leaves a sticky slime trail behind.
  • Imprisoning : Attacks trap the away team in slime.
  • Scavenging : Picks up items as it moves.
  • Sympathetic : Calls for help when attacked.
  • Draining : Attacks drain XP!
  • Disrupting : Attacks add cooldown to cybernetic skills!
  • Asphyxiating : Steals your oxygen!
  • Forceful : Ranged attacks have knockback.
  • Deflecting : Chance to deflect ranged attacks.
  • Dextrous : 33% chance to dodge any attack!
  • Regenerating : Heals 5% per turn!
  • Terrifying : Chance to induce extreme fear.
  • Weaving : Weaves webs as it moves.
  • Ensnaring : Attacks catch the away team in a web.
  • Bulletproof : Takes half damage from all ranged attacks!
  • Asbestos : Immune to incendiary damage
  • Insulated : Immune to cryo damage.
  • Rubbery : Resists smashing damage.
  • Fearless : Immune to fear-inducing weapons.
  • Alert : Immune to stun weapons.
  • Grounded : Immune to shock weapons.
  • Galvanized : Resists corrosive damage.
  • Flammable : Weak against incendiary damage.
  • Shivering : Weak against cryo damage.
  • Hearty : Resists toxic damage.
  • Sickly : Weak against toxic damage.
  • Deaf : Immune to sonic damage.
  • Brittle : Weak against explosive damage.
  • Squishy : Weakness to smashing damage.
  • Ironhide : Lifeform has a thick metallic skin.
  • Hulking : Bonus HP and damage, but slower.
  • Leaden : Resists radiation damage.
  • Elite : An experienced combatant.
  • Champion : The best of the best.
  • Sniping : Powerful long-range attack.