
Monsters · R.E.P.O. v0.4.0 · read from a local copy
What a monster is doing
A monster is always in one of a fixed set of named states.
A monster in R.E.P.O. is in one of a fixed set of states at any moment: the game names each one, from roaming and investigating to sneaking, being stunned, and despawning.
What the game establishes
- A monster is always in one of a fixed set of named states. (checked against the game's own files)
- The states cover spawning, roaming, chasing in stages, investigating and sneaking. (checked against the game's own files)
- There is a state for looking underneath something. (checked against the game's own files)
- Being stunned and despawning are states in the same list. (checked against the game's own files)
- Monsters are sorted into weight classes from very light to very heavy. (checked against the game's own files)
- The game has separate monsters built around those behaviours, including a robe wearer, a bowtie wearer, a ceiling eye, a duck, a gnome and a bomb thrower. (checked against the game's own files)
- A monster holds the state it is in, a fixed spot to look at when it kills, a fixed spot for valuables it spawns, and a cue for being near. (checked against the game's own files)
- The investigating state carries a multiplier on its range and a trigger for the moment investigating begins. (checked against the game's own files)
In play
A monster is always in a named state. The game keeps a fixed list of what a monster can be doing, so its behaviour is a set of phases rather than an improvised reaction to where you are.
The list starts broad. It begins with nothing, spawning in and roaming, so a monster you have not met yet is usually one that has appeared but not yet settled on a target.
It has a chase, in stages. Chasing is its own run of states with a beginning, a middle, a slower pursuit and an ending, which is why being followed does not always feel the same.
It also hunts quietly. Investigating and sneaking are separate states from chasing, which is why a monster can be looking for you without running at you.
Some of them look under things. There is a state for looking underneath, which is why hiding in the right place can fail if a monster takes an interest in it.
Being stunned is a state as well. Stunned sits in the same list, which is how a stun fits into the behaviour rather than interrupting it, and despawning is how a monster leaves.
They are graded by weight. Monsters are also sorted by weight, from very light to very heavy, which is why the same shove moves one of them and not another.
The monster keeps its own answer. It holds the state it is in right now, a fixed spot to look at when it kills, a fixed spot for the valuables it brings in, and a cue of its own for being near.
Looking around has settings of its own. The investigating state carries a multiplier on how far it reaches and a trigger for the moment it begins, which is why looking for you is tuned apart from chasing you.
What this entry does not tell you: how long any state lasts, which monster uses which, or how a monster's weight changes anything for you. We have not verified those numbers, so we do not print them.
Related
MonstersEnemies and what they doThe game defines several distinct monsters rather than one enemy type.
MonstersReading a monster before it reaches youEvery monster carries a tracked behaviour state.Version and sources
A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.